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'''''THIS PAGE IS UNDER CONSTRUCTION. THEREFORE, CONTENT BELOW ARE SUBJECT TO CHANGE.'''''
+
{{CombatPortal}}
  
<nowiki/>'''- Recent Update:'''
+
Artillery Spotting, commonly referred to as ''ArtySpot'', ''Daytime CI'', or simply ''Spotting'', is a series of special attacks that allow ships with specific equipment setups to perform Cut-in attacks during the Day Battle. These attacks grant '''post-cap''' damage bonuses as well as increased shelling accuracy.
*  Dec 19, 2014 by homuhomu123
 
*  [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting Translation] added for the Japanese source data ([http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証]), from which fundamental assumptions were made
 
*  Notice added for section introduction.
 
*   
 
*  Dec 15, 2014 by homuhomu123
 
*  Section "Effectiveness of Artillery Spotting" added. Special thanks for Nainodel's article [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower "All About Firepower"]
 
 
*  Dec 12, 2014 by [http://kancolle.wikia.com/wiki/User:Homuhomu123 homuhomu123]
 
* CI chance modifier for AA radars evaluated to be 24%, in contrast to surface radar's 30%.  
 
  
 +
The Carrier-equivalent for Artillery Spotting is '''Aircraft Carrier Cut-in (CVCI)'''. Mechanically, they share the same core mechanics, but have different trigger conditions.
  
 +
=Artillery Spotting=
 +
Artillery Spotting is a feature for ships that can launch {{Seaplane}} [[Seaplane]]s. Using special equipment setups, those ships may perform one of multiple special attacks. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as APCI for Main AP Shell Cut-in, Sec CI for Secondary Gun Cut-in, etc.
  
== Introduction: ==
+
Cut-ins may be activated during a ship's turn and will override its normal shelling attack. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.
This page studies the trigger rates & effectiveness of Artillery Spotting, based on credible in-game testing. An optimal use of Artillery Spotting could considerably improve your fleet's daytime combat performances.
 
  
''Please be aware on the part of Artillery Spotting trigger rate estimate. They are not 100% accurate, or even close to the actual codes written. However, the more battles you proceed, you should find those estimates being very close to the actual ones. The estimate formula are constantly being revised, not yet mature (error ~5%), thus more experiments are being conducted for refinement.''
+
==Trigger Conditions==
 +
[[File:Air_Superiority_Aquired.png|thumb|right|The fleet attains Air Supremacy. Artillery Spotting and Aircraft Carrier Cut-ins can now be performed]]
 +
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or {{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The ship must be equipped with at least one {{SPR}}[[Seaplane Recon]] or {{SPB}}[[Seaplane Bomber]] on a slot with size '''higher than 0'''.
 +
** {{SPF}} [[Seaplane Fighter]]s or {{Carrier Recon}} [[Carrier Recon]]s '''do not''' enable Artillery Spotting.
 +
** '''Main Suisei Cut-in''' specifically ignores this condition.
 +
* The ship must be equipped with at least one {{Large Gun}}{{Med Gun}}{{Light Gun}}{{Main Green}} '''[[Main Gun]]'''.
 +
* The ship must use a Surface Shelling attack.
 +
** This therefore excludes carrier and [[ASW]] shellings.
 +
* The ship must not be {{color|red|'''Heavily damaged (大破)'''}}.
  
In brief, Artillery Spotting consists of two types of attack: Cut-In '''[CI] '''& Double Attack '''[DA]'''. When activated, the attacking ship receives a damage output (post-cap) & accuracy bonus. More detailed explanations could be found on the page [http://kancolle.wikia.com/wiki/Combat Game Mechanics -> Artillery Spotting] .
+
==Setups and Attack Types==
 +
[[File:Main_Main_Cutin.png|thumb|right|Musashi performing Main AP Shell Cut-in (APCI)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previously stated trigger conditions.
  
 +
For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
  
== Typical Set Ups for Artillery Spotting: ==
+
For clarity purposes:
 +
* {{Large Gun}} is used to indicate a '''[[Main Gun]]''' of ''any size'',
 +
* {{Seaplane}} is used to indicate a '''"[[Seaplane]]" ''' ([[SPR|Recon]] or [[SPB|Bomber]]),
 +
* {{Sec Gun}} is used to indicate a '''[[Secondary Gun]]''' of ''any size'',
 +
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
 +
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
 +
* {{Dive Bomber}} is used to indicate any '''{{Equipment/Link|Suisei Model 22 (634 Air Group)|Suisei Model 22 (634 Air Group/Skilled)|Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)|text="634 Air Group" Suiseis}}'''.
 +
* {{ZuiunPlane}} is a custom icon used to indicate any '''Zuiun''' variant:
 +
{{Zuiun}}
  
==== Double Attack ====
 
* 2 x Main + 1 Seaplane........................................(basic setup)
 
* 2 x Main + 1 Seaplane + 1 Seaplane
 
* 2 x Main + 1 Seaplane + 1 Radar........................(highest DA chance)       
 
  
''>> DA Damage: 120% (post cap) x 2. More powerful for ships with high shelling accuracy and against lighter armor units.''       
+
{|class="wikitable" style="text-align:center; margin:auto"
 
+
!Attack Type
==== Cut-In ====
+
!Prerequisites
* 1 x Main + 1 x Sec + 1 Seaplane...................................(basic setup)
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
* 1 x Main + 1 x Sec + 1 Seaplane + Radar......................(highest CI chance)
+
!Accuracy<br>Modifier
* 1 x Main + 1 x Sec + 1 Seaplane + AP Shell
+
!Hits
''>> CI Damage: 110% / 120% / 130%. Works well for ships with high firepower while giving more chances for Artillery Spotting.''
+
!Notes
 
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
''>> Set up #2 triggers either secondary gun CI (110%) or radar CI (120%).''
+
!% per Base Value
 
+
|-
==== Hybrid (DA+CI) ====
+
!style="background-color:#ff7f50; color:black"|Main Zuiun Cut-in<br>(Zuiun CI)
* 2 x Main + 1 x Sec + 1 Seaplane
+
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
* 2 x Main + AP Shell + 1 Seaplane
+
|1.35||?||1
''>> CI Damage: 130% / 150%. More CI expected than DA. Giving the highest base rate for triggering Artillery Spotting.''
+
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
+
|120||0.83%
 
+
|-
 
+
!style="background-color:#ff7f50; color:black"|Main Suisei Cut-in<br>(Suisei CI)
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
Possible factors are listed below, followed by their '''''estimated''''' effects. These values / formula ''might ''be far from the actual ones, but they do give good estimates for the activation rates 
+
|1.3||?||1
 
+
|130||0.77%
The first 5 factors are derived from [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証-] ''(click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting here] for a translated version)'' and will be verified in future experiments. In addition, these hypothesis will be used as ''fundamental assumptions'' in experiment data analysis.:
 
# '''<u>Being the flagship / </u>'''旗艦  (+15% for both rates)
 
# '''<u>Radar & type / </u>'''電探  (+30% CI chance, +13% DA chance, maximum)
 
# '''<u>Air Supremacy or Superiority / </u>'''制空権の状態  (-12% for both if only Air Superiority is achieved)
 
# '''<u>Fleet total LoS / </u>'''艦隊合計索敵値/  (+8% DA rate, +10% CI rate, per 100 additional LoS)
 
# <u>'''LoS Values on Seaplane / '''</u>水上機の索敵補正値  (minimal effects)
 
The following factors have negligible effects on the trigger rates:
 
*
 
<nowiki> </nowiki>The following factors ''might'' have an effect on the trigger rates:
 
# '''Fatigue / 疲労度'''  (No effects after Xmas update ?? Severe fatigue penalty was estimated to be -12% on DA chance)
 
# '''Health state / HP''' (Less than 5% penalty on DA chance ?? )
 
# '''Level / レベル '''(Negligible effects ?? Assumption based on test results [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Further_Study_on_the_Factors_Affecting_Trigger_Rates_of_Artillery_Spotting#.5B_Exp.27t_D_.5D_2 here])
 
# '''Formation / 陣形'''
 
 
 
<br>  
 
 
 
=== Detailed Explanation: ===
 
1. Before we start, let's assume a ''standard situation'', in which '''''Fleet total LoS = 300,''''' test ships are ''beyond minor damage(小破未満) and morale condition = 49''. Fleet formation'' Line Ahead'', and ''Air Supremacy (AS+)'' is achieved for every battle. Based on test results from [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証] ''(click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting here] for a translated version)'', we may come up with following hypothesis:
 
 
 
- BB(V) equipped with 2 x Main & 1 seaplane has '''DA rate ~ 50%'''.
 
 
 
- CA(V) quipped with 2 x Main & 1 seaplane has '''DA rate ~50% ??'''
 
 
 
- BB(V) equipped with 1 x Main + 1 x Secondary & 1 seaplane has '''CI rate ~ 50%'''
 
 
 
- CA(V) equipped with 1 x Main + 1 x Secondary & 1 seaplane has '''CI rate ~50% ??'''
 
 
 
- It was suspected that CLs & some CAs have 5% lower DA/CI base rate ??
 
 
 
 
 
 
 
2. As '''total fleet LoS''' incremented from 300 -> 400, the trigger rates increase slightly:
 
 
 
- DA rate + 8%, per 100 additional LoS, approximately.   
 
 
 
- CI rate + 10%, per 100 additional LoS, approximately.
 
 
 
- Relation supposed to be linear for any LoS level ??
 
 
 
 
 
 
 
3. If an '''additional seaplane scout''' is added onto the 4th slot:
 
 
 
- DA rate +5%  ??
 
 
 
- CI rate +0%  ?? 
 
 
 
- Actual effects are to be further determined. 
 
 
 
 
 
 
 
4. If we replace the extra seaplane with a '''radar,''' and compare the results to those from the standard situation:
 
 
 
- DA rate rises by 4 % ~ 13 % approximately, depending on the '''''accuracy stat''''' of the radar ??
 
 
 
- CI rate rises by 30% (surface radar) or 24% (AA radar), approximately ??
 
 
 
===== - List of radars with their Estimated DA/CI rate modifier (Require further verification) =====
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" |
+
!style="background-color:#81c784; color:black"|Main AP Shell Cut-in<br>(APCI)
! scope="col" |
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
CI chance bonus Estimate
+
|1.5||1.2||1
! scope="col" |
+
|
LoS stat
+
|150||0.66%
! scope="col" |
 
DA chance bonus Estimate
 
! scope="col" |
 
Accuracy stat
 
 
|-
 
|-
|#22 Surface Radar
+
!style="background-color:gold; color:black"|Secondary AP Shell Cut-in<br>(Sec APCI)
|<nowiki>+30%</nowiki>
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
|<nowiki>+5</nowiki>
+
|1.3||1.3||1
|'''''+4%'''''
+
|
|'''''+3'''''
+
|140||0.71%
 
|-
 
|-
|#22 Kai 4 Surface Radar
+
!style="background-color:gold; color:black"|Secondary Radar Cut-in<br>(Radar CI)
|<nowiki>+30%</nowiki>
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
|<nowiki>+5</nowiki>
+
|1.2||1.5||1
|'''''+13%'''''
+
|
|'''''+8'''''
+
|130||0.77%
 
|-
 
|-
|#32 Surface Radar
+
!style="background-color:gold; color:black"|Secondary Cut-in<br>(Sec CI)
|<nowiki>+30%</nowiki>
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
|<nowiki>+10</nowiki>
+
|1.1||1.3||1
|'''''+13%'''''
+
|
|'''''+8'''''
+
|120||0.83%
 
|-
 
|-
|FuMO25 ''AA ''Radar
+
!style="background-color:#59f; color:black"|Double Attack<br>(DA)
|''+24%''
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
|<nowiki>+9</nowiki>
+
|1.2||1.1||2
|'''''+16% ??'''''
+
|
|'''''+10'''''
+
|130||0.77%
 
|}
 
|}
  
 +
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 +
* If an Artillery Spotting attack is evaded, it will deal [[Scratch Damage]] instead.
 +
* If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.
  
 +
=Aircraft Carrier Cut-In=
  
5. Different seaplane scouts vary slightly in the DA trigger rate bonus:
+
Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch {{Torpedo Bomber}}{{Dive Bomber}}{{Fighter}}Carrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.  
  
'''Type 0 Observation Plane''' & '''Prototype Seiran''' ''(+ 6 LoS)'' give the highest bonus. (+1%) ??
+
CVCI may be activated during a ship's turn and will override its normal shelling attack.
  
- Night Scout ''(+ 3 LoS)'' gives less bonus on DA chance (-2%) ??
+
==Trigger Conditions==
  
- DA chance bonus depends on both stats ??
+
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or <{{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The carrier must fulfill one of the equipment setups.
 +
* The carrier must be shelling a '''surface ship'''.
 +
** [[Installation]]s and submarines cannot be attacked by CVCI.
  
- Different seaplanes have no effect on CI chance ??
+
==Setups and Attack Types==
 +
[[file:CVCI_Example.png|thumb|right|Zuihou performing Fighter-Bomber-Attacker Cut-in (FBA)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previous state trigger conditions.
  
- '''''This part is currently negligible in DA/CI rate estimate calculation.'''''
+
For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
  
===== - List of seaplanes with their Estimated DA rate modifier (Extremely rough estimates, NOT used in calculation) =====
+
* {{Torpedo Bomber}} is used to indicate a '''[[Torpedo Bomber]]'''. In the game, is referred to as ''Attacker''.
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
+
* {{Dive Bomber}} is used to indicate a '''[[Dive Bomber]]'''. In the game, is referred to as ''Bomber''.
|-
+
* {{Fighter}} is used to indicate a '''[[Fighter]]'''.
! scope="col" |
+
 
! scope="col" |
+
{|class="wikitable" style="text-align:center; margin:auto"
LoS stat
+
!Attack Type
! scope="col" |
+
!Prerequisites
DA chance bonus Estimate
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
! scope="col" |
+
!Accuracy<br>Modifier
Accuracy stat
+
!Hits
|-
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
|Night Scout
+
!% per Base Value
|'''+3'''
 
|'''-2%  ??'''
 
|<nowiki>+1</nowiki>
 
 
|-
 
|-
|Type 0 Recon
+
!style="background-color:#81c784; color:black"|Fighter-Bomber-Attacker<br>(FBA)
|'''+5'''
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
|'''+0%  ??'''
+
|1.25||1.2~1.3?||1
|<nowiki>+1</nowiki>
+
|125||0.86%
 
|-
 
|-
|Ar196 Kai
+
!style="background-color:#ff7f50; color:black"|Bomber-Bomber-Attacker<br>(BBA)
|'''+5'''
+
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
|'''+0%  ??'''
+
|1.2||1.2~1.3?||1
|<nowiki>+2</nowiki>
+
|135||0.80%
 
|-
 
|-
|Zuiun (634 Air)
+
!style="background-color:#59f; color:black"|Bomber-Attacker<br>(BA)
|'''+6'''
+
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
|'''+1??'''
+
|1.15||1.2~1.3?||1
|<nowiki>+1</nowiki>
+
|150||0.66%
|-
 
|Type 0 Observation
 
|'''+6'''
 
|'''+2% ??'''
 
|<nowiki>+2</nowiki>
 
 
|}
 
|}
  
 +
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 +
* If a CVCI attack is evaded, it will deal [[Scratch Damage]] instead.
  
 +
'''Note:''' The Critical Damage modifier granted by Aircraft [[Proficiency#Critical Bonus|Proficiency]] works differently when performing a CVCI.
  
6. For standard BB(V)s, aka non-Yamato class BBs, radars could be replaced by '''AP Shells''' for a cut-in setup (Main / Secondary / AP / seaplane), which gives a 20% trigger chance bonus on CI. However, you could also use AP shells (or Secondary)''' '''for a''' <u>hybrid set up</u>''' (2 Main / AP (or Secondary) / seaplane). In the standard situation, the combined Artillery Spotting chance is about '''70%'''.
+
=Trigger Rates=
 
+
Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the [[Air State]] and the "raw [[LoS]]", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.
- AP shell hybrid setup (with ''41cm x 2''):  ''CI = ~38% & ''DA = ~32%.  ??
+
{{Formula
 
+
|Title=Trigger rate formula
- AP shell hybrid setup (with ''46cm x 2''):  ''CI = ~43% & ''DA = ~27%.  ??
+
|Math=\begin{cases}
 
+
\ \text{Trigger %}_\text{Cut-in} =& \dfrac{10 + \text{Base}_\text{ship} + \text{Mod}_\text{Flag} }{\text{Base}_\text{attack} } \times 100
- Secondary gun hybrid setup:              ''CI = ~50% & ''DA = ~20%.  ??
+
\\
 
+
\ \text{if AS} &
- For hybrid setup, every 100 additional LoS <u>''will only increase CI chances by 5%.''</u>'' ??''
+
\ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.6 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.2 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) \Big\rfloor
 
+
\\
- Replacing Type 0 Recon by ''<u>Type 0 Observation Seaplane</u>'' will increase DA rate by ''3%''. ??
+
\ \text{if AS+} &
 
+
\ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.7 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.6 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) +10 \Big\rfloor
- These estimates are based on very limited test results, thus lower credibility.
+
\end{cases}
 
 
- '''Brief Conclusion:''' Huge caliber guns and/or secondary gun on standard BB(V) would trade some DA for more CI chances.
 
 
 
 
 
 
 
7. If Air Superiority [AS] rather than '''Air Supremacy [AS+]''', then both rates fall significantly:
 
 
 
- Both CI & DA chance falls by at least 12%
 
 
 
- In the case of a hybrid setup, CI chance falls by 11% while DA rate -7%. ??
 
 
 
- If you're using the hybrid setup, it's more recommended to achieve Air Supremacy (AS+) for your fleet.
 
 
 
 
 
 
 
8. The '''flagship''' has a significantly higher chance (+15%) of triggering Artillery Spotting 
 
 
 
- In the case of a hybrid setup, CI chance +7.5% while DA rate +7.5%.
 
 
 
===<nowiki/>===
 
[[File:-チラ裏検証-.jpg|none|thumb|800x800px]]
 
 
 
Image source: [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証-]
 
.
 
 
 
Explanation: Blue = DA, Yellow = CI, Brown = Single attacks.
 
# ''TOP LEFT: Trigger rates for flagship (outer) & companion ship (inner) with hybrid setup''
 
# ''TOP RIGHT: The plotting of artillery spotting rate versus fleet total LoS (flagship status &/or equipment bonus NOT excluded) ''
 
# ''BOTTOM LEFT: Flagship & her companion ships with DA basic setup.''
 
# ''BOTTOM RIGHT: Flagship & her companion ships with CI basic setup. ''
 
 
 
 
 
 
 
== Artillery Spotting Trigger Rate Estimate: (Beta ver.) ==
 
NOTE: As mentioned before, these calculation only serves as rough estimates on your ship's artillery spotting chances. More credible tests (Sample size > 170) are required to come up with a better formula. Deviations from actual test results are supposed to be less than 5%, otherwise reworking on the formula itself should be considered. This does not include effects from fatigue, HP status(中破), and undetermined factors like formation, level differences (>>10), a few special ships or maps, etc.
 
 
 
==== Sample Calculation for DA: ====
 
1)  Fuso, AS+, having Fleet LoS = 300, equipped with 2 main, #32 radar & Type 0 Observation will have a:
 
* DA chance of ...
 
* 50%''(<s>BB</s> Base)'' + 13%''[Radar Modifier] ''+ 0%''(LoS Modifier) <s>+1%<Seaplane></s>'' = '''63%'''
 
*
 
2)  Prinz Eugen, AS+, Fleet LoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
 
* DA chance of ...
 
* 50%''(<s>CA</s> Base)''+ 16%''[Radar Modifier]''+ 0%''(LoS Modifier)'' <s>+0''%<Seaplane>''</s>'' ''= '''66%'''
 
*
 
3) Chikuma, AS+, Fleet LoS = 400, equipped with 2 main, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(<s>CA</s> Base)''+ 4%''[Radar Modifier]''+ 8%''(LoS Modifier) <s>+ </s>''<s>0''%<Seaplane>''</s>= '''62%'''
 
*
 
4)  Haruna, {flagship}, AS+, Fleet LoS = 300, equipped with 2 main, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(<s>BB</s> Base)''+ 15%''{Flagship Modifier}'' + 4%''[Radar Modifier]''+ 0%''(LoS Modifier)''= '''69%'''
 
*
 
5)  Mutsu, {flagship}, '''AS''', Fleet LoS = 300, equipped with 2 main guns, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(<s>BB</s> Base)''+ 15%''{Flagship Modifier} - 12%(Air Superiority)'' + 4%''[Radar Modifier]''+ 0%''(LoS Modifier)''= '''57%'''
 
*
 
==== Sample Calculation for CI: ====
 
1)  Fuso, AS+, Fleet LoS = 300, equipped with 1 main + 1 sec, #22 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 30%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''80%'''
 
*
 
2)  Atago, AS+, Fleet LoS = 300, equipped with 1 main + 1 sec, #14 AA radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 24%''[AA Radar Modifier]''+ 0%''(LoS Modifier) ''= '''74%'''
 
*
 
3)  Mutsu, AS+, Fleet LoS = 400, equipped with 1 main + sec, AP shell & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 20%''[AP Shell Modifier]''+ 10%''(LoS Modifier) ''= '''80%'''
 
*
 
4)  Kumano, AS+, Fleet LoS = 400, equipped with 1 main + 1sec, #32 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 30%''[Radar Modifier]''+ 10%''(LoS Modifier)''= '''90%'''
 
*
 
==== Sample Calculation for Hybrid Setup: (lower credibility suspected ??) ====
 
1)  Mutsu, AS+, Fleet LoS = 400, Type 0 Recon, AP shell setup with 41cm x 2:
 
* Total artillery spotting rate = 70%''(BASE)'' + 5%''(LoS Modifier for CI)'' = '''75%'''.
 
 
 
* CI% = 38%''(AP BASE)'' + 5%''(LoS Modifier)'' = '''''43%'''''
 
* DA% = 32%''(AP BASE) = '''32%'''''
 
*
 
2)  Kongou, AS+, Fleet LoS = 400, Type 0 Observation Seaplane, AP shell setup with 46cm x 2:
 
* Total artillery spotting rate = 70%''(BASE)''+ 5%''(LoS Modifier for CI) + 3%(Obsv.Seaplane) ''= '''78%'''
 
* CI% = 43%''(AP BASE, Overload) ''+ 5%(LoS) ='' '''48%'''''
 
* DA% = 27%''(AP BASE, Overload) + 3%(Obsv.Seaplane) = '''30%'''''
 
*
 
 
 
 
== Effectiveness of Artillery Spotting ==
 
Some of the suggestions are derived from article ''[http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower All About Firepower] by Nainodel.''
 
=== DA: ===
 
- For BB(V), an appropriate caliber gun set up (eg. 35.6cm x2 for Fuso) will increase their DA accuracy. Penalty on overload setup (eg. 46cm x2 on FBB) has not been tested.
 
 
 
- It gives accuracy boost.
 
 
 
- More dependent on shelling accuracy if you wish to maximize your damage output ('''''120% post cap''''' x 2)
 
 
 
- If T-disadvantage and/or low firepower, DA would probably do a double-scratch on enemy with heavy armor.
 
 
 
- Recommended for enemy with lower armor than or equivalent to Ru-Class Battleships.
 
 
 
- If either attack could wreck the enemy (eg. low armor w/ high evasion), preferably DA due to higher chance of hitting the target.. 
 
 
 
=== CI: ===
 
- Since AP shell works well on heavy armor enemies, and is only available for CI setup, CI is recommended when dealing with Ru-Class Battleships and above.
 
 
 
- Highest damage (from a single attack): '''''130% post cap''''', for AP shell CI setup, or '''''150% post cap, '''''for AP shell hybrid setup.
 
 
 
- It gives accuracy boost. (If not equivalent to that from DA ??)
 
 
 
- Accuracy plays an important role in CI, since you have only 1 chance to hit the enemy (2 for DA).
 
 
 
- For an AP hybrid setup, overload (eg. 46cm x2 on Nagato Class) may shift some DA chances into CI. Therefore, for BBs with low firepower, you may consider using an overload setup for more firepower & CI when encountering high armor, low evasion enemies.'' (Hypothesis Only)''
 
 
 
<nowiki>  </nowiki>- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used on CA, it could be 130%, but reliability has not been tested.
 
  
- Read more: [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA/CI with sample enemies]  .  
+
|Var=<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
  
 +
*<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
 +
* <math>\text{LoS}_\text{Equip}</math> being the displayed base {{LOS}} [[LoS]] value of an equipment.
 +
* <math>\text{LoS}_\text{Fleet} =  \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Recon} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
 +
** <math>\text{LoS}_\text{Base}</math> being the ship's base {{LOS}} [[LoS]] value without any equipment,
 +
** <math>\text{LoS}_\text{Recon}</math> being the displayed base {{LOS}} [[LoS]] value of {{Seaplane}}/{{Night Recon}}/{{Night SPB}} [[Seaplane]] recons and bombers (excluding [[Visible Bonus]]es),
 +
** <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot.
 +
}}
  
== Uncertainty ==
+
=See Also=
* It seems that there should be a CI trigger-rate-cap above 90%. It doesn't make sense to have a CI chance more than 100%, for a set up like BB (50%) + radar [30%] + flagship{15%} + LoS modifier (10%) = 105%.
+
{{Mechanics}}
*  Test results from CA are more volatile. It seems that for some CAs, LoS doesn't really affect their CI/DA chances ??
 
[[Category:Game Mechanics]][[Category:Calculation]]
 

Latest revision as of 18:20, 29 November 2024

Combat Portal
AircraftAerial Combat Day Battle Night Battle PowerNight Battle
LBAS
Jet Assault  · AACI
Battle Opening  · Artillery Spotting  · Anti-Submarine Warfare Cut-In
Support Expedition  · Special Attacks  · Anti-Installation  · Friendly Fleet  · Drop
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Artillery Spotting, commonly referred to as ArtySpot, Daytime CI, or simply Spotting, is a series of special attacks that allow ships with specific equipment setups to perform Cut-in attacks during the Day Battle. These attacks grant post-cap damage bonuses as well as increased shelling accuracy.

The Carrier-equivalent for Artillery Spotting is Aircraft Carrier Cut-in (CVCI). Mechanically, they share the same core mechanics, but have different trigger conditions.

Artillery Spotting

Artillery Spotting is a feature for ships that can launch Seaplane Seaplanes. Using special equipment setups, those ships may perform one of multiple special attacks. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as APCI for Main AP Shell Cut-in, Sec CI for Secondary Gun Cut-in, etc.

Cut-ins may be activated during a ship's turn and will override its normal shelling attack. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.

Trigger Conditions

The fleet attains Air Supremacy. Artillery Spotting and Aircraft Carrier Cut-ins can now be performed
  • The fleet must have attained Air Superiority (AS) or Air Supremacy (AS+) Air State.
  • The ship must be equipped with at least one Reconnaissance SeaplaneReconSeaplane Recon or Seaplane BomberBomberSeaplane Bomber on a slot with size higher than 0.
  • The ship must be equipped with at least one Large Caliber Main GunMedium Caliber Main GunSmall Caliber Main GunMain High-Angle GunMain Main Gun.
  • The ship must use a Surface Shelling attack.
    • This therefore excludes carrier and ASW shellings.
  • The ship must not be Heavily damaged (大破).

Setups and Attack Types

Musashi performing Main AP Shell Cut-in (APCI)

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previously stated trigger conditions.

For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from top to bottom.

For clarity purposes:

Zuiun Model Seaplane Bomber Zuiuns
Equipment Card Zuiun.png
Zuiun
Equipment Card Zuiun (631 Air Group).png
Zuiun (631 Air Group)
Equipment Card Zuiun (634 Air Group).png
Zuiun (634 Air Group)
AAR
Equipment Card Zuiun Model 12.png
Zuiun Model 12
AAR
Equipment Card Zuiun Model 12 (634 Air Group).png
Zuiun Model 12 (634 Air Group)
AAR
Equipment Card Zuiun (634 Air Group Skilled).png
Zuiun (634 Air Group/Skilled)
AAR
Equipment Card Zuiun Kai 2 (634 Air Group).png
Zuiun Kai 2 (634 Air Group)
AAR
Equipment Card Zuiun Kai 2 (634 Air Group Skilled).png
Zuiun Kai 2 (634 Air Group/Skilled)
AAR
Equipment Card Prototype Night Zuiun (Attack Equipment).png
Prototype Night Zuiun (Attack Equipment)
AAR


Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Notes Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
% per Base Value
Main Zuiun Cut-in
(Zuiun CI)
Large Caliber Main GunZuiun Model Seaplane BomberZuiun Model Seaplane Bomber 1.35 ? 1 Ise-class Kai NiIse Kai Ni
Hyuuga Kai Ni
only
120 0.83%
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1 130 0.77%
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1 150 0.66%
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1 140 0.71%
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1 130 0.77%
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1 120 0.83%
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2 130 0.77%
  • If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
  • If an Artillery Spotting attack is evaded, it will deal Scratch Damage instead.
  • If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.

Aircraft Carrier Cut-In

Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch Torpedo BomberDive BomberFighterCarrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.

CVCI may be activated during a ship's turn and will override its normal shelling attack.

Trigger Conditions

  • The fleet must have attained Air Superiority (AS) or <Air Supremacy (AS+) Air State.
  • The carrier must fulfill one of the equipment setups.
  • The carrier must be shelling a surface ship.

Setups and Attack Types

Zuihou performing Fighter-Bomber-Attacker Cut-in (FBA)

Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previous state trigger conditions.

For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from top to bottom.

  • Torpedo Bomber is used to indicate a Torpedo Bomber. In the game, is referred to as Attacker.
  • Dive Bomber is used to indicate a Dive Bomber. In the game, is referred to as Bomber.
  • Fighter is used to indicate a Fighter.
Attack Type Prerequisites Post-cap
Damage
Modifier
Accuracy
Modifier
Hits Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
% per Base Value
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1 125 0.86%
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1 135 0.80%
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1 150 0.66%
  • If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
  • If a CVCI attack is evaded, it will deal Scratch Damage instead.

Note: The Critical Damage modifier granted by Aircraft Proficiency works differently when performing a CVCI.

Trigger Rates

Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the Air State and the "raw LoS", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.

Trigger rate formula
[math]\displaystyle{ \begin{cases} \ \text{Trigger %}_\text{Cut-in} =& \dfrac{10 + \text{Base}_\text{ship} + \text{Mod}_\text{Flag} }{\text{Base}_\text{attack} } \times 100 \\ \ \text{if AS} & \ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.6 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.2 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) \Big\rfloor \\ \ \text{if AS+} & \ Base_{ship} = \Big\lfloor \lfloor \sqrt{Luck} \rfloor + 0.7 \times \bigg( \sum^{\text{Ship} }\text{LoS}_\text{Equip} + 1.6 \times \big\lfloor \sqrt{\text{LoS}_\text{Fleet} } + \frac{\text{LoS}_\text{Fleet} }{10} \big\rfloor \bigg) +10 \Big\rfloor \end{cases} }[/math]
With
  • [math]\displaystyle{ \text{Base}_\text{attack} }[/math] the Value used by each type of Cut-in. See the above tables for value.
  • [math]\displaystyle{ \text{Mod}_\text{Flag} }[/math] being 15 if the ship is the flagship, 0 otherwise,
  • [math]\displaystyle{ \text{LoS}_\text{Equip} }[/math] being the displayed base Line of Sight LoS value of an equipment.
  • [math]\displaystyle{ \text{LoS}_\text{Fleet} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Recon} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor }[/math]
    • [math]\displaystyle{ \text{LoS}_\text{Base} }[/math] being the ship's base Line of Sight LoS value without any equipment,
    • [math]\displaystyle{ \text{LoS}_\text{Recon} }[/math] being the displayed base Line of Sight LoS value of Seaplane/Night Reconnaissance Seaplane/Night Seaplane Bomber Seaplane recons and bombers (excluding Visible Bonuses),
    • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] being the current count of each individual plane slot.

See Also