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Difference between revisions of "Aerial Combat"

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{{CombatPortal}}
 +
 
=Aerial Combat Breakdown=
 
=Aerial Combat Breakdown=
 
+
Aerial Combat is one of the [[Day Battle]] intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.
Aerial Combat is one of the ''daytime combat'' intermediary phases. In this phase, the allied and enemy fleets fight each other indirectly for aerial dominance and airstrike potential, granting either fleet substantial advantages in the subsequent combat phases.
 
  
 
Aerial Combat has the following structure:
 
Aerial Combat has the following structure:
* Jet Assault Phase
+
#LBAS's [[#Jet Assault Phase|Jet Assault]]
* Stage 1 - Battle for Air Superiority
+
#Fleet's [[#Jet Assault Phase|Jet Assault]]
* Stage 2 - Fleet Anti-Air Defense
+
#[[LBAS|Land-Based Aerial Support]]
* Stage 3 - Airstrike
+
#[[#Stage 1 - Battle for Air Superiority|Stage 1 - Battle for Air Superiority]]
 +
#[[#Stage 2 - Fleet Anti-Air Defense|Stage 2 - Fleet Anti-Air Defense]]
 +
#[[#Stage 3 - Airstrike|Stage 3 - Airstrike]]
  
Other phases that may happen before '''Jet Assault Phase''':
+
If an [[LBAS]] phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.
* [[LBAS|Land-based Aerial Support]]
+
*''See [[LBAS]] for more details.
  
If a LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions. For more information, check the [[LBAS]] article.
+
In case neither fleets meet the requirements, the sub-phase will be skipped.
  
In case neither fleets meet the requirements, the sub-phase will be skipped.
+
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=7|Planes in combat phases
 +
|-
 +
!Plane type
 +
!Detection
 +
!Contact
 +
!Airpower
 +
!Opening airstrike
 +
!Day Cut-in
 +
!ASW
 +
|-
 +
|{{Fighter}}{{Night Fighter Aircraft}} [[Fighter]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{Torpedo Bomber}}{{Night Torpedo Bomber}} [[Torpedo Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Dive Bomber}} [[Dive Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{JetFighterBomber1}}{{JetFighterBomber2}} [[:Category:Jet-powered Fighter-Bombers|Jets]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{Carrier Recon}} [[Carrier Recon]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{SPR}}{{Night Recon}} [[Seaplane Recon]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{SPB}}{{Night SPB}} [[Seaplane Bomber]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{SeaplaneFighter}} [[Seaplane Fighter]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{LFB}} [[Large Flying Boat]]s
 +
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Autogyro}} [[Rotorcraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{ASWPlane}} [[Liaison Aircraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|}
  
 
=[[Jets|Jet Assault]] Phase=
 
=[[Jets|Jet Assault]] Phase=
  
 
Planes that participate in this phase:
 
Planes that participate in this phase:
* {{Template:JetFighterBomber2}},{{Template:JetFighterBomber1}} Jet-type Fighter-Bombers
+
* {{Template:JetFighterBomber2}},{{Template:JetFighterBomber1}} "Jets" (turbojet propelled fighter-bombers)
 
 
If any carrier on either side is equipped with [[Jets]], the Jet Assault (JA) Phase will commence first of all. The JA Phase may only commence during a combat where it is allowed to perform an '''Airstrike'''. The JA follows the same rules as the Stage 3 - Airstrike phase.
 
 
 
The defending side is allowed to defend against the Jets following the same rules as the ones from Stage 2 - Fleet AA Defense, however Jets possess increased resistance against enemy anti-air fire specifically during the Jet Assault Phase.
 
  
Jets are not excluded from the Stage 3 - Airstrike phase, but in exchange they are subject to enemy Anti-Air prior the JA, and again on Stage 2 - Fleet AA Defense.
+
If any carrier on either side is equipped with [[Jets]], the '''"Jet Assault" (JA)''' Phase will commence first of all. The JA Phase may only commence during battles where '''Airstrikes''' can be performed. The JA follows the same rules as [[#Stage 3 - Airstrike|Stage 3]].
  
Steel Cost: every time the Jet Assault Phase is triggered, {{Steel}} is ''automatically subtracted from the stockpile''.
+
The defending side is allowed to defend against the Jets following the same rules as [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]], however, Jets possess great [[#Anti-Air Resistance|Anti-Air Resistance]], specifically during the JA, and enemy [[AACI]] cannot be triggered during this phase either.
  
<math>\text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Plane Count} \times \text{Steel Cost} \rceil</math>
+
Jets also take part in the regular [[#Stage 3 - Airstrike|Stage 3]], but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]].
  
* <math>\text{Plane Count}</math> is the current plane count '''at the start of the battle'''.
+
'''Steel Cost:''' every time the Jet Assault Phase is triggered, {{Steel}} is ''automatically subtracted from the stockpile''.
 +
{{Formula|Title= Jets Steel Cost
 +
|Math=\text{Jet Phase Cost} = \sum^{\text{All Jets} } \lceil \text{Count}_\text{Plane} \times \text{Steel Cost} \rceil
 +
|Var=<math>\text{Count}_\text{Plane}</math> is the current plane count '''at the start of the battle'''.
 
* <math>\text{Steel Cost}</math> is the steel cost per plane.
 
* <math>\text{Steel Cost}</math> is the steel cost per plane.
** [[Kikka Kai]]: '''2.6
+
** [[Kikka Kai]]: '''2.6'''
** [[Jet Keiun Kai]]: '''2.8
+
** [[Jet Keiun Kai]]: '''2.8'''
 +
}}
  
 
=Stage 1 - Battle for Air Superiority=
 
=Stage 1 - Battle for Air Superiority=
 +
[[File:Air_Superiority_Aquired.png|thumb|right|Green text at the bottom of the screen indicating an Air Supremacy result.]]
  
 
Planes that participate in this phase:
 
Planes that participate in this phase:
* {{GreenPlane}} Carrier-based Fighters
+
* Fighters:
* {{BluePlane}}{{DiveBomb icon}}{{JetFighterBomber2}} Carrier-based Bombers
+
** {{Fighter}}/{{Night Fighter Aircraft}} carrier-based,
* {{SeaplaneFighter}} Seaplane Fighters
+
** {{SeaplaneFighter}} seaplanes.
* {{Seaplane}} Seaplane Bombers
+
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
  
[[File:Air_Superiority_Aquired.png|thumb|right|Green text at the bottom of the screen indicating an Air Supremacy result.]]
+
Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the '''Air State''' imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as '''Fighter Power (FP)'''.
Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is defining the '''Air State''' imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as '''Fighter Power (FP)'''.
+
*The Air State achieved can be critical, especially to trigger certain mechanics like [[Artillery Spotting]]/[[CVCI]], [[#Contact|Contact]], or [[Night Battle#Night Contact and Spotting|Night Contact]].
  
 
Fighter Power is defined by each plane equipped in the fleet that participates in this phase.
 
Fighter Power is defined by each plane equipped in the fleet that participates in this phase.
 
+
{{Formula
<math>\text{Fighter Power} = \sum^{\text{All planes}} \left(\text{AA}_\text{plane} \times \sqrt{\text{Slot Size}_\text{plane}} \right) + \text{Proficiency}</math>
+
|Title=Fighter Power Formula
 
+
|Math=\text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Count}_\text{Plane} } \right) + \text{Mod}_\text{proficiency} \right]
Where:
+
|Var=<math>\text{AA}_\text{Plane}</math> is the {{AA}} AA stat of the plane, including [[Improvement]]s.
* <math>\text{AA}_\text{plane}</math> is the {{AA}} stat of the plane.
+
** [[Visible Bonus]]es are not counted.
* <math>\text{Slot Size}_\text{plane}</math> is the number of planes in the slot prior to Stage 1's start.
+
* <math>\text{Count}_\text{Plane}</math> is the number of planes in the slot prior to Stage 1's start.
* <math>\text{Proficiency}</math> is the bonus granted by '''Aircraft Proficiency'''.
+
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{Double Chevron}} planes it is:
** The value is <math>25</math> for <span style="color:orange">'''>>''' </span> ranked fighters, see ''[[Plane Proficiency]]'' for more details
+
** '''25.464''' for {{Fighter}} carrier-based [[Fighter]]s, {{SeaplaneFighter}} [[Seaplane Fighter]]s, and {{IconText|{{ASWPlane}}|Hayabusa|8}} {{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|link=Liaison Aircraft|text=ASW Hayabusa}},
 +
** '''9.464''' for {{SPB}} [[Seaplane Bomber]]s,
 +
** '''3.464''' for {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based bombers,
 +
** See ''[[Plane Proficiency]]'' for more details.
 +
}}
  
 
After Fighter Power is calculated for each fleet ('''FP''' and '''EFP''' for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:
 
After Fighter Power is calculated for each fleet ('''FP''' and '''EFP''' for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:
  
{| class="wikitable" style="margin: auto;"
+
{|class="wikitable" style="text-align:center; margin:auto"  
 +
!width="130px"|Air State
 +
!width="54px"|Fighter Power Range
 +
!width="100px"|Allied Planes Shot Down
 +
!width="80px"|Enemy Planes Shot Down
 +
!width="64px"|Airstrike Contact
 +
!width="64px"|Artillery Spotting
 +
!width="120px"|Night Contact
 
|-
 
|-
!style="text-align: center; border-style: solid; border-width: 1px; width:108px;"|Air State
+
|style="color:green"| '''Air Supremacy (AS+)'''<br>制空権確保!
!style="text-align: center; border-style: solid; border-width: 1px; width:54px;"|Fighter Power Range
+
| <math>\text{FP} \ge 3\text{EFP}</math>
!style="text-align: center; border-style: solid; border-width: 1px; width:88px;"|Allied Planes Shot Down
+
| 3/120 - 7/120
!style="text-align: center; border-style: solid; border-width: 1px; width:70px;"|Enemy Planes Shot Down
+
| 0 % - 100 %
!style="text-align: center; border-style: solid; border-width: 1px; width:64px;"|Airstrike Contact
+
| Allied Only
!style="text-align: center; border-style: solid; border-width: 1px; width:64px;"|Artillery Spotting
+
| Allied Only
!style="text-align: center; border-style: solid; border-width: 1px; width:32px;"|Night Contact
+
| Allied Only
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Supremacy (AS+)'''<br>制空権確保!
+
|style="color:green"| '''Air Superiority (AS)'''<br>航空優勢!
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\text{FP} \ge 3\text{EFP}</math>
+
| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 3/120 - 7/120
+
| 9/120 - 21/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 100%
+
| 0 % - 80 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Allied & Enemy
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Allied Only
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Allied & Enemy
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Superiority (AS)'''<br>航空優勢!
+
| '''Air Parity (AP)'''<br>''No text''
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
+
| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 9/120 - 21/120
+
| 15/120 - 35/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 80%
+
| 0 % - 60 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
+
| Neither
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
+
| Neither
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
+
| Neither
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Parity (AP)'''<br>''No text''
+
| '''Air Denial (AD)'''<br>''No text''
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
+
| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 15/120 - 35/120
+
| 21/120 - 49/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 60%
+
| 0 % - 40 %
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
+
| Allied & Enemy
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
+
| Enemy Only
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither (Sorties)
+
| Allied & Enemy
Allied and Enemy (PvP)
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Denial (AD)'''<br>''No text''
 
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 21/120 - 49/120
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 40%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"| '''Air Incapability (AI)'''<br>制空権喪失!
 
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 30/120 - 70/120
 
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 10%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
 
|-
 
|-
 +
|style="color:red"| '''Air Incapability (AI)'''<br>制空権喪失!
 +
| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
 +
| 30/120 - 70/120
 +
| 0 % - 10 %
 +
| Enemy Only
 +
| Enemy Only
 +
| Enemy Only
 
|}
 
|}
  
 
After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.
 
After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.
  
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
!Proportional Air State Shootdown Formulas
+
!colspan=2|Proportional Air State Shootdown Formulas
 
|-
 
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 
|
 
|
 
For each slot of the '''Allied Fleet:'''
 
For each slot of the '''Allied Fleet:'''
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Plane Loss} = \left \lfloor
  
<math>\text{Plane Loss} = \left \lfloor
+
  \text{Count}_\text{Plane} \times
 
+
   \left(
  \text{Slot Size} \times
 
   \left[
 
 
       \text{random}
 
       \text{random}
       \left(
+
       \left[
         0, \frac{\text{Airstate}_\text{mod}}{3}
+
         0 ; \frac{\text{Mod}_\text{Air State}}{3}
       \right) + \frac{\text{Airstate}_\text{mod}}{4}
+
       \right] + \frac{\text{Mod}_\text{Air State}}{4}
   \right] \times 0.1 \times \text{Jet}_\text{mod}
+
   \right) \times 0.1 \times \text{Mod}_\text{Jet}
  
 
\right \rfloor</math>
 
\right \rfloor</math>
 
+
|}
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
 +
|
 
For each slot of the '''Enemy Fleet:'''
 
For each slot of the '''Enemy Fleet:'''
 
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
<math>\text{Plane Loss} = \left \lfloor \text{Slot Size} * \left ( 0.035 \times \text{random} \left [ 0 ,  A \right ] + 0.065 \times  \text{random} \left [ 0 ,  A \right ] \right ) \right \rfloor</math>
+
|valign="center"|  <math>\text{Plane Loss} = \Big\lfloor \text{Count}_\text{Plane} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times  \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor</math>
 
+
|}
Where:
+
|-
* <math>\text{Slot Size}</math> is the plane's slot size.
+
|colspan=2|
* <math>\text{Airstate Mod}</math> is the Air State modifier for each side, with:
+
;With
** <math>\text{Airstate Mod} = \begin{cases} 1, & \text{ for Air Supremacy} \\ 3, & \text{ for Air Superiority } \\ 5, & \text{ for Air Parity } \\ 7, & \text{ for Air Denial } \\ 10, & \text{ for Air Incapability } \end{cases}</math>
+
* <math>\text{Count}_\text{Plane}</math> is the plane's count in the slot.
* <math>\text{Jet}_\text{mod}</math> is the Jet-type aircraft modifier. Assumes 0.6 if the plane is a Jet, otherwise assumes 1.
+
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier for each side, with:
 +
** {{color|green|'''AS+'''}}: 1
 +
** {{color|green|'''AS'''}}: 3
 +
** '''AP''': 5
 +
** {{color|red|'''AD'''}}: 7
 +
** {{color|red|'''AI'''}}: 10
 +
* <math>\text{Mod}_\text{Jet}</math> is '''0.6''' for {{EquipmentLink|Kikka Kai|Jet Keiun Kai|text=Jets|link=Jets}}, '''1''' otherwise.
 
* The random function takes a random integer within the range in a linear distribution.
 
* The random function takes a random integer within the range in a linear distribution.
 
|}
 
|}
  
'''Notes:'''
+
;Notes
 
* Aircraft will be launched regardless of the carrier's state (except Sunk).
 
* Aircraft will be launched regardless of the carrier's state (except Sunk).
 
* The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
 
* The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
 
* If both sides launch no planes, the Air State will be Air Parity.
 
* If both sides launch no planes, the Air State will be Air Parity.
* By solely using planes with no {{AA}} stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
+
* By solely using planes with no {{AA}} AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
 
** In such case, the allied fleet will attain AS+ even if no planes are launched.
 
** In such case, the allied fleet will attain AS+ even if no planes are launched.
  
 
=Stage 2 - Fleet Anti-Air Defense=
 
=Stage 2 - Fleet Anti-Air Defense=
 
 
Planes that participate in this phase:
 
Planes that participate in this phase:
* {{BluePlane}}{{DiveBomb icon}}{{JetFighterBomber2}} Carrier-based Bombers
+
* Bombers
* {{Seaplane}} Seaplane Bombers
+
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
  
 
Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.
 
Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.
 
 
* Each bomber is assigned to a random enemy ship.
 
* Each bomber is assigned to a random enemy ship.
** Ships are picked regardless of damage state, ship class, and position in fleet have no influence.
+
** Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
*** Even sunk ships, or ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
+
*** Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
* When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50% chance of success:
+
*** Sunk ships cannot be chosen to defend<ref>https://twitter.com/Divinity_123/status/1564593185824841729</ref>, but sunk enemy ships can still activate [[#Anti-Air Cut-in|Anti-Air Cut-in]] for the fleet<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>
 +
* When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
 
** The first roll, denominated '''Proportional Shootdown''', or '''Prop''' for short, reduces the slot size by a given % value.
 
** The first roll, denominated '''Proportional Shootdown''', or '''Prop''' for short, reduces the slot size by a given % value.
 
** The second roll, denominated '''Fixed Shootdown''', or '''Fixed''' for short, reduces the slot size by a given X value.
 
** The second roll, denominated '''Fixed Shootdown''', or '''Fixed''' for short, reduces the slot size by a given X value.
** There is therefore a chance of 25% to trigger both effects, 25% to trigger only Prop, 25% to trigger only Fixed, and 25% to trigger neither, for each bomber.
+
** There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
** Player side ships are also guaranteed to shoot down at least +1 plane in addition to this, see [[#Anti-Air Cut-in|Anti-Air Cut-in]] for details.
+
** Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see [[#Anti-Air Cut-in|Anti-Air Cut-in]] for details.
 +
<references/>
  
 
==Adjusted Anti-Air==
 
==Adjusted Anti-Air==
 +
Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value '''Ship Adjusted AA''' applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value '''Fleet Adjusted AA''' has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.
  
Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value has the objective of further increase the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.
 
  
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
!Adjusted Anti-Air Formulas
+
!colspan=3|Adjusted Anti-Air Formulas
 +
|-
 +
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
 +
|
 +
'''Allied Fleet:'''
 +
*'''Ship Adjusted AA''' of each ship is defined by<ref>https://docs.google.com/document/d/1tqYyqzdc1RT_fYDKFMcUId0kOZHCdGpVsObm6yt-Yco/edit#heading=h.9md7m3uoezjq</ref>:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right)</math>
 +
|}
 +
* Then, if ship has any equipment equipped: <math>\text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
 +
|
 +
*'''Fleet Adjusted AA''' is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 +
|-
 +
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
 +
|
 +
'''Enemy Fleet'''
 +
*'''Ship Adjusted AA''' of each ship is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} )</math>
 +
|}
 +
* Then: <math>\text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 
|-
 
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
 
|
 
|
For the '''Allied Fleet''', the Ship Adjusted AA of each ship is defined by:
+
*'''Fleet Adjusted AA''' is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 +
|-
 +
|colspan=3|
 +
;With
 +
* <math>\text{AA}_\text{ship}</math> the base {{AA}} AA stat of the ship.
 +
* <math>\text{AA}_\text{Equip}</math> the {{AA}} AA stat of the equipment
 +
** [[Equipment Bonuses|Visible bonuses]] are included to some extent, but actual amount is unconfirmed<ref>Estimated to be about 0.75-0.8 but not a precise fit: https://twitter.com/nishikkuma/status/1555196188621946884</ref>
 +
* <math>\text{AA}_\text{★-Equip}</math> the "equipment" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{AA}_\text{★-Fleet}</math> the "fleet" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{Mod}_\text{Formation}</math> the Formation modifier. ''See [[Combat#Formation Selection|Combat]] for more details.''
 +
* <math>\text{Mod}_\text{Equip-XX}</math> the equipment type modifier, with each value used in their respective formulas:
  
<math>\text{AdjAA}_\text{ship} = \text{AA}_\text{base} + \sum^{\text{All equip}}
+
{|class="wikitable" style="margin:auto; text-align:center"
\left(
+
!Equipment Type
  \left(
+
!<math>\text{Mod}_\text{Equip-Ship}</math>
      \text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
+
!<math>\text{Mod}_\text{Equip-Fleet}</math>
  \right)
 
  +
 
  \left(
 
      \text{Equip}_\text{★mod} \times \sqrt{★}
 
  \right)
 
\right)</math>
 
 
 
While the Fleet Adjusted AA is defined by:
 
 
 
<math>\text{AdjAA}_\text{fleet} = 1.54 \times
 
\left \lfloor
 
  \text{Formation}_\text{mod} \times \sum^{\text{All ships}}
 
  \left \lfloor \sum^{\text{All equip}} \left(
 
      \left(
 
          \text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 
      \right)
 
      +
 
      \left(
 
          \text{Equip}_\text{★mod} \times \sqrt{★}
 
      \right)
 
  \right) \right \rfloor
 
\right \rfloor
 
</math>
 
 
 
For the '''Enemy Fleet''', the Ship Adjusted AA of each ship is defined by:
 
 
 
<math>\text{AdjAA}_\text{enemy ship} = \left(
 
2 \times \sqrt{\text{AA}_\text{base}} + \sum^{\text{All equip}} \left(
 
\text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 
\right)
 
\right)</math>
 
 
 
While the Enemy Fleet's Fleet Adjusted AA is defined by:
 
 
 
<math>\text{AdjAA}_\text{enemy fleet} = 2 \times
 
\left \lfloor
 
  \text{Formation}_\text{mod} \times \sum^{\text{All ships}}
 
  \left \lfloor \sum^{\text{All equip}}
 
      \left(
 
          \text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 
      \right)
 
    \right \rfloor
 
\right \rfloor
 
</math>
 
 
 
Where:
 
* <math>\text{AA}_\text{base}</math> is the base {{AA}} stat of the ship (without equipment).
 
* <math>\text{★}</math> is the improvement level for the equipment.
 
* <math>\text{Equip}_\text{★mod}</math> is the improvement modifier for the equipment.
 
** High-Angle Gun Mounts: 3
 
** Air Radar: 1.5, for Fleet Adjusted AA '''only'''.
 
** Anti-Air Machine Guns: 4, for Ship Adjusted AA '''only'''.
 
* <math>\text{Equip}_\text{AA}</math> is the displayed {{AA}} stat of the equipment.
 
* <math>\text{Formation}_\text{mod}</math> is the Formation modifier.
 
* <math>\text{Equip}_\text{mod}</math> is the equipment type modifier, with each value used in its respective formula:
 
 
 
{| class="wikitable" style="width:600px; margin: auto;"
 
 
|-
 
|-
!Equipment Type
+
!{{Green Gun}}{{AntiAircraftFireDirector}}<br>[[High-Angle Gun]]s, {{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AAFD|link_category=Anti-Aircraft Fire Director}}
!Ship AA Modifier
+
|4||0.35
!Fleet AA Modifier
 
 
|-
 
|-
!{{GreenGunDP}}{{AntiAircraftFireDirector}}</br>High-angle Mounts, Anti-Aircraft Fire Directors
+
!{{Air Radar}}<br>[[Air Radar]]s
| style="text-align:center;" |4
+
|3||0.4
| style="text-align:center;" |0.35
 
 
|-
 
|-
!{{GreenGunMG}}</br>Machine Guns & Rocket Launchers
+
!{{AA Shell}}<br>{{Equipment/Link|Type 3 Shell|Type 3 Shell Kai|Type 3 Shell Kai Ni|text=AA Shells|link_category=Anti-Aircraft Shells}}
| style="text-align:center;" |6
+
|0||0.6
| style="text-align:center;" |0.2
 
 
|-
 
|-
!{{Radar}}</br>AA Radars
+
!{{RedGunHeavy}}<br>{{EquipmentLink|46cm Triple Gun Mount}}<ref>Other guns like the {{EquipmentLink|Prototype 46cm Twin Gun Mount|46cm Triple Gun Mount Kai|text=46 cm variants}} are untested.</ref>
| style="text-align:center;" |3
+
|0||0.25
| style="text-align:center;" |0.4
 
 
|-
 
|-
!{{RedGunLight}}{{RedGunMedium}}{{RedGunHeavy}}{{Seaplane}}</br>Main Gun, Seaplanes
+
!{{AA Gun}}<br>[[AA Gun]]s
| style="text-align:center;" |0
+
|6||rowspan=3|0.2
| style="text-align:center;" |0.2
 
 
|-
 
|-
!{{GreenAmmo}}</br>Type 3 Shell
+
![[:Category:Player equipment|All other equipment]]
| style="text-align:center;" |0
+
|0
| style="text-align:center;" |0.6
 
 
|-
 
|-
!Other Abyssal AA Equipment</br>Including CIC, High-angle Single-Mount
+
!Other Abyssal AA Equipment<br>Including CIC, HA Single-Guns
| style="text-align:center;" |0
+
|0
| style="text-align:center;" |0.2
 
 
|}
 
|}
 +
<references/>
 
|}
 
|}
  
 
==Proportional and Fixed shootdowns==
 
==Proportional and Fixed shootdowns==
 +
*'''Ship Adjusted AA''' is used to calculate '''Proportional shootdown'''.
 +
*'''Ship Adjusted AA''' and '''Fleet Adjusted AA''' are used to calculate '''Fixed shootdown'''.
  
With the Adjusted AA values calculated, it's now possible to determine the shootdown for each ship. The same ship may defend against multiple bombers at once. For each bomber a ship defends against, it will roll an independent activation of both Prop and Fixed and then decrease the slot by the resulting values.
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 
+
!colspan=2|Prop/Fixed Shootdown Formulas
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
 
!Shootdown Formulas
 
 
|-
 
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 
|
 
|
For an '''Allied Fleet's ship''' defending against Enemy planes:
+
'''Allied Fleet's ship''':
  
<math>\text{Prop}= \left \lfloor
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
\frac{\text{AdjAA}_\text{ship} \times \text{CF}_\text{mod}}{400} \times \text{Slot Size}
+
|valign="center"|  <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor</math>
\right \rfloor
+
|}
</math>
 
  
<math>\text{Fixed}= \left \lfloor
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
\frac{ \left( \text{AdjAA}_\text{ship} + \left \lfloor \text{AdjAA}_\text{fleet} \right \rfloor  
+
|valign="center"|  <math>\text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor</math>
\right) \times \text{CF}_\text{mod} \times \text{K}_\text{value}}{10}
+
|}
\right \rfloor
 
</math>
 
  
For an '''Enemy Fleet's ship''' defending against Allied planes:
+
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
 +
|
 +
'''Enemy Fleet's ship''':
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor</math>
 +
|}
  
<math>\text{Prop}= \left \lfloor
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
\frac{\left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} \right \rfloor}{400} \times \text{Slot Size}
+
|valign="center"|  <math>\text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor</math>
\right \rfloor
+
|}
</math>
+
|-
 
+
|colspan=2|
<math>\text{Fixed}= \left \lfloor
+
;With
\frac{ \left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} + \text{AdjAA}_\text{enemy fleet} \times \text{AA Resist}_\text{fleet}  
+
* <math>\text{AdjAA}_\text{xx}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted Anti-Air]]'''.
\right \rfloor}{10.6}
+
* <math>\text{Count}_\text{Plane}</math> the current number of attacking planes.
\right \rfloor
+
* <math>\text{Mod}_\text{CF}</math> the [[Combined Fleet]] modifier, being:
</math>
+
** '''1''' in Single Fleets vs Single Fleet
 
+
** '''0.8''' if in Single Fleets vs Combined Fleets[https://twitter.com/Divinity_123/status/1721218789587476633]
Where:
+
** '''0.8''' if the ship is in a CF's main fleet on Surface Nodes
 
+
** '''0.72''' if the ship is in a CF's main fleet on Air Raid Nodes
* <math>\text{AdjAA}</math> are the previously calculated '''Adjusted AA values'''.
+
** '''0.48''' if the ship is in a CF's escort fleet
* <math>\text{Slot Size}</math> is the attacking plane's slot size.
+
* <math>\text{K}_\text{value}</math> the Anti Air Cut-in (AACI) multiplier.
* <math>\text{CF}_\text{mod}</math> is the Combined Fleet modifier.
+
** '''1''' if no AACI triggers
** Assumes 1 if Single Fleet.
+
** See [[#Anti-Air Cut-in|K-value column of AACI Patterns]] for values.
** 0.72 if the ship is in Combined Fleet's main fleet, 0.48 if the ship is in the Combined Fleet's escort fleet.
+
* <math>\text{AAR}_\text{ship}</math> the attacking plane's '''Ship AA Resist'''.
* <math>\text{K}_\text{value}</math> is the Anti Air Cut-in (AACI) multiplier.
+
* <math>\text{AAR}_\text{fleet}</math> the attacking plane's '''Fleet AA Resist'''.
** Assumes 1 if no AACI triggers.
+
|-
* <math>\text{AA Resist}_\text{ship}</math> is the attacking plane's '''Ship AA Resist'''.
+
|colspan=2|
* <math>\text{AA Resist}_\text{fleet}</math> is the attacking plane's '''Fleet AA Resist'''.
+
;Notes
 +
*[[Smoke]] effects:
 +
**The smoke affects the allied shootdown but not the enemy shootdown.
 +
**No fixed shootdown above 2 has been observed under a smoke.
 +
**The guaranteed shootdown does not seem to be affected.
 +
**A modifier to the '''Adjusted AA''' is suspected but there is not enough data to confirm it.
 
|}
 
|}
 +
{{Formula
 +
|Title=Guaranteed Shootdown Formula
 +
|Math=\text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB}
 +
|Var=<math>\text{AAR}_\text{AACI}</math> the attacking plane's '''AACI Resist'''.
 +
**Value is suspected to be equal to <math>\text{AAR}_\text{ship}</math>, but not confirmed for all planes.<ref>https://github.com/noro6/kc-web/blob/main/src/classes/aerialCombat/shootDownInfo.ts#L115</ref>
 +
* <math>\text{AACI}_\text{shotA}</math> and <math>\text{AACI}_\text{shotB}</math> are Anti Air Cut-in (AACI) Shot-down values
 +
** See [[#Anti-Air Cut-in|Shot down per slot column of AACI Patterns]] for values in tooltips.
 +
*** Player fleet uses <math>\text{AACI}_\text{shotA} = 1</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Enemy fleet uses <math>\text{AACI}_\text{shotA} = 0</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Values for API values after 13 are unconfirmed
 +
|Notes={{Color|red|'''The current formula only works for average AAR}}<ref>https://twitter.com/Divinity_123/status/1721218789587476633</ref>
 +
*For the other AAR:
 +
** Low AAR: No reduction of the Guaranteed Shootdown have been observed,
 +
** High AAR: a reduction of '''3''' have been observed,
 +
** Extremely high AAR: a reduction of '''3''' have been observed.
 +
*** The reduction for the [[Kikka Kai]] is inconsistant between 3 and 4.
 +
<references/>
 +
}}
  
 
===Anti-Air Resistance===
 
===Anti-Air Resistance===
Line 321: Line 444:
  
 
==Anti-Air Cut-in==
 
==Anti-Air Cut-in==
[[File:AkizukiAACI.png|thumb|right|Akizuki performing the API 1 (BBR) AACI.]]
+
[[File:AkizukiAACI.png|thumb|right|Akizuki performing the ID 1 AACI.]]
Using special equipment setups, ships may perform one of multiple special anti-air maneuvers during Stage 2. These moves are often referred to as AA Cut-ins, or '''AACI''' due to the way the equipment is displayed in the screen before they are performed. Particular AACI are often referred to by their acronym, such as BBR for AACI 5.
+
Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as '''AACI''', during Stage 2.
 
 
AACI grants a multiplier to the Fixed Shootdown of all Allied Fleet ships regardless of what ship uses it, referred to as ''K-value''. On top of that effect, AACI will remove a fixed number of planes from each enemy bomber slot. These effects make depleting the entirety of enemy bombers much more feasible.
 
  
Although several ships can be equipped with a proper AACI setup, '''only one ship can perform an AACI'''. ''If Stage 2 happens multiple times, like in an Air Battle node, then each Air Phase's Stage 2 might roll an AACI.''
+
;AACI types
 +
*Each AACI is defined by its '''"ID"''' (its API value), and is arbitrary (''see the [[#AACI|below table]]'').
 +
** They are then mostly referred to by their '''"ID"'''.
 +
** ''Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
 +
* For all AACI, the '''"ID"''' therefore fully determines:
 +
** The setup of the AACI and the ships able to trigger it,
 +
** The "Trigger Rate" and the "Priority Order",
 +
** The "K-value" and "shot down per slot" value,
  
If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, an animation will not be shown, but the effects will function normally.
+
;AACI effects
 +
* Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the ''K-value'', regardless of what ship triggers it,
 +
* Remove a fixed number of planes from each enemy bomber slot ("shot down per slot").
 +
These effects make depleting the entirety of enemy planes much more feasible.
  
The trigger chance of a given AACI is solely determined by its API value, and is arbitrary. Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS '''have no bearing in AACI trigger rates.''' Most trigger chances were datamined from KanColle Vita, and tests in the Browser version corroborated the results.
+
;AACI triggering
 +
* Only one AACI can be performed per battle,
 +
** On '''"[[Node|Aerial Combat Nodes]]"''', AACI can be triggered twice, one per phase.
 +
* Only a ship equipped with proper AACI setups can trigger one (''see the [[#AACI|below table]]''),
 +
* If multiple ships are equipped with AACI setups, each ship will roll their available AACI in '''ID's "Priority Order"''' (''see the [[#AACI|below table]]'').
 +
** If IDs are tied, priority goes by fleet order from top to bottom.
 +
** Thus, for a given fleet & setup, some ships will take priority over others always the same way.
 +
** If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in '''ID's "Priority Order"'''.
 +
* The trigger rate is unaffected by [[Stats]] like the [[Stats#Health|damage status]], Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
  
* {{GreenGunBuiltIn}} is a custom icon used to indicate any '''High-angle Gun''' with {{AA}} stat of 8 or higher.
+
* It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
**All '''{{Equipment/Link|10cm Twin High-angle Gun Mount + Anti-Aircraft Fire Director|12.7cm High-angle Gun + Anti-Aircraft Fire Director|12.7cm Twin Gun Mount Model A Kai 3 (Wartime Modification) + Anti-Aircraft Fire Director|12.7cm Twin Gun Mount Model B Kai 4 (Wartime Modification) + Anti-Aircraft Fire Director|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|text=Built-in AAFD HA Gun}}''' fit in this category.
+
* If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.
**The {{GreenGunBuiltIn}} can be a Main Gun or Secondary Gun.
+
** It can activate during the regular airstrike phase, but not during other phases like the [[Jet Assault]]s, [[LBAS]] phases, [[OASW]], or [[Shelling]] phases.
 +
** There is a bug that allows enemy ships to activate AACI even if they were sunk<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>.
  
* {{CDMG}} is a custom icon used to indicate any '''{{EquipmentLink|25mm Triple Autocannon Mount (Concentrated Deployment)|Bofors 40mm Quadruple Autocannon Mount|QF 2-pounder Octuple Pom-pom Gun Mount|text=Powerfull AA Machine Guns}}''' with {{AA}} stat of 9 or higher.
+
For the following table:
**Also called '''{{EquipmentLink|25mm Triple Autocannon Mount (Concentrated Deployment)|text=Concentrated Deployment Machine Gun}} (CDMG)''' sometime.
+
* {{Large Gun}} is used to indicate any '''[[Large Caliber Main Gun]]'''
 
+
* {{Green Gun}} is used to indicate any '''[[High-Angle Gun]]''' (dual-purpose guns/HA guns), including [[:Category:Main High-Angle Gun|Main HA Guns]] and [[:Category:Secondary High-Angle Gun|Secondary HA Guns]],
* {{Radar}} is used to indicate an '''[[:Category:Air Radar|Air Radar]]'''.
+
* {{AA Gun}} is used to indicate any '''[[AA Gun]]''',
** Any Radar with {{AA}} stat of 2 or higher is considered an Air Radar, even if not explicitly stated by the game.
+
* {{AntiAircraftFireDirector}} is used to indicate any '''{{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AA Fire Directors|link_category=Anti-Aircraft Fire Directors}}''',
 +
* {{AA Shell}}  is used to indicate any '''[[AA Shell]]'''
 +
* {{Radar}} is used to indicate any '''[[Radar]]''', including [[Surface Radar]]s,
 +
* {{Air Radar}} is used to indicate an '''[[Air Radar]]''' (any Radar with {{AA}} AA stat of 2 or higher).
 +
Do note that some setups also required a maximal or minimal base {{AA}} AA stat for the equipment to be counted.
 +
*This exclude any stat gained from [[Fit Bonus]]es or [[Improvement]].
  
 +
===AACI List===
 
{{Anchor|AACI}}
 
{{Anchor|AACI}}
{| class="wikitable mw-collapsible" style="text-align: center; vertical-align: middle; margin: auto;"
+
{|class="wikitable sortable" style="text-align:center; margin:auto"
! colspan="7"| AACI Patterns
+
! colspan=7|AACI Patterns
 
|-
 
|-
! <!--style="width: 5%;"-->|API value
+
! ID
! style="width: 300px;"|Type
+
! Priority<br>Order
! style="width:80px;"|Shot down<br>per slot
+
! width="300px"|Setup
! style="width:64px;"|K-value
+
! width="80px"|Shot down<br>per slot
! style="width:64px;"|Rate
+
! width="64px"|K-value
! <!--style="width: 15%;"-->|User
+
! width="64px"|Rate
! <!--style="width: 25%;"-->|Notes
+
! Users
 
|-
 
|-
!None
+
!colspan=2|None
|'''-'''
+
|''Triggers if no other AACI is activated
|'''+1'''
+
|{{ToolTip|+1|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 0}}
 
|1.0
 
|1.0
 
|N/A
 
|N/A
 
|Player's fleet only
 
|Player's fleet only
|Triggers if no other AACI is activated
 
 
|-
 
|-
 
!1
 
!1
|nowrap|'''HHR'''<br />{{GreenGunDP}}{{GreenGunDP}}{{Radar}}
+
!12
|'''+8'''
+
|{{Green Gun}} {{Green Gun}} {{Radar}}
|nowrap|1.7
+
|{{ToolTip|+8|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 5}}
|65%
+
|1.7
|rowspan="3"|'''{{Ship/Link|Akizuki|Teruzuki|Suzutsuki|Hatsuzuki|text=Akizuki-Class}}'''
+
|65 %
|'''HA mount x2 + Radar'''
+
|rowspan=3|'''{{Class|Akizuki}}'''
 
|-
 
|-
 
!2
 
!2
|nowrap|HR<br />{{GreenGunDP}}{{Radar}}
+
!17
| +7
+
|{{Green Gun}} {{Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 4}}
 
|1.7
 
|1.7
|58%
+
|58 %
|HA mount + Radar
 
 
|-
 
|-
 
!3
 
!3
|nowrap|HH<br />{{GreenGunDP}}{{GreenGunDP}}
+
!27
| +5
+
|{{Green Gun}} {{Green Gun}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 
|1.6
 
|1.6
|50%
+
|50 %
|HA mount x2
 
 
|-
 
|-
 
!4
 
!4
|nowrap|MSAR<br />{{RedGunHeavy}}{{GreenAmmo}}{{AntiAircraftFireDirector}}{{Radar}}
+
!16
| +7
+
|{{Large Gun}} {{AA Shell}} {{AAFD}}{{Air Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 5, B <nowiki>=</nowiki> 2}}
 
|1.5
 
|1.5
|52%
+
|52 %
|'''Battleships'''
+
|'''All'''
|Large Main Gun + {{EquipmentLink|Type 3 Shell|Type 3 Shell Kai|text=Type 3 Shell}} + AAFD + Air Radar
 
 
|-
 
|-
 
!5
 
!5
|nowrap|'''BBR'''<br />{{GreenGunBuiltIn}}{{GreenGunBuiltIn}}{{Radar}}
+
!28
|'''+5'''
+
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
|nowrap|1.5
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
|55%
+
|1.5
|'''All'''
+
|55 %
|'''Built-in HA mount x2 + Air Radar'''
+
|'''All'''<br>''(except {{Class|Akizuki}})''
 
|-
 
|-
 
!6
 
!6
|nowrap|MSA<br />{{RedGunHeavy}}{{GreenAmmo}}{{AntiAircraftFireDirector}}
+
!29
| +5
+
|{{Large Gun}} {{AA Shell}} {{AAFD}}
|nowrap|1.45
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 4, B <nowiki>=</nowiki> 1}}
|40%
+
|1.45
|'''Battleships'''
+
|40 %
|Large Main Gun + {{EquipmentLink|Type 3 Shell|Type 3 Shell Kai|text=Type 3 Shell}} + AAFD
+
|'''All'''
 
|-
 
|-
 
!7
 
!7
|nowrap|HAR<br />{{GreenGunDP}}{{AntiAircraftFireDirector}}{{Radar}}
+
!37
| +4
+
|{{Green Gun}} {{AAFD}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 2}}
 
|1.35
 
|1.35
|45%
+
|45 %
|rowspan="3"|'''All'''
+
|rowspan=2|'''All'''<br>''(except {{Class|Akizuki}})''
|HA mount + AAFD + Air Radar
 
 
|-
 
|-
 
!8
 
!8
|nowrap|BR<br />{{GreenGunBuiltIn}}{{Radar}}
+
!34
| +5
+
|{{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
|nowrap|1.4
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
|50%
+
|1.4
|Built-in HA mount + Air Radar
+
|50 %
 
|-
 
|-
 
!9
 
!9
|nowrap|HA<br />{{GreenGunDP}}{{AntiAircraftFireDirector}}
+
!47
| +3
+
|{{Green Gun}} {{AAFD}}
 +
|{{ToolTip|+3|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 2}}
 
|1.3
 
|1.3
|40%
+
|40 %
|HA mount + AAFD
+
|'''All'''
 
|-
 
|-
 
!10
 
!10
|nowrap|'''HCR'''<br />{{GreenGunDP}}{{CDMG}}{{Radar}}
+
!6
|'''+9'''
+
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+9|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 6}}
 
|1.65
 
|1.65
|60%
+
|60 %
|rowspan="2"|'''{{Ship/Link|Maya/Kai Ni}}'''
+
|rowspan=2|'''{{Ship/Link|Maya/Kai Ni}}'''
|'''HA + CDMG + Air Radar'''
 
 
|-
 
|-
 
!11
 
!11
|nowrap|HC<br />{{GreenGunDP}}{{CDMG}}
+
!9
| +7
+
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 5}}
 
|1.5
 
|1.5
|55%
+
|55 %
|HA + CDMG
 
 
|-
 
|-
 
!12
 
!12
|nowrap|CGR<br />{{CDMG}}{{GreenGunMG}}{{Radar}}
+
!41
| +4
+
|{{IconText|{{AA Gun}}|9+ AA|9}} {{IconText|{{AA Gun}}|3+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 3}}
 
|1.25
 
|1.25
|45%
+
|45 %
 
|'''All'''
 
|'''All'''
|CDMG + AA Gun + Air Radar
 
 
|-
 
|-
 
!13
 
!13
|style="background-color:#eaecf0;"|'''Cannot be activated''':
+
!35
{{GreenGunBuiltIn}}{{CDMG}}{{Radar}}
+
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
|style="background-color:#eaecf0;"| +4
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 4}}
|style="background-color:#eaecf0;"|1.35
+
|1.35
|style="background-color:#eaecf0;"|35%
+
|35 %
|style="background-color:#eaecf0;"|All except {{Ship/Link|Maya/Kai Ni}}
+
|'''All'''<br>''(except {{Ship/Link|Maya/Kai Ni}})''
|style="background-color:#eaecf0;"|Built-in HA mount + CDMG + Air Radar
 
 
|-
 
|-
 
!14
 
!14
|nowrap|HGR<br />{{GreenGunDP}}{{GreenGunMG}}{{Radar}}
+
!26
|nowrap| +5
+
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 
|1.45
 
|1.45
|62%
+
|62 %
|rowspan="2"|'''{{Ship/Link|Isuzu/Kai Ni}}'''
+
|rowspan=2|'''{{Ship/Link|Isuzu/Kai Ni}}'''
|HA + AA Gun + Air Radar
 
 
|-
 
|-
 
!15
 
!15
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
+
!36
 +
|{{Green Gun}} {{AA Gun}}
 
| +4
 
| +4
 
|1.3
 
|1.3
|55%
+
|55 %
|HA + AA Gun
 
 
|-
 
|-
 
!16
 
!16
|nowrap|HGR<br />{{GreenGunDP}}{{GreenGunMG}}{{Radar}}
+
!25
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 
| +5
 
| +5
 
|1.4
 
|1.4
|62%
+
|62 %
|nowrap|'''{{Ship/Link|Kasumi/Kai Ni B}} &'''<br />'''{{Ship/Link|Yuubari/Kai Ni}}''' (not {{Ship/Link|Yuubari/Kai Ni Toku|text=Toku}}/{{Ship/Link|Yuubari/Kai Ni D|text=D}})
+
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Yuubari/Kai Ni}}''' ''(not {{Ship/Link|Yuubari/Kai Ni Toku|Yuubari/Kai Ni D|text=Toku/D}})''
|HA + AA Gun + Air Radar
 
 
|-
 
|-
 
!17
 
!17
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
+
!44
 +
|{{Green Gun}} {{AA Gun}}
 
| +3
 
| +3
 
|1.25
 
|1.25
|55%
+
|55 %
|'''{{Ship/Link|Kasumi/Kai Ni B}}'''
+
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
|HA + AA Gun
 
 
|-
 
|-
 
!18
 
!18
|nowrap|C<br />{{CDMG}}
+
!45
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 
| +3
 
| +3
 
|1.2
 
|1.2
|60%
+
|60 %
|'''{{Ship/Link|Satsuki/Kai Ni}}'''
+
|'''{{Ship/Link|Satsuki/Kai Ni}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
|CDMG
 
 
|-
 
|-
 
!19
 
!19
|nowrap|HC<br />{{GreenGunDP}}{{CDMG}}
+
!22
 +
|{{IconText|{{Green Gun}}|7- AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}}
 
| +6
 
| +6
 
|1.45
 
|1.45
|58%
+
|58 %
|rowspan="2"|'''{{Ship/Link|Kinu/Kai Ni}}'''
+
|rowspan=2|'''{{Ship/Link|Kinu/Kai Ni}}'''
|HA + CDMG<br />(Cannot be Built-in HA)
 
 
|-
 
|-
 
!20
 
!20
|nowrap|C<br />{{CDMG}}
+
!38
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 
| +4
 
| +4
 
|1.25
 
|1.25
|65%
+
|65 %
|CDMG
 
 
|-
 
|-
 
!21
 
!21
|nowrap|HR<br />{{GreenGunDP}}{{Radar}}
+
!23
 +
|{{Green Gun}} {{Air Radar}}
 
| +6
 
| +6
 
|1.45
 
|1.45
|60%
+
|60 %
 
|'''{{Ship/Link|Yura/Kai Ni}}'''
 
|'''{{Ship/Link|Yura/Kai Ni}}'''
|HA + Air Radar
 
 
|-
 
|-
 
!22
 
!22
|nowrap|C<br />{{CDMG}}
+
!46
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 
| +3
 
| +3
 
|1.2
 
|1.2
|60%
+
|60 %
 
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
 
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
|CDMG
 
 
|-
 
|-
 
!23
 
!23
|nowrap|G<br />{{GreenGunMG}}
+
!48
 +
|nowrap|{{IconText|{{AA Gun}}|3~8 AA|9}}
 
| +2
 
| +2
 
|1.05
 
|1.05
|80%
+
|80 %
 
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
 
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
|AA Gun (Cannot be CDMG)
 
 
|-
 
|-
 
!24
 
!24
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
+
!39
 +
|nowrap|{{Green Gun}} {{IconText|{{AA Gun}}|3~8 AA|9}}
 
| +4
 
| +4
 
|1.25
 
|1.25
|40%
+
|40 %
|'''{{Ship/Link|Tatsuta/Kai Ni}} &<br>{{Ship/Link|Tenryuu/Kai Ni}}'''
+
|'''{{Ship/Link|Tenryuu/Kai Ni|Tatsuta/Kai Ni|text=''Tenryuu''-class Kai Ni|link_class=Tenryuu}}'''
|HA + AA Gun (Cannot be CDMG)
 
 
|-
 
|-
 
!25
 
!25
|GRS<br />{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=40px}}{{Radar}}{{GreenAmmo}}
+
!10
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}} {{AA Shell}}
 
| +8
 
| +8
 
|1.55
 
|1.55
|60%
+
|60 %
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=Ise-class Kai/Kai Ni}}'''
+
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}}'''
|{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}} + Air Radar + {{EquipmentLink|Type 3 Shell|Type 3 Shell Kai|text=Type 3 Shell}}
 
 
|-
 
|-
 
!26
 
!26
|nowrap|HR<br />{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=40px}}{{Radar}}
+
!15
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Air Radar}}
 
| +7
 
| +7
 
|1.4
 
|1.4
|55%
+
|55 %
|'''{{Ship/Link|Musashi/Kai Ni}}'''
+
|'''{{Ship/Link|Yamato/Kai|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai|Musashi/Kai Ni|text=''Yamato''-class Kai/Ni|link_class=Yamato}}'''
|{{Equipment/Link|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|text=10cm Twin HA Mount Kai}} + Air Radar
 
 
|-
 
|-
 
!27
 
!27
!colspan="6"|Unknown
+
!20
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|55 %
 +
|'''{{Ship/Link|Ooyodo/Kai}}'''
 
|-
 
|-
 
!28
 
!28
|GR<br />{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=40px}}{{Radar}}
+
!30
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 
| +5
 
| +5
 
|1.4
 
|1.4
|55%
+
|55 %
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=Ise-class Kai+}} &<br />{{Ship/Link|Musashi/Kai|Musashi/Kai Ni|text=Musashi Kai+}}'''
+
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}} &<br>{{Ship/Link|Musashi/Kai|Musashi/Kai Ni|text=Musashi Kai/Ni}}'''
|{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}} + Air Radar 
 
 
|-
 
|-
 
!29
 
!29
|nowrap|HR<br />{{GreenGunDP}}{{Radar}}
+
!24
 +
|{{Green Gun}} {{Air Radar}}
 
| +6
 
| +6
 
|1.55
 
|1.55
|60%
+
|60 %
|'''{{Ship/Link|Hamakaze/B Kai}} &<br />{{Ship/Link|Isokaze/B Kai}}'''
+
|'''{{Ship/Link|Hamakaze/B Kai}} &<br>{{Ship/Link|Isokaze/B Kai}}
|HA + Air Radar<br />Using '''Built-in HA mounts''' has a high chance to proc AACI 5/8 instead.
 
 
|-
 
|-
 
!30
 
!30
|nowrap|HHH<br />{{GreenGunDP}}{{GreenGunDP}}{{GreenGunDP}}
+
!33
 +
|{{Green Gun}} {{Green Gun}} {{Green Gun}}
 
| +4
 
| +4
 
|1.3
 
|1.3
|45%
+
|45 %
|rowspan="2"|'''{{Ship/Link|Tenryuu/Kai Ni}} &'''<br />'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
+
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
|HA + HA + HA
 
 
|-
 
|-
 
!31
 
!31
|nowrap|HH<br />{{GreenGunDP}}{{GreenGunDP}}
+
!42
 +
|{{Green Gun}} {{Green Gun}}
 
| +3
 
| +3
 
|1.2
 
|1.2
|52%
+
|52 %
|HA + HA
+
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 
|-
 
|-
 
!32
 
!32
|{{QuestRewardEquip|16inch Mk.I Triple Gun Mount Kai + FCR Type 284}}{{QuestRewardEquip|QF 2-pounder Octuple Pom-pom Gun Mount}}<br />'''OR'''<br />{{QuestRewardEquip|20-tube 7inch UP Rocket Launchers}}{{QuestRewardEquip|20-tube 7inch UP Rocket Launchers}}<br />'''OR'''<br />{{QuestRewardEquip|20-tube 7inch UP Rocket Launchers}}{{QuestRewardEquip|QF 2-pounder Octuple Pom-pom Gun Mount}}
+
!40
 +
|{{Equipment/Card|16inch Mk.I Triple Gun Mount Kai + FCR Type 284|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}}
 
| +4
 
| +4
 
|1.2
 
|1.2
|50%
+
|50 %
|'''{{Ship/Link|Nelson|Warspite|Ark Royal|Jervis|Janus|text=Royal Navy Ships}} &<br /> {{Ship/Link|Kongou/Kai Ni|Kongou/Kai Ni C|Hiei/Kai Ni|Hiei/Kai Ni C|Kirishima/Kai Ni|Haruna/Kai Ni|text=Kongou-class Kai Ni/C}}'''
+
|'''[[RN|Royal Navy Ships]] &<br> {{Class|Kongou|Kai Ni/B/C}}'''
|{{Equipment/Link|16inch Mk.I Triple Gun Mount Kai + FCR Type 284|text=16inch Mk.I Triple + FCR}} + {{Equipment/Link|QF 2-pounder Octuple Pom-pom Gun Mount|text=QF 2-pounder}} <br />'''OR'''<br /> {{Equipment/Link|20-tube 7inch UP Rocket Launchers|text=20-tube 7inch UP}} + {{Equipment/Link|20-tube 7inch UP Rocket Launchers|text=20-tube 7inch UP}} / {{Equipment/Link|QF 2-pounder Octuple Pom-pom Gun Mount|text=QF 2-pounder}}
 
 
|-
 
|-
 
!33
 
!33
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
+
!32
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|4+ AA|9}}
 
| +4
 
| +4
 
|1.35
 
|1.35
|45%
+
|45 %
 
|'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 
|'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
|HA + AA Gun
 
 
|-
 
|-
 
!34
 
!34
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37}}
+
!13
|'''+8'''
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}}
 +
| +8
 
|1.6
 
|1.6
|55%
+
|55 %
|rowspan="4"|'''{{Ship/Link|Fletcher|Johnston|text=Fletcher-Class}}'''
+
|rowspan=4|'''{{Class|Fletcher}}'''
|
 
 
|-
 
|-
 
!35
 
!35
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30}}
+
!18
|'''+7'''
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
 +
| +7
 
|1.55
 
|1.55
|55%
+
|55 %
|rowspan="2"|The {{Equipment/Link|5inch Single Gun Mount Mk.30 Kai|text=Kai}} variant can also be used in place of the {{Equipment/Link|5inch Single Gun Mount Mk.30|text=Base}} variant.<br>{{colour|red|The {{Equipment/Link|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|text=5inch+GFCS}} variant of the gun cannot be used as substitute.}}
 
 
|-
 
|-
 
!36
 
!36
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30}}{{QuestRewardEquip|GFCS Mk.37}}
+
!19
|'''+7'''
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
 +
| +7
 
|1.55
 
|1.55
|50%
+
|50 %
 
|-
 
|-
 
!37
 
!37
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai}}
+
!31
 +
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
 
| +5
 
| +5
 
|1.45
 
|1.45
|40%
+
|40 %
|Both HA guns '''must''' be {{Equipment/Link|5inch Single Gun Mount Mk.30 Kai|text=Kai}} variant.<br>{{colour|red|The {{Equipment/Link|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|text=5inch+GFCS}} variant of the gun cannot be used.}}
 
 
|-
 
|-
 
!38
 
!38
|{{QuestRewardEquip|GFCS Mk.37 + 5in Dual Purpose Gun (CD)|image=File:Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
!1
{{QuestRewardEquip|GFCS Mk.37 + 5in Dual Purpose Gun (CD)|image=File:Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
| '''+11'''
+
| +11
 
|1.85
 
|1.85
|?
+
|57 %
|rowspan="4"|'''{{Ship/Link|Atlanta|text=Atlanta-class}}'''
+
|rowspan=4|'''{{Ship/Link|Atlanta|text=''Atlanta''-class|link_class=Atlanta}}'''
|
 
 
|-
 
|-
 
!39
 
!39
|{{QuestRewardEquip|GFCS Mk.37 + 5in Dual Purpose Gun (CD)|image=File:Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
!2
{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
| '''+11'''
+
| +11
 
|1.7
 
|1.7
|57%
+
|57 %
|{{colour|red|The {{Equipment/Link|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|text=GFCS+5inch(CD)}} variant of the gun cannot be used as substitute.}} [https://twitter.com/ryougi_truk/status/1443559909027549186]
 
 
|-
 
|-
 
!40
 
!40
|{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
!3
{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
{{QuestRewardEquip|GFCS Mk.37}}
+
| +11
| '''+11'''
 
 
|1.7
 
|1.7
|56%
+
|56 %
|rowspan="2"|The {{Equipment/Link|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|text=GFCS+5inch(CD)}} variant of the gun can also be used.
 
 
|-
 
|-
 
!41
 
!41
|{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
!5
{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
+
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
| '''+10'''
+
| +10
 
|1.65
 
|1.65
|55%
+
|55 %
 +
|-
 +
!42
 +
!4
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
 +
| +11
 +
|1.65
 +
|64 %
 +
|rowspan=4|'''{{Ship/Link|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai Ni|text=''Yamato''-class Kai Ni|link_class=Yamato}}'''
 +
|-
 +
!43
 +
!7
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
 +
| +9
 +
|1.6
 +
|59 %
 +
|-
 +
!44
 +
!14
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
 +
| +7
 +
|1.6
 +
|54 %
 +
|-
 +
!45
 +
!21
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
 +
| +6
 +
|1.55
 +
|40 %
 +
|-
 +
!46
 +
!8
 +
|{{Equipment/Card|35.6cm Twin Gun Mount Kai San (Dazzle Camouflage)|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}<br>'''OR'''<br>{{Equipment/Card|35.6cm Twin Gun Mount Kai Yon|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
| +8
 +
|1.55
 +
|50 %
 +
|'''{{Ship/Link|Haruna Kai Ni B}}
 +
|-
 +
!47
 +
!43
 +
|{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|25mm Anti-aircraft Autocannon Mount & Machine Guns|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{IconText|{{Radar}}|4+ AA|9}}
 +
| +3
 +
|1.3
 +
|69.3 %
 +
|'''{{Ship/Link|Shiratsuyu/Kai Ni}}<br>{{Ship/Link|Shigure/Kai Ni|Shigure/Kai San|text=Shigure Kai Ni/San}}<br>{{Ship/Link|Murasame/Kai Ni}}<br>{{Ship/Link|Harusame/Kai Ni}}
 +
|-
 +
!48
 +
!11
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai|size=70px}} {{IconText|{{Radar}}|4+ AA|9}}
 +
| +9
 +
|1.75
 +
|64.7? %
 +
|'''{{Class|Akizuki|Kai/Ni}}
 +
|-
 +
!49
 +
!21.5?
 +
|{{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Radar}}|4+ AA|9}}
 +
| +6?
 +
|1.5?
 +
|? %
 +
|'''{{Ship/Link|Fujinami Kai Ni}}
 
|}
 
|}
  
'''Notes:'''
+
;Examples
* '''If multiple ships can trigger AACI, the ship that rolls the highest API number takes priority.'''
+
*[[Akizuki]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
** If API numbers are tied, priority goes by fleet slot order from top to bottom.
+
**The resulting trigger rate is 95.22 %.
* '''If a single ship fulfils multiple AACI requirements:'''
+
 
** A '''single roll''' is done to check for all AACIs.
+
*[[Fletcher]] with {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=36px}}{{AAFD}} fulfills the requirements of the AACIs 34, 35, 9 (in this order).
** This means that an AACI with higher priority and higher trigger rate completely blocks lower priority AACI from activating.
+
**The resulting trigger rate is 88.80 %.
*** For example, Akizuki with a {{GreenGunBuiltIn}}{{GreenGunBuiltIn}}{{Radar}} setup fulfils the requirements of the AACIs with API values 1, 2, 3, 5 and 8, with 1 being the highest priority. Due to this, the only API that Akizuki can trigger is 1, because a success will activate it, and a failure implies that the roll wouldn't meet the 58%, 50%, 55% and 50% trigger rates as it has failed to meet a 65% rate roll.
 
** Conversely, an AACI with lower priority but higher trigger rate has a chance of occurring, if the roll fails to pass the higher priority AACI.
 
*** For example, Isokaze B Kai with {{GreenGunBuiltIn}}{{GreenGunBuiltIn}}{{Radar}} fulfils 5 (55% rate) and 29 (60% rate), with 5 having priority. This means that in total, 5 will occur 55% of the time, and 29 will occur the leftover 5% of the time (60% - 55%).
 
** Priority is: '''(1 > 2 > 3, 10 > 11, 14 > 15, 16 > 17, 19, 21, 25) > 4 > 5 > 6 > 8 > 7 > (26 > 28, 29) > 9 > (33) > 12 > 13 > (18, 20, 22, 23, 30 > 31 > 24, 32)'''<ref name="aaci1">https://docs.google.com/spreadsheets/d/1YUppVErQj7P9f9-ddpdR-e7fTaycjSK9-x4GE9ibCrA/edit#gid=1156988467, TsunDB</ref>
 
*** Examples:
 
**** [[Kinu|Kinu Kai Ni]] can trigger both API 20 and 19.
 
**** The same ship can activate APIs 20, 5 and 29.
 
*** Note: At some point during 2018-2019(?), priority was changed from '''7 > 8''' to '''8 > 7'''. Prior to this, both 7 and 8 could be triggered with {{GreenGunBuiltIn}}{{AntiAircraftFireDirector}}{{Radar}}<ref>https://gyazo.com/2472468c10c0dacd28a493a79ff140da</ref>, whereas now only 8 can be triggered.
 
  
===Sequential AACIs===
+
*[[Musashi]] with {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=36px}}{{Very Large Radar}} fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
 +
**The resulting trigger rate is 99.73 %.
  
The '''Sequential AACIs''' are the Cut-ins introduced with the implementation of [[Johnston]] onwards. So far, they are exclusive to the {{Ship/Link|Fletcher/Kai|Johnston/Kai|text=Fletcher-Class}} and {{Ship/Link|Atlanta/Kai|text=Atlanta-class}}. Different from Original AACIs, each eligible AACI will be '''rolled independently''' if the previous roll has failed. If all Sequential rolls fail, an additional Original Type roll is performed. This grants the specific ships with access to Sequential AACIs extremely high combined trigger rates.
+
*[[Isokaze B Kai]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 29, 5, 8, 13 (in this order).
* Example: Atlanta with {{EquipmentLink|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}} + {{EquipmentLink|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}} + {{EquipmentLink|GFCS Mk.37}} fulfils 39, 40, 41, and 5. Rolled independently, this gives 57% for 39, ~24% for 40, ~10.4% for 41, ~4.7% for 5, for a total of ~96% chance of some AACI occurring.
+
**The resulting trigger rate is 94.15 %.
Sequential AACIs are, in order of priority: '''(34 > 35 > 37 > 36, 38 > 39 > 40 > 41) > (Original AACI)'''<ref name="aaci1"></ref>
 
  
 +
;Sequential AACIs
 +
The '''Sequential AACIs''' were the AACIs introduced with the implementation of [[Johnston]], allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the [[Game Updates/2023/May 26th|26/05/2023]] update, this mechanic is defunct, being available to all ships.
 +
*''See [[Sequential AACI|here]] for more details.
 +
 +
'''''Main Sources: [https://docs.google.com/spreadsheets/d/1agGoLv57g5eOXLXtNIKHRoBYy61OQYxibWP6Vi_DMuY/edit#gid=13450409] [https://twitter.com/CC_jabberwock/status/1665406435969097729?s=20]
 +
*Old sources: [https://docs.google.com/spreadsheets/d/1YUppVErQj7P9f9-ddpdR-e7fTaycjSK9-x4GE9ibCrA/edit#gid=1156988467] [https://twitter.com/syoukuretin/status/1535102184530276352] [https://gyazo.com/2472468c10c0dacd28a493a79ff140da]
 
<references/>
 
<references/>
  
Line 702: Line 909:
  
 
Planes that participate in this phase:
 
Planes that participate in this phase:
* {{Seaplane}} Reconnaissance Seaplanes
+
* {{Carrier Recon}} Carrier-based Reconnaissance Aircraft
* {{YellowPlane}} Carrier-based Reconnaissance Aircraft
+
* {{Torpedo Bomber}}{{Dive Bomber}}{{JetFighterBomber2}} Carrier-based Bombers
* {{BluePlane}}{{DiveBomb icon}}{{JetFighterBomber2}} Carrier-based Bombers
 
 
* {{Seaplane}} Seaplane Bombers
 
* {{Seaplane}} Seaplane Bombers
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
  
With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is '''not necessarily''' the ship that has defended against said bomber during Stage 2.
+
With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as [[Shelling]] target selection. The targeted ship is '''not necessarily''' the ship that has defended against said bomber during Stage 2.
  
 
See [[Damage_Calculations#Airstrike|Damage Calculations]] for details on airstrike damage.
 
See [[Damage_Calculations#Airstrike|Damage Calculations]] for details on airstrike damage.
  
'''Notes:'''
+
;Notes
 
* Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
 
* Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
 
* The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
 
* The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
Line 718: Line 925:
 
==Contact==
 
==Contact==
 
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
 
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
Contact is a special mechanic that increases the damage of '''all bombers''' participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text '''Making contact! (触接中!, ''shokusetsu-chū!'')'''.
+
Contact is a special mechanic that increases the damage of '''all bombers''' participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text '''Making contact!''' (触接中!, ''shokusetsu-chū!'').
  
* Contact may be triggered only under '''<font color="green">AS+</font>''', '''<font color="green">AS</font>''', and '''<font color="red">AD</font>'''. It '''cannot''' trigger under '''AP''' and '''<font color="red">AI</font>'''.
+
* Contact may be triggered only under {{color|green|'''AS+'''}}, {{color|green|'''AS'''}}, and {{color|red|'''AD'''}}. It '''cannot''' trigger under '''AP''' and {{color|red|'''AI'''}}.
* At least one Carrier-based {{Seaplane}}Reconnaissance Aircraft, {{YellowPlane}}Reconnaissance Seaplane, or {{BluePlane}}Torpedo Bomber must be present.
+
* At least one {{Carrier Recon}}{{Large Recon}} [[Carrier Recon]], {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]], {{SPR}}/{{Night Recon}} [[Seaplane Recon]], or {{LFB}} [[Large Flying Boat]] must be present.
** {{Seaplane}}Seaplane Bombers '''cannot''' perform contact.
+
** {{SPB}} [[Seaplane Bomber]]s '''cannot''' perform contact.
  
 
===Step 1: Contact Trigger===
 
===Step 1: Contact Trigger===
 
+
This step determines if any contact can trigger at all. Each plane that can perform contact contributes to the trigger rate based on the plane's {{LOS}} LoS stat and current slot size.
Each plane that can perform Contact has an independent trigger rate based on the plane's {{LOS}} stat, type, and slot size. The Final Trigger Rate is equal to the sum of all independent trigger rates.
+
*Only [[Torpedo Bomber]]s do not contribute to the trigger rate, but may still trigger the contact with the minimum rate possible.
 
+
{{Formula
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
+
|Title=Contact Trigger Rate Formula<ref name="vita">[[KanColle Kai]] decompile</ref>
!Contact Trigger Rate Formula
+
|Math=\text{Contact Rate}= \frac{1 + \sum_{\text{All Planes} } \left( \lfloor \sqrt{\text{Count}_\text{Plane} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} }
|-
+
|Var=<math>\text{All Planes}</math> refer only to all planes that can perform Contact ({{Carrier Recon}}/{{Large Recon}}/{{SPR}}/{{Night Recon}}/{{LFB}}) '''except''' Torpedo Bombers ({{Torpedo Bomber}}/{{Night Torpedo Bomber}}).
|
+
* <math>\text{Count}_\text{Plane}</math> is the current plane's slot size.
<math>\text{Contact Rate}= \sum^{\text{All planes}} \left( \frac{\sqrt{\text{Slot Size}} \times \text{Plane}_\text{LoS}} {\text{Air State}_\text{mod}} \right)
+
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
</math>
+
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 
+
** {{color|green|'''AS+'''}}: 25
Where:
+
** {{color|green|'''AS'''}}: 40
 
+
** {{color|red|'''AD'''}}: 55
* <math>\text{All planes}</math> refer specifically to all planes that can perform Contact ({{YellowPlane}}{{BluePlane}} and {{Seaplane}}Recon). {{Seaplane}}Bomber '''cannot''' perform contact.
+
|Notes=If only {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]]s are present, there is still a very small chance Contact Trigger can succeed.
* <math>\text{Slot Size}</math> is the plane's slot size.
+
}}
* <math>\text{Plane}_\text{LoS}</math> is the plane's displayed {{LOS}} stat.
 
* <math>\text{Air State}_\text{mod}</math> is the Air State modifier.
 
** <font color="green">AS+</font>: 25
 
** <font color="green">AS</font>: 40
 
** <font color="red">AD</font>: 55
 
|}
 
  
 
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
 
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
  
 
===Step 2: Aircraft Selection===
 
===Step 2: Aircraft Selection===
 
 
After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:
 
After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:
  
* {{Acc}} stat, starting from highest.
+
* {{Acc}} Accuracy stat, starting from highest.
 
* The Carrier's position in the fleet, starting from Flagship.
 
* The Carrier's position in the fleet, starting from Flagship.
 
* The Equipment slot position, starting from the first.
 
* The Equipment slot position, starting from the first.
 
+
{{Formula
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
+
|Title=Aircraft Selection Formula<ref name="vita"></ref>
!Aircraft Selection Formula
+
|Math=\text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} }
|-
+
|Var=<math>\text{Selection Rate}</math> applies only to planes that can perform Contact ({{Carrier Recon}}/{{Large Recon}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{SPR}}/{{Night Recon}}/{{LFB}}).
|
+
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
<math>\text{Selection Rate}= \frac{\text{Plane}_\text{LoS}} {\text{Air State}_\text{mod}}
+
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
</math>
+
** {{color|green|'''AS+'''}}: 14
 
+
** {{color|green|'''AS'''}}: 16
Where:
+
** {{color|red|'''AD'''}}: 18
 
+
}}
* <math>\text{Plane}</math> refer specifically to a planes that can perform Contact ({{YellowPlane}}{{BluePlane}} and {{Seaplane}}Recon). {{Seaplane}}Bomber '''cannot''' perform contact.
 
* <math>\text{Plane}_\text{LoS}</math> is the plane's displayed {{LOS}} stat.
 
* <math>\text{Air State}_\text{mod}</math> is the Air State modifier.
 
** <font color="green">AS+</font>: 14
 
** <font color="green">AS</font>: 16
 
** <font color="red">AD</font>: 18
 
|}
 
  
 
The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, '''Contact will not trigger''', even if Step 1 was successful.
 
The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, '''Contact will not trigger''', even if Step 1 was successful.
Line 777: Line 970:
 
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
 
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
  
{| class="wikitable" style="margin: auto; width: 500px;"
+
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Accuracy {{Acc}}!!Damage Modifier
 
|-
 
|-
! scope="col" style="text-align:center;" |Accuracy
+
|0||112 %
! scope="col" style="text-align:center;" |Damage<br />Modifier
 
! scope="col" style="text-align:center;" |Example Planes
 
 
|-
 
|-
| style="text-align:center;" | +0
+
|1||112 %
| style="text-align:center;" |112%
 
|[[Ryuusei Kai]]
 
 
|-
 
|-
| style="text-align:center;" | +1
+
|2||117 %
| style="text-align:center;" |112%
 
|[[Type 0 Recon Seaplane]], [[Ryuusei (601 Air Group)]], [[Type 2 Flying Boat]]
 
 
|-
 
|-
| style="text-align:center;" | +2
+
|3+||120 %
| style="text-align:center;" |117%
 
|[[Type 0 Observation Seaplane]], [[Saiun]], [[PBY-5A Catalina]], [[Prototype Keiun]]
 
|-
 
| style="text-align:center;" | +3 or more
 
| style="text-align:center;" |120%
 
|[[Type 2 Recon Aircraft]], [[Tenzan Model 12 (Tomonaga Squadron)]], [[Type 97 Torpedo Bomber (Tomonaga Squadron)]]
 
 
|}
 
|}
 +
 +
<references/>
  
 
==Anti-Air Rocket Barrage==
 
==Anti-Air Rocket Barrage==
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise successfully triggers AARB, while Choukai triggers a Type 3 Shell barrage, during Airstrike Stage.]]
+
Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage they would otherwise take.
Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.
 
 
 
* The ship must be a [[:Category:Seaplane Tenders|AV]], [[:Category:Aviation Battleships|BBV]], [[:Category:Aviation Cruisers|CAV]], [[:Category:Light Carriers|CVL]] or [[:Category:Standard Carriers|CV]].
 
** It '''only''' applies to ships within those categories.
 
* The ship must be equipped with a {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}.
 
 
 
The trigger rate is given by:
 
 
 
<math>\text{AARB %} = \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class}</math>
 
 
 
Where:
 
  
* <math>\text{AdjAA}_\text{ship}</math> is the previously calculated '''Adjusted AA of the ship'''.
+
* The '''only''' ships types able to trigger this mechanic are:
* <math>\text{Luck}</math> is the ship's {{Luck}} stat.
+
** [[BBV]], [[CV]], [[CVB]], [[CVL]], [[CAV]], and [[AV]].
* <math>\text{N}_\text{rocket}</math> is the number of {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}.
+
* The ship must be equipped with a '''{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}'''.
* <math>\text{Mod}_\text{Ise-class}</math> is the [[:Category:Ise Class|Ise-class]] bonus of <math>25</math>.
+
** It is often referred to as "RLK2" or "Rosa Kai Ni" for short.
 +
{{Formula
 +
|Title=AARB Trigger Rate Formula
 +
|Math=\text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)}
 +
|Var=<math>\text{AdjAA}_\text{ship}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted AA]] of the ship'''.
 +
* <math>\text{Luck}</math> the ship's {{Luck}} Luck stat.
 +
* <math>\text{N}_\text{rocket}</math> the number of {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} equipped on the ship.
 +
* <math>\text{AdjAA}_\text{RLK2}</math> the '''[[#Adjusted Anti-Air|Adjusted AA]] of the RLK2''', being {{ToolTip|'''48'''|<math>\text{8} \times \text{6}</math>}}.  
 +
* <math>\text{Mod}_\text{Ise-class}</math> being '''70''' if the ship is an {{Class|Ise}}, '''0''' otherwise.
 +
}}
  
If the ship takes no damage during the airstrike phase, the ship will slide forward and '''Rocket Barrage Successful (噴進弾幕成功, ''funshindan maku seikō'')''' will be displayed over the ship's card, regardless of whether the ship actually targeted by a bomber or not, whether Rocket Barrage actually triggered or not.
+
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.]]
Generally when a ship is targeted by any bomber and takes no damage, the text "'''miss'''" will be displayed over the ship's card. But if Rocket Barrage actually triggered, nothing will be displayed instead.
 
  
'''Notes:'''
+
If the AARB triggers on a ship, the ship will slide forward, and '''Rocket Barrage Successful''' (噴進弾幕成功, ''funshindan maku seikō'') will be displayed over its card.
* It is possible to achieve more than 100% activation rate.
+
*If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
* The combination of {{Equipment/Link|Type 3 Shell}}s and the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}} is supposed to have the same effects of negating damage. Extra effects still unknown.
+
*Generally when a ship is targeted by any bomber and takes no damage, the text "'''miss'''" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
* There is another anti-air barrage animation in-game for only [[Type 3 Shell]]s. No effects were found for it.
 
  
 +
;Notes
 +
* It is possible to achieve more than 100 % activation rate.
 +
* There is another anti-air barrage animation in-game for only {{AA Shell}} [[AA Shell]]s. ''No effects were found for it.''
 +
** The combination of a [[AA Shell]]s and the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is also supposed to have extra effects. ''No effects were found for it.''
 +
** The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
 +
* [[Smoke]]s reduce the AARB trigger rate, either directly or by reducing the '''Adjusted AA'''.
  
 +
=See Also=
 +
*[[Day Battle|Carrier Day Attacks]]
 +
**[[CVCI]]
 +
*[[Combat/Night Battle#Carrier Night Attacks|Carrier Night Attacks]]
 +
**[[CVNCI]]
 
{{Mechanics}}
 
{{Mechanics}}
[[Category:Game Mechanics]]
 

Latest revision as of 21:44, 4 December 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


Aerial Combat Breakdown

Aerial Combat is one of the Day Battle intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

  1. LBAS's Jet Assault
  2. Fleet's Jet Assault
  3. Land-Based Aerial Support
  4. Stage 1 - Battle for Air Superiority
  5. Stage 2 - Fleet Anti-Air Defense
  6. Stage 3 - Airstrike

If an LBAS phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.

  • See LBAS for more details.

In case neither fleets meet the requirements, the sub-phase will be skipped.

Planes in combat phases
Plane type Detection Contact Airpower Opening airstrike Day Cut-in ASW
FighterNight Fighter Fighters ✔️ ✔️
Torpedo BomberNight Torpedo Bomber Torpedo Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Dive Bomber Dive Bombers ✔️ ✔️ ✔️ ✔️
JetFighterBomber1.pngJetFighterBomber2.png Jets ✔️ ✔️
Reconnaissance Aircraft Carrier Recons ✔️ ✔️
Reconnaissance SeaplaneReconNight Reconnaissance Seaplane Seaplane Recons ✔️ ✔️ ✔️
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers ✔️ ✔️ ✔️ ✔️ ✔️
Seaplane Fighter Seaplane Fighters ✔️
Large Flying Boat Large Flying Boats ✔️ ✔️ ✔️
Rotorcraft Rotorcraft ✔️ ✔️
Liaison Aircraft Liaison Aircraft ✔️ ✔️

Jet Assault Phase

Planes that participate in this phase:

  • JetFighterBomber2.png,JetFighterBomber1.png "Jets" (turbojet propelled fighter-bombers)

If any carrier on either side is equipped with Jets, the "Jet Assault" (JA) Phase will commence first of all. The JA Phase may only commence during battles where Airstrikes can be performed. The JA follows the same rules as Stage 3.

The defending side is allowed to defend against the Jets following the same rules as Stage 2, however, Jets possess great Anti-Air Resistance, specifically during the JA, and enemy AACI cannot be triggered during this phase either.

Jets also take part in the regular Stage 3, but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during Stage 2.

Steel Cost: every time the Jet Assault Phase is triggered, Steel is automatically subtracted from the stockpile.

Jets Steel Cost
[math]\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets} } \lceil \text{Count}_\text{Plane} \times \text{Steel Cost} \rceil }[/math]
With
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the current plane count at the start of the battle.
  • [math]\displaystyle{ \text{Steel Cost} }[/math] is the steel cost per plane.

Stage 1 - Battle for Air Superiority

Green text at the bottom of the screen indicating an Air Supremacy result.

Planes that participate in this phase:

  • Fighters:
    • Fighter/Night Fighter carrier-based,
    • Seaplane Fighter seaplanes.
    • Liaison AircraftHayabusa ASW Hayabusa
  • Bombers
    • Dive Bomber/Torpedo Bomber/Night Torpedo Bomber/JetFighterBomber1.png/JetFighterBomber2.png carrier-based,
    • Seaplane BomberBomber seaplanes.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

Fighter Power Formula
[math]\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Count}_\text{Plane} } \right) + \text{Mod}_\text{proficiency} \right] }[/math]
With
  • [math]\displaystyle{ \text{AA}_\text{Plane} }[/math] is the Anti-Air AA stat of the plane, including Improvements.
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the number of planes in the slot prior to Stage 1's start.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the fighter-power proficiency bonus. For maxed proficiency ❱❱ planes it is:

After Fighter Power is calculated for each fleet (FP and EFP for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)
制空権確保!
[math]\displaystyle{ \text{FP} \ge 3\text{EFP} }[/math] 3/120 - 7/120 0 % - 100 % Allied Only Allied Only Allied Only
Air Superiority (AS)
航空優勢!
[math]\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }[/math] 9/120 - 21/120 0 % - 80 % Allied & Enemy Allied Only Allied & Enemy
Air Parity (AP)
No text
[math]\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }[/math] 15/120 - 35/120 0 % - 60 % Neither Neither Neither
Air Denial (AD)
No text
[math]\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }[/math] 21/120 - 49/120 0 % - 40 % Allied & Enemy Enemy Only Allied & Enemy
Air Incapability (AI)
制空権喪失!
[math]\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }[/math] 30/120 - 70/120 0 % - 10 % Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas
Allied Fleet

For each slot of the Allied Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Count}_\text{Plane} \times \left( \text{random} \left[ 0 ; \frac{\text{Mod}_\text{Air State}}{3} \right] + \frac{\text{Mod}_\text{Air State}}{4} \right) \times 0.1 \times \text{Mod}_\text{Jet} \right \rfloor }[/math]
Enemy Fleet

For each slot of the Enemy Fleet:

[math]\displaystyle{ \text{Plane Loss} = \Big\lfloor \text{Count}_\text{Plane} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor }[/math]
With
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the plane's count in the slot.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier for each side, with:
    • AS+: 1
    • AS: 3
    • AP: 5
    • AD: 7
    • AI: 10
  • [math]\displaystyle{ \text{Mod}_\text{Jet} }[/math] is 0.6 for JetsKikka Kai
    Jet Keiun Kai
    , 1 otherwise.
  • The random function takes a random integer within the range in a linear distribution.
Notes
  • Aircraft will be launched regardless of the carrier's state (except Sunk).
  • The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
  • If both sides launch no planes, the Air State will be Air Parity.
  • By solely using planes with no Anti-Air AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
    • In such case, the allied fleet will attain AS+ even if no planes are launched.

Stage 2 - Fleet Anti-Air Defense

Planes that participate in this phase:

  • Bombers
    • Dive Bomber/Torpedo Bomber/Night Torpedo Bomber/JetFighterBomber1.png/JetFighterBomber2.png carrier-based,
    • Seaplane BomberBomber seaplanes.
    • Liaison AircraftHayabusa ASW Hayabusa

Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.

  • Each bomber is assigned to a random enemy ship.
    • Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
      • Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
      • Sunk ships cannot be chosen to defend[1], but sunk enemy ships can still activate Anti-Air Cut-in for the fleet[2]
  • When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
    • The first roll, denominated Proportional Shootdown, or Prop for short, reduces the slot size by a given % value.
    • The second roll, denominated Fixed Shootdown, or Fixed for short, reduces the slot size by a given X value.
    • There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
    • Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see Anti-Air Cut-in for details.

Adjusted Anti-Air

Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value Ship Adjusted AA applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value Fleet Adjusted AA has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.


Adjusted Anti-Air Formulas
Allied Fleet
Ship Adj AA

Allied Fleet:

  • Ship Adjusted AA of each ship is defined by[1]:
[math]\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right) }[/math]
  • Then, if ship has any equipment equipped: [math]\displaystyle{ \text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)
Fleet Adj AA
  • Fleet Adjusted AA is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]
Enemy Fleet
Ship Adj AA

Enemy Fleet

  • Ship Adjusted AA of each ship is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} ) }[/math]
  • Then: [math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor }[/math] (rounded down to the nearest multiple of 2)
Fleet Adj AA
  • Fleet Adjusted AA is defined by:
[math]\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor }[/math]
With
  • [math]\displaystyle{ \text{AA}_\text{ship} }[/math] the base Anti-Air AA stat of the ship.
  • [math]\displaystyle{ \text{AA}_\text{Equip} }[/math] the Anti-Air AA stat of the equipment
  • [math]\displaystyle{ \text{AA}_\text{★-Equip} }[/math] the "equipment" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{AA}_\text{★-Fleet} }[/math] the "fleet" Anti-Air AA stat gained from Improvements.
  • [math]\displaystyle{ \text{Mod}_\text{Formation} }[/math] the Formation modifier. See Combat for more details.
  • [math]\displaystyle{ \text{Mod}_\text{Equip-XX} }[/math] the equipment type modifier, with each value used in their respective formulas:
Equipment Type [math]\displaystyle{ \text{Mod}_\text{Equip-Ship} }[/math] [math]\displaystyle{ \text{Mod}_\text{Equip-Fleet} }[/math]
High-Angle GunAnti-Aircraft Fire Director
High-Angle Guns, AAFDType 91 Anti-Aircraft Fire Director
Type 94 Anti-Aircraft Fire Director
4 0.35
Air RADARAir
Air Radars
3 0.4
Anti-Aircraft Shell
AA ShellsType 3 Shell
Type 3 Shell Kai
Type 3 Shell Kai Ni
0 0.6
Large Caliber Main Gun
46cm Triple Gun Mount46cm Triple Gun Mount[3]
0 0.25
Anti-Aircraft Gun
AA Guns
6 0.2
All other equipment 0
Other Abyssal AA Equipment
Including CIC, HA Single-Guns
0

Proportional and Fixed shootdowns

  • Ship Adjusted AA is used to calculate Proportional shootdown.
  • Ship Adjusted AA and Fleet Adjusted AA are used to calculate Fixed shootdown.
Prop/Fixed Shootdown Formulas
Allied Fleet

Allied Fleet's ship:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor }[/math]
[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor }[/math]
Enemy Fleet

Enemy Fleet's ship:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Count}_\text{Plane} \right \rfloor }[/math]
[math]\displaystyle{ \text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor }[/math]
With
  • [math]\displaystyle{ \text{AdjAA}_\text{xx} }[/math] the previously calculated Adjusted Anti-Air.
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] the current number of attacking planes.
  • [math]\displaystyle{ \text{Mod}_\text{CF} }[/math] the Combined Fleet modifier, being:
    • 1 in Single Fleets vs Single Fleet
    • 0.8 if in Single Fleets vs Combined Fleets[1]
    • 0.8 if the ship is in a CF's main fleet on Surface Nodes
    • 0.72 if the ship is in a CF's main fleet on Air Raid Nodes
    • 0.48 if the ship is in a CF's escort fleet
  • [math]\displaystyle{ \text{K}_\text{value} }[/math] the Anti Air Cut-in (AACI) multiplier.
  • [math]\displaystyle{ \text{AAR}_\text{ship} }[/math] the attacking plane's Ship AA Resist.
  • [math]\displaystyle{ \text{AAR}_\text{fleet} }[/math] the attacking plane's Fleet AA Resist.
Notes
  • Smoke effects:
    • The smoke affects the allied shootdown but not the enemy shootdown.
    • No fixed shootdown above 2 has been observed under a smoke.
    • The guaranteed shootdown does not seem to be affected.
    • A modifier to the Adjusted AA is suspected but there is not enough data to confirm it.
Guaranteed Shootdown Formula
[math]\displaystyle{ \text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB} }[/math]
With
  • [math]\displaystyle{ \text{AAR}_\text{AACI} }[/math] the attacking plane's AACI Resist.
    • Value is suspected to be equal to [math]\displaystyle{ \text{AAR}_\text{ship} }[/math], but not confirmed for all planes.[1]
  • [math]\displaystyle{ \text{AACI}_\text{shotA} }[/math] and [math]\displaystyle{ \text{AACI}_\text{shotB} }[/math] are Anti Air Cut-in (AACI) Shot-down values
    • See Shot down per slot column of AACI Patterns for values in tooltips.
      • Player fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 1 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Enemy fleet uses [math]\displaystyle{ \text{AACI}_\text{shotA} = 0 }[/math], [math]\displaystyle{ \text{AACI}_\text{shotB} = 0 }[/math] if no AACI triggered
      • Values for API values after 13 are unconfirmed
Notes
  • The current formula only works for average AAR[2]
  • For the other AAR:
    • Low AAR: No reduction of the Guaranteed Shootdown have been observed,
    • High AAR: a reduction of 3 have been observed,
    • Extremely high AAR: a reduction of 3 have been observed.
      • The reduction for the Kikka Kai is inconsistant between 3 and 4.

Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

  • Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
  • High resistance: Aircraft that presents a resistance of 0.5/0.7
  • Average resistance: Aircraft that presents a resistance of 0.6/0.7
  • Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo BomberNight Torpedo Bomber Torpedo Bombers
Type 97 Torpedo Bomber (Tomonaga Squadron)Type 97 Torpedo Bomber (Tomonaga Squadron) 1 0.6 1
Tenzan Model 12 (Tomonaga Squadron)Tenzan Model 12 (Tomonaga Squadron) 1 0.6 1
Type 97 Torpedo Bomber (Murata Squadron)Type 97 Torpedo Bomber (Murata Squadron) 1 0.6 1
Tenzan Model 12 (Murata Squadron)Tenzan Model 12 (Murata Squadron) 1 0.6 1
Ryuusei Kai (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 1 0.6 1
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai) 1 0.6 1
Ryuusei Kai (Skilled)Ryuusei Kai (Skilled) 1 0.6 1
Mosquito TR Mk.33Mosquito TR Mk.33 1 0.6 1
Tenzan Model 12A Kai 2 (Murata Squadron w/ Radar)Tenzan Model 12A Kai 2 (Murata Squadron w/ Radar) 1 0.6 1
Dive Bomber Dive Bombers
Type 99 Dive Bomber (Egusa Squadron)Type 99 Dive Bomber (Egusa Squadron) 1 0.6 1
Suisei (Egusa Squadron)Suisei (Egusa Squadron) 1 0.6 0.7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) 1 0.6 0.7
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) 1 0.6 1
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 1 0.6 1
F4U-4F4U-4 1 0.6 1
AU-1AU-1 1 0.6 1
F4U-7F4U-7 1 0.6 1
Type 0 Fighter Model 64 (Skilled Fighter-bomber)Type 0 Fighter Model 64 (Skilled Fighter-bomber) 1 0.6 1
JetFighterBomber1.pngJetFighterBomber2.png Jets
Jet Keiun KaiJet Keiun Kai 0.6 0.5 0.7
Kikka KaiKikka Kai 0.6 0.5 0.5
Seaplane BomberBomberNight Seaplane Bomber Seaplane Bombers
Zuiun (634 Air Group)Zuiun (634 Air Group) 1 0.6 1
Zuiun Model 12Zuiun Model 12 1 0.6 1
Zuiun Model 12 (634 Air Group)Zuiun Model 12 (634 Air Group) 1 0.6 0.7
Seiran (631 Air Group)Seiran (631 Air Group) 1 0.6 1
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) 1 0.6 0.7
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) 1 0.5 0.7
Zuiun Kai Ni (634 Air Group/Skilled)Zuiun Kai Ni (634 Air Group/Skilled) 1 0.5 0.5
Prototype Night Zuiun (Attack Equipment)Prototype Night Zuiun (Attack Equipment) 1 0.5 0.7
Liaison Aircraft Liaison Aircraft
Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron) 1 0.6 1
Land-based Attack AircraftLand-based Assault AircraftLand-based Fighter Land Based Bombers
Type 1 Land-based Attack Aircraft (Nonaka Squadron)Type 1 Land-based Attack Aircraft (Nonaka Squadron) 1 0.6 1
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) 1 0.6 0.7
Ginga (Egusa Squadron)Ginga (Egusa Squadron) 1 0.6 1
Type 4 Heavy Bomber Hiryuu (Skilled)Type 4 Heavy Bomber Hiryuu (Skilled) 1 0.6 1
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model 1 0.6 1
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X 1 0.6 1
SM.79 bis (Skilled)SM.79 bis (Skilled) 1 0.6 1
Type 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu + No.1 Model 1A Guided Missile 1 0.6 1
Ki-102 BKi-102 B 1 0.6 1
Ki-102 B Kai + No.1 Model 1B Guided MissileKi-102 B Kai + No.1 Model 1B Guided Missile 1 0.6 0.7
Mosquito FB Mk.VIMosquito FB Mk.VI 1 0.6 0.7
Type 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided MissileType 4 Heavy Bomber Hiryuu (Skilled) + No.1 Model 1A Guided Missile 1 0.6 1
Ginga (Skilled)Ginga (Skilled) 1 0.6 1
Abyssal Planes
Abyssal Night Dive Bomber 1 0.6 0.7
Abyssal Night Revenge Torpedo Bomber 1 0.6 0.7
Abyssal Two-seat Fighter-bomber Hawk 1 0.6? 0.7?
Abyssal Two-seat Fighter-bomber Hawk Kai 1 0.6? 0.7?
[2] [3] [4] [5] [6] [7] [8]

Anti-Air Cut-in

Akizuki performing the ID 1 AACI.

Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as AACI, during Stage 2.

AACI types
  • Each AACI is defined by its "ID" (its API value), and is arbitrary (see the below table).
    • They are then mostly referred to by their "ID".
    • Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
  • For all AACI, the "ID" therefore fully determines:
    • The setup of the AACI and the ships able to trigger it,
    • The "Trigger Rate" and the "Priority Order",
    • The "K-value" and "shot down per slot" value,
AACI effects
  • Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the K-value, regardless of what ship triggers it,
  • Remove a fixed number of planes from each enemy bomber slot ("shot down per slot").

These effects make depleting the entirety of enemy planes much more feasible.

AACI triggering
  • Only one AACI can be performed per battle,
  • Only a ship equipped with proper AACI setups can trigger one (see the below table),
  • If multiple ships are equipped with AACI setups, each ship will roll their available AACI in ID's "Priority Order" (see the below table).
    • If IDs are tied, priority goes by fleet order from top to bottom.
    • Thus, for a given fleet & setup, some ships will take priority over others always the same way.
    • If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in ID's "Priority Order".
  • The trigger rate is unaffected by Stats like the damage status, Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
  • It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
  • If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.
    • It can activate during the regular airstrike phase, but not during other phases like the Jet Assaults, LBAS phases, OASW, or Shelling phases.
    • There is a bug that allows enemy ships to activate AACI even if they were sunk[1].

For the following table:

Do note that some setups also required a maximal or minimal base Anti-Air AA stat for the equipment to be counted.

AACI List

AACI Patterns
ID Priority
Order
Setup Shot down
per slot
K-value Rate Users
None Triggers if no other AACI is activated +1A = 1, B = 0 1.0 N/A Player's fleet only
1 12 High-Angle Gun High-Angle Gun RADAR +8A = 3, B = 5 1.7 65 % Akizuki-class
2 17 High-Angle Gun RADAR +7A = 3, B = 4 1.7 58 %
3 27 High-Angle Gun High-Angle Gun +5A = 2, B = 3 1.6 50 %
4 16 Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire DirectorAir RADARAir +7A = 5, B = 2 1.5 52 % All
5 28 High-Angle Gun8+ AA High-Angle Gun8+ AA Air RADARAir +5A = 2, B = 3 1.5 55 % All
(except Akizuki-class)
6 29 Large Caliber Main Gun Anti-Aircraft Shell Anti-Aircraft Fire Director +5A = 4, B = 1 1.45 40 % All
7 37 High-Angle Gun Anti-Aircraft Fire Director Air RADARAir +4A = 2, B = 2 1.35 45 % All
(except Akizuki-class)
8 34 High-Angle Gun8+ AA Air RADARAir +5A = 2, B = 3 1.4 50 %
9 47 High-Angle Gun Anti-Aircraft Fire Director +3A = 1, B = 2 1.3 40 % All
10 6 High-Angle Gun Anti-Aircraft Gun9+ AA Air RADARAir +9A = 3, B = 6 1.65 60 % Maya Kai NiMaya Kai Ni
11 9 High-Angle Gun Anti-Aircraft Gun9+ AA +7A = 2, B = 5 1.5 55 %
12 41 Anti-Aircraft Gun9+ AA Anti-Aircraft Gun3+ AA Air RADARAir +4A = 1, B = 3 1.25 45 % All
13 35 High-Angle Gun8+ AA Anti-Aircraft Gun9+ AA Air RADARAir +5A = 1, B = 4 1.35 35 % All
(except Maya Kai NiMaya Kai Ni)
14 26 High-Angle Gun Anti-Aircraft Gun Air RADARAir +5 1.45 62 % Isuzu Kai NiIsuzu Kai Ni
15 36 High-Angle Gun Anti-Aircraft Gun +4 1.3 55 %
16 25 High-Angle Gun Anti-Aircraft Gun Air RADARAir +5 1.4 62 % Kasumi Kai Ni BKasumi Kai Ni B &
Yuubari Kai NiYuubari Kai Ni
(not Toku/DYuubari Kai Ni Toku
Yuubari Kai Ni D
)
17 44 High-Angle Gun Anti-Aircraft Gun +3 1.25 55 % Kasumi Kai Ni BKasumi Kai Ni B &
Inagi Kai NiInagi Kai Ni
18 45 Anti-Aircraft Gun9+ AA +3 1.2 60 % Satsuki Kai NiSatsuki Kai Ni &
Inagi Kai NiInagi Kai Ni
19 22 High-Angle Gun7- AA Anti-Aircraft Gun9+ AA +6 1.45 58 % Kinu Kai NiKinu Kai Ni
20 38 Anti-Aircraft Gun9+ AA +4 1.25 65 %
21 23 High-Angle Gun Air RADARAir +6 1.45 60 % Yura Kai NiYura Kai Ni
22 46 Anti-Aircraft Gun9+ AA +3 1.2 60 % Fumizuki Kai NiFumizuki Kai Ni
23 48 Anti-Aircraft Gun3~8 AA +2 1.05 80 % UIT-25/I-504UIT-25
I-504
24 39 High-Angle Gun Anti-Aircraft Gun3~8 AA +4 1.25 40 % Tenryuu-class Kai NiTenryuu Kai Ni
Tatsuta Kai Ni
25 10 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir Anti-Aircraft Shell +8 1.55 60 % Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
26 15 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Air RADARAir +7 1.4 55 % Yamato-class Kai/NiYamato Kai
Yamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai
Musashi Kai Ni
27 20 Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.png Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +6 1.55 55 % Ooyodo KaiOoyodo Kai
28 30 Equipment Card 12cm 30-tube Rocket Launcher Kai 2.png Air RADARAir +5 1.4 55 % Ise-class Kai/NiIse Kai
Ise Kai Ni
Hyuuga Kai
Hyuuga Kai Ni
&
Musashi Kai/NiMusashi Kai
Musashi Kai Ni
29 24 High-Angle Gun Air RADARAir +6 1.55 60 % Hamakaze B KaiHamakaze B Kai &
Isokaze B KaiIsokaze B Kai
30 33 High-Angle Gun High-Angle Gun High-Angle Gun +4 1.3 45 % Tenryuu Kai NiTenryuu Kai Ni &
Gotland Kai/AndraGotland Kai
Gotland Andra
31 42 High-Angle Gun High-Angle Gun +3 1.2 52 % Tenryuu Kai NiTenryuu Kai Ni &
Inagi Kai NiInagi Kai Ni
32 40 Equipment Card 16inch Mk.I Triple Gun Mount Kai + FCR Type 284.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png Equipment Card 20-tube 7inch UP Rocket Launchers.png
+4 1.2 50 % Royal Navy Ships &
Kongou-class Kai Ni/B/C
33 32 High-Angle Gun Anti-Aircraft Gun4+ AA +4 1.35 45 % Gotland Kai/AndraGotland Kai
Gotland Andra
34 13 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png +8 1.6 55 % Fletcher-class
35 18 Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
+7 1.55 55 %
36 19 Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30.png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card GFCS Mk.37.png
+7 1.55 50 %
37 31 Equipment Card 5inch Single Gun Mount Mk.30 Kai.png Equipment Card 5inch Single Gun Mount Mk.30 Kai.png +5 1.45 40 %
38 1 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.85 57 % Atlanta-classAtlanta
39 2 Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png +11 1.7 57 %
40 3 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37.png
+11 1.7 56 %
41 5 Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
OR
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
+10 1.65 55 %
42 4 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +11 1.65 64 % Yamato-class Kai NiYamato Kai Ni
Yamato Kai Ni Juu
Musashi Kai Ni
43 7 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +9 1.6 59 %
44 14 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp Anti-Aircraft Gun6+ AA +7 1.6 54 %
45 21 Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.png Very Large RADARSp +6 1.55 40 %
46 8 Equipment Card 35.6cm Twin Gun Mount Kai 3 (Dazzle Camouflage).png Anti-Aircraft Gun9+ AA Air RADARAir
OR
Equipment Card 35.6cm Twin Gun Mount Kai 4.png Anti-Aircraft Gun9+ AA Air RADARAir
+8 1.55 50 % Haruna Kai Ni BHaruna Kai Ni B
47 43 Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png
OR
Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png Equipment Card 25mm Anti-aircraft Autocannon Mount & Machine Guns.png
OR
Equipment Card 12.7cm Twin Gun Mount Model C Kai 3 H.png RADAR4+ AA
+3 1.3 69.3 % Shiratsuyu Kai NiShiratsuyu Kai Ni
Shigure Kai Ni/SanShigure Kai Ni
Shigure Kai San

Murasame Kai NiMurasame Kai Ni
Harusame Kai NiHarusame Kai Ni
48 11 Equipment Card 10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai.png Equipment Card 10cm Twin High-angle Gun Mount Kai + Anti-Aircraft Fire Director Kai.png RADAR4+ AA +9 1.75 64.7? % Akizuki-class Kai/Ni
49 21.5? High-Angle Gun8+ AAHigh-Angle Gun8+ AARADAR4+ AA +6? 1.5? ? % Fujinami Kai NiFujinami Kai Ni
Examples
  • Akizuki with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAirAnti-Aircraft Gun9+ AA fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
    • The resulting trigger rate is 95.22 %.
  • Fletcher with Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.pngEquipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.pngEquipment Card 5inch Single Gun Mount Mk.30 Kai.pngAnti-Aircraft Fire Director fulfills the requirements of the AACIs 34, 35, 9 (in this order).
    • The resulting trigger rate is 88.80 %.
  • Musashi with Equipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.pngEquipment Card 10cm Twin High-angle Gun Mount Battery Concentrated Deployment.pngEquipment Card 12cm 30-tube Rocket Launcher Kai 2.pngVery Large RADARSp fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
    • The resulting trigger rate is 99.73 %.
  • Isokaze B Kai with High-Angle Gun8+ AAHigh-Angle Gun8+ AAAir RADARAirAnti-Aircraft Gun9+ AA fulfills the requirements of the AACIs 29, 5, 8, 13 (in this order).
    • The resulting trigger rate is 94.15 %.
Sequential AACIs

The Sequential AACIs were the AACIs introduced with the implementation of Johnston, allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the 26/05/2023 update, this mechanic is defunct, being available to all ships.

  • See here for more details.

Main Sources: [9] [10]

Stage 3 - Airstrike

Planes that participate in this phase:

  • Reconnaissance Aircraft Carrier-based Reconnaissance Aircraft
  • Torpedo BomberDive BomberJetFighterBomber2.png Carrier-based Bombers
  • Seaplane Seaplane Bombers
    • Liaison AircraftHayabusa ASW Hayabusa

With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as Shelling target selection. The targeted ship is not necessarily the ship that has defended against said bomber during Stage 2.

See Damage Calculations for details on airstrike damage.

Notes
  • Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
  • The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
  • Submarines are untargetable by Airstrike

Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

Contact is a special mechanic that increases the damage of all bombers participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text Making contact! (触接中!, shokusetsu-chū!).

Step 1: Contact Trigger

This step determines if any contact can trigger at all. Each plane that can perform contact contributes to the trigger rate based on the plane's Line of Sight LoS stat and current slot size.

  • Only Torpedo Bombers do not contribute to the trigger rate, but may still trigger the contact with the minimum rate possible.
Contact Trigger Rate Formula[1]
[math]\displaystyle{ \text{Contact Rate}= \frac{1 + \sum_{\text{All Planes} } \left( \lfloor \sqrt{\text{Count}_\text{Plane} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} } }[/math]
With
  • [math]\displaystyle{ \text{All Planes} }[/math] refer only to all planes that can perform Contact (Reconnaissance Aircraft/Large Reconnaissance AircraftSp/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat) except Torpedo Bombers (Torpedo Bomber/Night Torpedo Bomber).
  • [math]\displaystyle{ \text{Count}_\text{Plane} }[/math] is the current plane's slot size.
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 25
    • AS: 40
    • AD: 55
Notes
  • If only Torpedo Bomber/Night Torpedo Bomber Torpedo Bombers are present, there is still a very small chance Contact Trigger can succeed.

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

Step 2: Aircraft Selection

After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:

  • Accuracy Accuracy stat, starting from highest.
  • The Carrier's position in the fleet, starting from Flagship.
  • The Equipment slot position, starting from the first.
Aircraft Selection Formula[1]
[math]\displaystyle{ \text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} } }[/math]
With
  • [math]\displaystyle{ \text{Selection Rate} }[/math] applies only to planes that can perform Contact (Reconnaissance Aircraft/Large Reconnaissance AircraftSp/Torpedo Bomber/Night Torpedo Bomber/Reconnaissance SeaplaneRecon/Night Reconnaissance Seaplane/Large Flying Boat).
  • [math]\displaystyle{ \text{LoS}_\text{Plane} }[/math] is the plane's displayed Line of Sight LoS stat.
  • [math]\displaystyle{ \text{Mod}_\text{Air State} }[/math] is the Air State modifier.
    • AS+: 14
    • AS: 16
    • AD: 18

The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, Contact will not trigger, even if Step 1 was successful.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's Accuracy stat.

Accuracy Accuracy Damage Modifier
0 112 %
1 112 %
2 117 %
3+ 120 %
  1. 1.0 1.1 KanColle Kai decompile

Anti-Air Rocket Barrage

Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage they would otherwise take.

AARB Trigger Rate Formula
[math]\displaystyle{ \text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)} }[/math]
With
  • [math]\displaystyle{ \text{AdjAA}_\text{ship} }[/math] the previously calculated Adjusted AA of the ship.
  • [math]\displaystyle{ \text{Luck} }[/math] the ship's Luck Luck stat.
  • [math]\displaystyle{ \text{N}_\text{rocket} }[/math] the number of RLK212cm 30-tube Rocket Launcher Kai Ni equipped on the ship.
  • [math]\displaystyle{ \text{AdjAA}_\text{RLK2} }[/math] the Adjusted AA of the RLK2, being 48[math]\displaystyle{ \text{8} \times \text{6} }[/math].
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] being 70 if the ship is an Ise-class, 0 otherwise.
Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.

If the AARB triggers on a ship, the ship will slide forward, and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over its card.

  • If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
  • Generally when a ship is targeted by any bomber and takes no damage, the text "miss" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
Notes
  • It is possible to achieve more than 100 % activation rate.
  • There is another anti-air barrage animation in-game for only Anti-Aircraft Shell AA Shells. No effects were found for it.
    • The combination of a AA Shells and the RLK212cm 30-tube Rocket Launcher Kai Ni is also supposed to have extra effects. No effects were found for it.
    • The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
  • Smokes reduce the AARB trigger rate, either directly or by reducing the Adjusted AA.

See Also