• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "Combat/Artillery Spotting"

From Kancolle Wiki
Jump to navigation Jump to search
(Huge changes; I am essentially forking the Combat#Combat_Equipment_Setup section here. As this page stood, it was not something that should be outside of a sandbox.)
m (Undo revision 185363 by Jigaraphale (talk))
Tag: Undo
 
(71 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{Under Construction
+
{{CombatPortal}}
|Desc  = This page needs to be '''completely''' redone.
 
}}
 
 
 
==Introduction==
 
Artillery Spotting is a means of increasing the damage your ships deal and their accuracy during the day, and manifests in either a double attack or a cut-in.
 
 
 
The following are universal requirements for a ship to perform artillery spotting:
 
*At least one slot of seaplanes must be equipped.
 
*Air superiority or supremacy must be achieved that battle.
 
*Ships cannot perform these while heavily damaged (大破).
 
  
The following ships are unable to perform artillery spotting either because of a 0 plane capacity or the inability to equip any appropriate setups.
+
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.
*All destroyers
 
*Torpedo cruisers ([[Kitakami]], [[Ooi]] and [[Kiso|Kiso Kai Ni]])
 
*Certain light cruisers ([[Isuzu]], [[Tenryuu]], [[Tatsuta]] and [[Yuubari]])
 
*Submarines
 
*All carriers
 
*Auxiliary vessels [[Akashi]], [[Akitsu Maru]] and [[Katori]]
 
 
 
==Equipment Setups==
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Attack Mode
 
! scope="col" style="text-align:center;" |Prerequisite
 
! scope="col" style="text-align:center;" |The Remaining Slot
 
! scope="col" style="text-align:center;" |Damage Modifier
 
! scope="col" style="text-align:center;" |Trigger Chance
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
|Any auxiliary equipment
 
| '''120%''' '''x 2'''
 
|'''~50%'''
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
| {{Template:Radar}}
 
| '''120%''' '''x 2'''
 
|''Additional 3%~10% ?''
 
|-
 
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
 
| {{Seaplane}}
 
| '''120%''' '''x 2'''
 
|''Additional ~6% ?''
 
|-
 
| style="background-color: Gold;" |'''Cut-In'''
 
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}
 
|Any auxiliary equipment
 
| '''110%'''
 
|'''~50%'''
 
|-
 
| style="background-color: Gold;" |'''Cut-In ( Radar )'''
 
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:Radar}}
 
| '''-'''
 
| '''110%'''......(Sec.Gun) ?
 
'''120%'''......''(RADAR)''
 
|''Additional 22%~30% ?''
 
|-
 
| style="background-color: Gold;" |'''Cut-In ( AP Shell )'''
 
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:RedAmmo}}
 
|'''-'''
 
|'''110%'''......(Sec.Gun) ?
 
'''130%'''......''(AP SHELL)''
 
|''Additional ~20%''
 
|-
 
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (AP)'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
 
| '''-'''
 
| '''120% x 2'''.....(DA)
 
'''150%'''...........(CI)
 
|~'''70%''' (Total)
 
|-
 
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (Sec.Gun)'''</font>
 
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:YellowGun}}
 
| '''-'''
 
| '''120%''' '''x 2'''.....(DA),
 
'''110%'''...........(CI) ?
 
|'''~70%''' (Total)
 
|}
 
  
*The slot order does not matter, though be mindful that putting your planes in a ship's largest slot can improve your chances of triggering a special attack.
+
The Carrier-equivalent for Artillery Spotting is '''Aircraft Carrier Cut-in (CVCI)'''. Mechanically, they share the same core mechanics, but have different trigger conditions.
*When neither special attack is triggered, the ship will just do a single attack, dealing 100% damage.
 
  
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
+
=Artillery Spotting=
Possible factors are listed below, followed by their '''''estimated''''' effects from experiments. These are best fit values from experiments, ''might ''be different from the actual ones, but they do give good estimates on the activation rates. To see how effects from each factor were evaluated, you may consult (-).
+
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.
  
The first 5 factors are assumed to have more solid basis: 
+
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.
# '''<u>Being the flagship / </u>'''旗艦  (+15% on both rates) 
 
# '''<u>Radar & type / </u>'''電探  (+30% CI chance, +10% DA chance, maximum) 
 
# '''<u>Air control state (AS. AS+) / </u>'''制空権の状態  (-12% on both if only Air Superiority (AS) is achieved)
 
# '''<u>Fleet total LoS (FLoS) / </u>'''艦隊合計索敵値  (+5~10% trigger chance per 100 additional FLoS, depending on the setup)
 
# <u>'''LoS stat on Seaplane / '''</u>水上機の索敵補正値  (minimal effects)
 
The following factors have negligible effects on the trigger rates:
 
*'''Type / number of caliber guns''' / 砲種 / 砲の数 (to be further evaluated)
 
* '''Health state / 損傷 '''(-] on DA chance; Currently no test on CI chance)
 
The following factors ''might'' have an effect on the trigger rates:
 
# '''Fatigue / 疲労度'''  (No effect ?)
 
# '''Level / レベル '''(Inconclusive ?)
 
# '''Formation / 陣形'''
 
  
<br>
+
==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)'''}}.
  
=== Detailed Explanation: ===
+
==Setups and Attack Types==
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. Based on preliminary test results from [-] & (-), we may come up with the following hypothesis:
+
[[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.
  
- BB(V) / CA(V) equipped with 2 x Main + 1 Seaplane has '''DA rate ~ 50% '''
+
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'''.
  
- BB(V) / CA(V) equipped with ''1 x Main + Secondary'' ''+ Seaplane'' has '''''CI rate ~ 50%'''''
+
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}}
  
  
 
+
{|class="wikitable" style="text-align:center; margin:auto"
2. As '''fleet total LoS''' increases from 300 -> 400, the trigger rates increase slightly: (-)
+
!Attack Type
 
+
!Prerequisites
- BB(V): DA rate + 8%, per 100 additional FLoS   
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
+
!Accuracy<br>Modifier
- CA(V):  DA rate + 6%, per 100 additional FLoS  ~ ?
+
!Hits
 
+
!Notes
- BB(V) & CA(V):  Cut-In chance + 10%, per 100 additional FLoS
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 
+
!% per Base Value
 
 
 
 
3. If an '''additional seaplane''' is added onto the 4th slot: (-)
 
 
 
- DA rate +6%  
 
 
 
- CI rate +0%  ~ ?  
 
 
 
 
 
 
 
4. If we use a '''radar''' on the 4th slot''',''' and compare it with the standard situation: (-)
 
 
 
- DA rate rises by 3% ~ 10%
 
 
 
- CI rate rises by ~30%.
 
 
 
===== - List of Radars with Estimated Artillery Spotting Rate Modifier =====
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" |
+
!style="background-color:#ff7f50; color:black"|Main Zuiun Cut-in<br>(Zuiun CI)
! scope="col" |
+
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
''CI chance bonus Estimate''
+
|1.35||?||1
! scope="col" |
+
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
''LoS stat''
+
|120||0.83%
! scope="col" |
 
DA chance bonus Estimate
 
! scope="col" |
 
Accuracy stat
 
 
|-
 
|-
|[[Type_22_Surface_RADAR]]
+
!style="background-color:#ff7f50; color:black"|Main Suisei Cut-in<br>(Suisei CI)
|''+26%''
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
|''+5''
+
|1.3||?||1
|<nowiki>+3%</nowiki>
+
|130||0.77%
|<nowiki>+3</nowiki>
 
 
|-
 
|-
|[[Type_33_Surface_RADAR]]
+
!style="background-color:#81c784; color:black"|Main AP Shell Cut-in<br>(APCI)
 +
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
 +
|1.5||1.2||1
 
|
 
|
|''+7''
+
|150||0.66%
|<nowiki>+3%</nowiki>
 
|<nowiki>+5</nowiki>
 
 
|-
 
|-
|[[Type_22_Surface_RADAR_Kai_4]]
+
!style="background-color:gold; color:black"|Secondary AP Shell Cut-in<br>(Sec APCI)
 +
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
 +
|1.3||1.3||1
 
|
 
|
|''+5''
+
|140||0.71%
 +
|-
 +
!style="background-color:gold; color:black"|Secondary Radar Cut-in<br>(Radar CI)
 +
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
 +
|1.2||1.5||1
 
|
 
|
|<nowiki>+8</nowiki>
+
|130||0.77%
 
|-
 
|-
 
+
!style="background-color:gold; color:black"|Secondary Cut-in<br>(Sec CI)
|'''[[Type_32_Surface_RADAR]]'''
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
|'''''+30%'''''
+
|1.1||1.3||1
|'''''+10'''''
 
|'''+10%'''
 
|'''+8'''
 
|-
 
|[[FuMO25_Radar]]
 
|''+26% ''
 
|''+9''
 
|<nowiki>+6%</nowiki>
 
|<nowiki>+10</nowiki>
 
|-
 
|[[Type_14_Air_RADAR]]
 
|''+30%''
 
|''+5''
 
|<nowiki>+3%</nowiki>
 
|<nowiki>+4</nowiki>
 
|-
 
|[[Type_21_Air_RADAR]]
 
|''+22%  ''
 
|''+4''
 
 
|
 
|
|<nowiki>+2</nowiki>
+
|120||0.83%
|}
 
 
 
 
 
 
 
5. Different seaplane scouts ''may'' vary slightly in their DA chance bonus: ([http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Mid-Term_Report_on_the_ASTRE_Project#Type_of_Seaplane source])
 
 
 
- '''Type 0 Observation Plane''' & '''Prototype Seiran''' ''(+ 6 LoS)'' give slightly higher bonus ?
 
 
 
- Night Scout ''(+ 3 LoS)'' provides slightly less bonus ?
 
 
 
- Negligible effect on CI chance.  
 
 
 
===== - List of Seaplanes with Estimated DA Rate Modifier (Rough estimates) =====
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" |
 
! scope="col" |
 
LoS stat
 
! scope="col" |
 
DA chance bonus Estimate
 
! scope="col" |
 
Accuracy stat
 
 
|-
 
|-
|[[Type 98 Recon Seaplane (Night Scout}]]
+
!style="background-color:#59f; color:black"|Double Attack<br>(DA)
|'''+3'''
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
|'''-2%  '''
+
|1.2||1.1||2
|<nowiki>+1</nowiki>
 
|-
 
|[[Type 0 Recon Seaplane]]
 
|'''+5'''
 
|'''+0% '''
 
|<nowiki>+1</nowiki>
 
|-
 
|[[Zuiun (Auspicious_Clouds)]]
 
|'''+6'''
 
 
|
 
|
|<nowiki>+1</nowiki>
+
|130||0.77%
|-
 
|[[Type 0 Observation Seaplane]]
 
|'''+6'''
 
|'''+2% '''
 
|<nowiki>+2</nowiki>
 
|-
 
|[[Prototype Seiran]]
 
|'''+6'''
 
|'''+2%  '''
 
|<nowiki>+1</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 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=
  
6. For BB(V)s, radars could be replaced by '''AP Shells''' for a cut-in setup (Main + Sec / AP / Seaplane), which gives ~20% trigger chance bonus on CI (-). However, you could also use a''' <u>hybrid set up</u>''' (2*Main + AP  or  2*Main + Sec.Gun). In the standard situation, the combined Artillery Spotting chance is around '''70%'''.  
+
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.  
  
- AP shell hybrid setup:                                  ''CI = ~40% & ''DA = ~30%
+
CVCI may be activated during a ship's turn and will override its normal shelling attack.
  
- Secondary gun hybrid setup:                          ''CI = ~50% & ''DA = ~20%.  ?
+
==Trigger Conditions==
  
- For hybrid setup, every 100 additional LoS <u>''will only increase CI chances by 5%.''</u>'' (-)''
+
* 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.
  
- Replacing Type 0 Recon by ''<u>Type 0 Observation Seaplane</u>'' will increase DA rate by ''3%. ? (-)''
+
==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.
  
 +
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]]'''.
  
7. If Air Superiority [AS] rather than '''Air Supremacy [AS+]''', then both rates fall significantly: (-)
+
{|class="wikitable" style="text-align:center; margin:auto"
 
+
!Attack Type
- Both CI & DA chance falls by at least 12%
+
!Prerequisites
 
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
- In the case of a hybrid setup, CI chance falls by 11% while DA rate -7%. ?
+
!Accuracy<br>Modifier
 
+
!Hits
- If you're using the hybrid setup, it's more recommended to achieve Air Supremacy (AS+) for your fleet.
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 
+
!% per Base Value
 
+
|-
 
+
!style="background-color:#81c784; color:black"|Fighter-Bomber-Attacker<br>(FBA)
8. The '''flagship''' has a significantly higher chance (+15%) of triggering Artillery Spotting: (-) 
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
 
+
|1.25||1.2~1.3?||1
- In the case of a hybrid setup, CI chance +7.5% while DA rate +7.5%. ?
+
|125||0.86%
 
 
===<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 (#ATK > 170 for p > 80%, while #ATK > 256 for p < 60%, minimun) 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 should be considered. This does not include effects from HP status(小破・中破), and undetermined factors like formation & special ships / maps, etc. The estimates on which the true probability is closer to 50% will be less accurate.
 
 
 
Here's an example calculation in chart format, with sign convention:
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" |
+
!style="background-color:#ff7f50; color:black"|Bomber-Bomber-Attacker<br>(BBA)
Base Rate
+
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
! scope="col" |
+
|1.2||1.2~1.3?||1
Flagship Status
+
|135||0.80%
! scope="col" |
 
Air Superiority (AS) Penalty
 
! scope="col" |
 
Radar Modifier
 
! scope="col" |
 
Fleet LoS Modifier
 
! scope="col" |
 
Seaplane Modifier
 
 
|-
 
|-
|50%
+
!style="background-color:#59f; color:black"|Bomber-Attacker<br>(BA)
|
+
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
<nowiki>+15%</nowiki>
+
|1.15||1.2~1.3?||1
|
+
|150||0.66%
<nowiki>-12%</nowiki>
 
|
 
[+30%]
 
|
 
(+10%)
 
|
 
<0%>
 
 
|}
 
|}
==== Sample Calculation for DA: ====
 
1)  Fuso Kai, AS+, FLoS = 300, equipped with 2 main, #32 radar & Zuiun. will have a:
 
* DA chance of ...
 
* 50%''(Base)'' + 10%''[Radar Modifier] ''+ 0%''(LoS Modifier) +1%<Seaplane>'' = '''61%'''
 
  
 +
* 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.
  
2)  Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
+
'''Note:''' The Critical Damage modifier granted by Aircraft [[Proficiency#Critical Bonus|Proficiency]] works differently when performing a CVCI.
* DA chance of ...
 
* 50%''(Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''%<Seaplane> ''= '''59%'''<nowiki/>'''<nowiki/>'''
 
  
 +
=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.
 +
{{Formula
 +
|Title=Trigger rate formula
 +
|Math=\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}
  
3)  Chikuma Kai, AS+, FLoS = 400, equipped with 2 main, #22 radar & Type 0 Observation will have a:
+
|Var=<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
* DA chance of ...
 
* 50%''(Base)''+ 3%''[Radar Modifier]''+ 6%''(LoS Modifier) ''+2''%<Seaplane> ''= '''61%'''
 
 
 
 
 
4)  Haruna Kai, {flagship}, AS+, FLoS = 300, equipped with 2 main, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(Base)''+ 15%''{Flagship Modifier}'' + 3%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''68%'''
 
 
 
 
 
5)  Mutsu Kai, {flagship}, '''AS''', FLoS = 300, equipped with 2 main guns, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(BB Base)''+ 15%''{Flagship Modifier} - 12%(Air Superiority)'' + 3%''[Radar Modifier]''+ 0%''(LoS Modifier)''= '''56%'''
 
 
 
 
 
 
 
==== Sample Calculation for CI: ====
 
1)  Fuso Kai, AS+, FLoS = 300, equipped with 1 main + 1 sec, #22 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 26%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''76%'''
 
 
 
 
 
2)  Atago Kai, AS+, FLoS = 300, equipped with 1 main + 1 sec, FuMO25 radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 26%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''76%'''
 
 
 
 
 
3)  Mutsu Kai, AS+, FLoS = 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 Kai, AS+, FLoS = 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: ====
 
1)  Mutsu Kai, AS+, FLoS = 400, Type 0 Recon, AP shell setup:
 
* Total artillery spotting rate = 70%''(BASE)'' + 5%''(LoS Modifier)'' = '''75%'''.
 
** CI% = 40%''(AP BASE)'' + 5%''(LoS Modifier)'' = '''''45%'''''
 
** DA% = 30%''(AP BASE) = '''30%'''''
 
 
 
 
 
2)  Kongou Kai Ni, AS+, FLoS = 400, Type 0 Obsv., AP shell setup:
 
* Total artillery spotting rate = 70%''(BASE) ''+ 5%''(LoS Modifier) + 3%<Type 0 Obsv.> ''= '''78%'''
 
** CI% = 40%''(AP BASE) ''+ 5%(LoS Modifier) ='' '''45%'''''
 
** DA% = 30%''(AP BASE) + 3%(Obsv.Seaplane) = '''33%'''''
 
 
 
 
 
3) Nagato Kai, '''AS''', FLoS = 400, Type 0 Obsv., AP shell setup:
 
* Total artillery spotting rate = 70%''(BASE) - ''18%''(Air Superiority)''+ 5%''(LoS Modifier) + 3%<Type 0 Obsv.> ''= '''60%'''
 
** CI% = 45%''(AP BASE) - ''11%''(Air Superiority)''+ 5%(LoS) = '''''34%'''''
 
** DA% = 30%''(AP BASE) - ''7%''(Air Superiority)+ 3%(Obsv.Seaplane) = '''26%'''''
 
 
 
 
 
 
 
== Effectiveness of Artillery Spotting ==
 
=== DA: ===
 
- Lower activation rate compared to daytime CI. 
 
 
 
- If each attack is counted separately, DA increases shelling accuracy ((-), scratches are not counted).
 
 
 
- More dependent on accuracy if you wish to maximize the damage output ('''120% post-cap''' x 2 hits)
 
 
 
- <u>For CA(V) using DA setup + radar</u>: ({{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{Radar}})
 
* If head-on, T-disadvantage, DA would usually be a double-scratch on the enemy with heavy armor (unless critical).
 
- <u>For BB(V) using DA setup + radar</u>: ({{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{Radar}})
 
* If high activation rate guaranteed (eg. flagship, FLoS >500), DA is recommended for enemy weaker than [(-)]. ((-))
 
* In another word, if either attack could wreck the enemy, preferably using DA due to higher chance of hitting the target.
 
* '''''AP shells''''' are accessible to BB(V), but provides a lower base DA chance (more Cut-In expected).
 
* When facing '''extremely''' tough enemies at the boss node (eg. [[Battleship Princess]], [[Battleship Water Demon]]), DA is preferred for non-Yamato class battleships. After 3 pre-boss battles, their attack powers could barely hit 160 (see "remaining ammo modifier"). Even if they do, the resulting damage after armor reduction would be very small numbers. In this case, DA will be a '''double scratch''' on the target, causing ~10% of the target's current HP as damage. For [[Battleship Water Demon]], it will be 40+ damage per hit.
 
 
 
 
 
=== CI: ===
 
- Activate frequently during daytime battle (w/ radar), more reliable trigger-rate-wisely.
 
 
 
- It gives accuracy boost. ((-), [(-)])
 
 
 
- <u>For CA(V) using CI setup + radar</u>: ({{RedGunMedium}}{{YellowGun}}{{Seaplane}}{{Radar}})
 
* Maximum damage is '''''120% post cap''''',''''' '''''when radar CI is triggered.
 
* Despite the highest activation rate, it provides a chance (~33%) to trigger secondary gun CI, which has only '''110%''' damage modifier post-cap. This will be awkward when facing heavy armor enemies.
 
* Therefore, not recommended against ships stronger than CA.
 
* If you're confident with your firepower, avoiding overkill on weak enemies, and/or pursuing higher activation rate, CI + radar is usually a good choice. For example, to prevent ships from stealing MVP.
 
- <u>For BB(V) using AP shell</u>:
 
* '''''130% post-cap''' damage for CI setup + AP. (''{{RedGunHeavy}}{{YellowGun}}{{RedAmmo}}{{Seaplane}}'')''
 
* '''150% post-cap, '''for AP shell hybrid setup. ({{RedGunHeavy}}{{RedGunHeavy}}{{RedAmmo}}{{Seaplane}})
 
* Trigger rates are less volatile with respect to the changes in FLoS, but more penalized when Air Supremacy (AS+) is not achieved.
 
*  Preliminary study shows AP shell provide 10+ additional firepower against enemies with heavy armor. Therefore, this setup is quite recommended when dealing with [[Battleship Ru-Class]] and above.
 
*  When facing '''extremely '''tough enemies at the boss node (eg. [[Battleship Princess]], [[Battleship Water Demon]]), cut-ins would usually result in scratchy damage (see "remaining ammo modifier"), while DA could do it twice. In this case, the AP shell hybrid setup is only recommended for '''Yamato''' class battleships.
 
 
 
 
 
=== General: ===
 
- Artillery Spotting (DA & CI) cannot miss, but may scratch the target due to weak shelling power and/or low accuracy. Scratching will inflict ~10% of the target's '''''current HP''''' as damage.   
 
 
 
- In-depth study on the effectiveness of BB(V) using AP hybrid setup: (-).   
 
 
 
- Preliminary test results (-) (-) shows the '''overweight penalty''' ''(eg. using too many 46cm on FBB)'' will somehow lower shelling accuracy from single attacks. It is suspected that this would affect Artillery Spotting, too. Nevertheless, the penalty could be largely offset by either leveling (married ships), high morale ([http://kankoreshuukai.blog.jp/archives/2474494.html as high as possible]), or using a fit gun for the BB ''(eg. 35.6cm on Kongou Class)''. Accuracy bonus from equipment are also helpful in countering the penalty.   
 
 
 
 
 
 
 
== Practical Use in Game & Suggestions ==
 
# '''Level up your ships & [[Marriage|marry them]].''' Ship levels affect their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd probably have FLoS ~400 (+8% DA/CI chance). When they're leveled up to lv150, you'll have FLoS ~600 (+24% DA/CI chance).
 
# Since fatigue doesn't seem to penalize the trigger rates while DA / CI boosts shelling accuracy, you could use it to counter fatigue. For example, '''[[Tutorial:_Leveling|leveling]] your ships at 3-2a with red faces.''' This method could drastically speed up your leveling, but less resource friendly (more buckets & repair cost).
 
# If ELoS ([[Line_of_Sight|effective LoS]]) is prioritized, you wish to have more seaplane bombers, and/or you don't have good radars, '''''equip an extra seaplane on your 4th slot''''' is usually a good choice.
 
 
 
  
 +
*<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=
*  In (-), if we compare no.7.8.9 versus no.15, we could see as FLoS increased from ~250 to 356, DA chance from Takao Class CAs didn't change at all. According to the FLoS calibration method, this gives an error of 8.5%, which is way above our tolerance. Is that a coincidence or something?
+
{{Mechanics}}

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