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==Introduction==
+
{{CombatPortal}}
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:
+
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.
*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.
+
The Carrier-equivalent for Artillery Spotting is '''Aircraft Carrier Cut-in (CVCI)'''. Mechanically, they share the same core mechanics, but have different trigger conditions.
*All destroyers
 
*Torpedo cruisers ([[Kitakami]], [[Ooi]] and [[Kiso|Kiso Kai Ni]])
 
*Certain light cruisers ([[Isuzu#Second Upgrade|Isuzu Kai Ni]], [[Tenryuu]], [[Tatsuta]] and [[Yuubari]])
 
*Submarines
 
*All carriers
 
*Auxiliary vessels [[Akashi]] and [[Akitsu Maru]]
 
  
==Equipment Setups==
+
=Artillery Spotting=
{| class="wikitable"
+
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.
 +
 
 +
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==
 +
[[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)'''}}.
 +
 
 +
==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'''.
 +
 
 +
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"
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Notes
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
!% per Base Value
 
|-
 
|-
! scope="col" style="text-align:center;" |Attack Mode
+
!style="background-color:#ff7f50; color:black"|Main Zuiun Cut-in<br>(Zuiun CI)
! scope="col" style="text-align:center;" |Prerequisite
+
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
! scope="col" style="text-align:center;" |The Remaining Slot
+
|1.35||?||1
! scope="col" style="text-align:center;" |Damage Modifier
+
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
! scope="col" style="text-align:center;" |Trigger Chance
+
|120||0.83%
 
|-
 
|-
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
+
!style="background-color:#ff7f50; color:black"|Main Suisei Cut-in<br>(Suisei CI)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
|Any auxiliary equipment
+
|1.3||?||1
| '''120%''' '''x 2'''
+
|130||0.77%
|'''~50%'''
 
 
|-
 
|-
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
+
!style="background-color:#81c784; color:black"|Main AP Shell Cut-in<br>(APCI)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
| {{Template:Radar}}
+
|1.5||1.2||1
| '''120%''' '''x 2'''
+
|
|''Additional 3%~10% ?''
+
|150||0.66%
 
|-
 
|-
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
+
!style="background-color:gold; color:black"|Secondary AP Shell Cut-in<br>(Sec APCI)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
| {{Seaplane}}
+
|1.3||1.3||1
| '''120%''' '''x 2'''
+
|
|''Additional ~6% ?''
+
|140||0.71%
 
|-
 
|-
| style="background-color: Gold;" |'''Cut-In'''
+
!style="background-color:gold; color:black"|Secondary Radar Cut-in<br>(Radar CI)
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
|Any auxiliary equipment
+
|1.2||1.5||1
| '''110%'''
+
|
|'''~50%'''
+
|130||0.77%
 
|-
 
|-
| style="background-color: Gold;" |'''Cut-In ( Radar )'''
+
!style="background-color:gold; color:black"|Secondary Cut-in<br>(Sec CI)
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:Radar}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
| '''-'''
+
|1.1||1.3||1
| '''110%'''......(Sec.Gun) ?
+
|
'''120%'''......''(RADAR)''
+
|120||0.83%
|''Additional 22%~30% ?''
 
 
|-
 
|-
| style="background-color: Gold;" |'''Cut-In ( AP Shell )'''
+
!style="background-color:#59f; color:black"|Double Attack<br>(DA)
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:RedAmmo}}
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
|'''-'''
+
|1.2||1.1||2
|'''110%'''......(Sec.Gun) ?
+
|
'''130%'''......''(AP SHELL)''  
+
|130||0.77%
|''Additional ~20%''
+
|}
 +
 
 +
* 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 Bomber}}{{Dive Bomber}}{{Fighter}}Carrier-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 {{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.
 +
 
 +
==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]]'''.
 +
 
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
!% per Base Value
 
|-
 
|-
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (AP)'''</font>
+
!style="background-color:#81c784; color:black"|Fighter-Bomber-Attacker<br>(FBA)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
| '''-'''
+
|1.25||1.2~1.3?||1
| '''120% x 2'''.....(DA)
+
|125||0.86%
'''150%'''...........(CI)
 
|~'''70%''' (Total)
 
 
|-
 
|-
| style="background-color: #7B5;" |<font color="#FFF">'''Mixed Attack (Sec.Gun)'''</font>
+
!style="background-color:#ff7f50; color:black"|Bomber-Bomber-Attacker<br>(BBA)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:YellowGun}}
+
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
| '''-'''
+
|1.2||1.2~1.3?||1
| '''120%''' '''x 2'''.....(DA),
+
|135||0.80%
'''110%'''...........(CI) ?
+
|-
|'''~70%''' (Total)
+
!style="background-color:#59f; color:black"|Bomber-Attacker<br>(BA)
 +
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
 +
|1.15||1.2~1.3?||1
 +
|150||0.66%
 
|}
 
|}
  
*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.
+
* 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.
*When neither special attack is triggered, the ship will just do a single attack, dealing 100% damage.
+
* 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.
 +
 
 +
=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}
 +
 
 +
|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.
 +
}}
  
===Trigger Chance===
+
=See Also=
*The flagship has ~15% higher chance in triggering Artillery Spotting.
 
*Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
 
*Higher fleet total LoS (Line of Sight) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.
 
*Certain equipment set-ups provide a higher chance of triggering.
 
<br>
 
 
{{Mechanics}}
 
{{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