Difference between revisions of "Combat/Night Battle"

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{{Under Construction}}
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{{CombatPortal}}
  
==Overview==
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=Night Battle Breakdown=
Players have a choice to enter night battle after every combat node that satisfies two conditions: it starts during the day, and all of the enemy vessels aren't wiped out. Additionally, you cannot enter night battle with a heavily damaged flagship (similar to how to can't progress to a new node) and you can't have night battle after a node that starts at night. Note, however, that you can still proceed into night battle or a new node if the flagship of your escort fleet in a combined fleet is heavily damaged.
+
[[File:Pursue_Nightbattle.png|thumb|right|The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle]]
 +
When the fleet pursues the enemy into [[Night Battle]] (夜戦, ''yasen''), or enters special [[Node]]s such as '''Night Nodes''' or '''Night to Day Nodes''', the fleet will fight at night.
  
===Shelling===
+
The Night Battle has the following structure:
Night battle consists of a single shelling round, with the flagship attacking first, followed by the ships below it in order, regardless of range. This is the same ordering scheme seen during the second shelling round of day-time battle, assuming you have a battleship in your fleet.
+
#[[Friendly Fleet]] (event only)
 +
#[[Support Expedition]] (if the battle starts at night only)
 +
#[[#Night Contact and Spotting|Night Contact and Spotting]]
 +
#[[#Night Shelling Phase|Night Shelling Phase]]
  
'''Allied carriers cannot attack at night!''' do note, however, that enemy carriers of flagship-tier or higher can attack at night, as well as most boss vessels.  
+
In case neither fleets meet the requirements, the sub-phase will be skipped.
  
===Damage===
+
=Night Contact and Spotting=
Formation modifiers applied during the day do not have any effect at night; for all purposes functionally, both sides are always in line-ahead formation. This generally makes shelling more lethal and subs almost invincible. Note that engagement forms don't apply to night battle either.
+
[[File:Nightbattle_Gear_Trigger.png|thumb|right|Star Shell, Searchlight, and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".]]
 +
When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The relevant equipment and their effect are listed below.
 +
*More information on the actual effects on cut-in rate of each piece of equipment can be found in the [[#Trigger_Rates|Night Shelling Special Attacks section]].
 +
*See [[Accuracy, Evasion and Criticals]] for details on other effects.
  
Note also (indeed, there are many exceptions) that formation modifiers '''do''' apply during nodes that start with night battle.  
+
{|class="wikitable"
 +
!style="min-width:150px"|Equipment
 +
!Effect
 +
!Requirements
 +
|-
 +
|{{StarShell}} {{Equipment/Link|Star Shell}}
 +
|rowspan=2|
 +
* Increases the {{Hit}} of the fleet.
 +
* Increases the cut-in rate of the fleet.
 +
* Greatly decreases the cut-in rate of the enemy fleet.
 +
|
 +
* Ship must have at least 5 HP {{HP}}
 +
* Trigger rate is 70% per ship equipped with a Star Shell. If multiple Star Shells are in the fleet, each will have a chance to trigger in fleet order.
 +
|-
 +
|{{Night SPB}}{{Equipment/Link|Prototype Night Zuiun (Attack Equipment)}}
 +
|
 +
*Trigger the [[#"New Type" Cut-ins|Night Zuiun CI]].
 +
*Effect apply only '''after''' the [[#"New Type" Cut-ins|Night Zuiun CI]] triggered.
 +
|-
 +
|{{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlight}}
 +
|
 +
* Greatly increases the {{Hit}} of the fleet.
 +
* Greatly increases the cut-in rate of the fleet.
 +
* Decreases the cut-in rate of the enemy fleet.
 +
* {{color|red|The equipping ships have their evasion {{Evasion}} sharply reduced, and get targeted more often, ''see [[Shooting Order and Targeting#Searchlights|here]]''}}
 +
|
 +
* Ship must have at least 2 HP {{HP}}
 +
* Trigger rate is 100%
 +
|-
 +
|{{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookouts|link_category=Lookout}}
 +
|
 +
* Increases the cut-in rate of the ship equipping it.
 +
|
 +
* None
 +
|-
 +
|{{Night Recon}} [[Night Recon]]s
 +
|
 +
* Increases the {{Hit}} of the fleet.
 +
* Increases the {{Firepower}} stat of the entire fleet by
 +
** '''5''' for the {{Equipment/Link|Type 98 Reconnaissance Seaplane (Night Recon)|text=Type 98 Night Recon}} & {{Equipment/Link|Walrus}},
 +
** '''7''' for the {{Equipment/Link|Type 0 Reconnaissance Seaplane Model 11B Kai (Night Recon)|text=Type 0 Night Recon}}, {{Equipment/Link|Loire 130M}}, & {{Equipment/Link|Sea Otter}}.
 +
* Increases the critical hit rate of the fleet.
 +
|
 +
* The recon cannot trigger on a slot of size 0.
 +
* The success rate is dependent on the level of the ship it is equipped on.
 +
* Trigger is determined by:
 +
**<math>\text{Triggers %} = 4 \times \bigg\lfloor \sqrt{\text{LoS}} \times \sqrt{\text{LV}} \bigg\rfloor</math>
 +
**With:
 +
***<math>\text{LoS}</math> The base LoS {{LOS}} of the recon (excluding [[Improvement]]s {{Star}} and [[Equipment Bonuses|fit bonuses]]),
 +
***<math>\text{LV}</math> The Level of the ship carrying the Night recon.
 +
**Like [[Aerial Combat#Contact|Day Contact]], if multiple night recons are in the fleet, each will have a chance to trigger, in base accuracy order.
 +
* If the Night Battle was preceded by a day battle:
 +
** The Air State must be {{color|red|'''AD'''}}, {{color|green|'''AS'''}} or {{color|green|'''AS+'''}}.
 +
|}
  
''Calculation for night battle base attack power'': Firepower + Torpedo + Effective Bonus (Firepower) + Effective Bonus (Torpedo)
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=Night Shelling Phase=
 +
[[File:Nightbattle_Order.png|thumb|right|Example of engagement order during Night Battle]]
 +
Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.
  
 +
Some rules are applied to shelling attacks:
 +
* Attack power is defined by {{Firepower}} + {{Torpedo}} stats instead of only {{Firepower}}.
 +
** It is often represented with the {{NBPower}} "Night Battle Power" (Yasen) icon.
 +
** If the enemy is unaffected by torpedoes, such as installations, only {{Firepower}} is used instead.
  
 +
* The [[Shooting Order]] is altered, with notably {{color|red|'''Heavily Damaged'''}}, [[Evacuation|evacuated]], and sunk ships performing an actionless turn.
  
==See Also==
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* CV(B/L) are unable to participate in night battles, unless specific requirements are met (''see [[#Carrier Night Attacks|below]]'').
 +
 
 +
* Shelling attacks that target submarines will always deal [[Scratch Damage]], making it impossible to sink submarines during Night Battle.
 +
** This rule is void if the player's fleet is a '''Combined Fleet'''.
 +
** [[Friendly Fleet]]s can also ignore this rule, and may damage submarines.
 +
 
 +
* Ships with 0 {{NBPower}} stat are unable to participate in night battle.
 +
** Currently, this is only observable against the Wa-Class Transport Ship.
 +
* Some ship types gain bonus [[Evasion]] {{Evasion}}:
 +
** CA(V) gain +5 evasion.
 +
** DD gain +10 evasion if equipped with a {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Lookout}} '''and''' a [[Surface Radar]].
 +
* CA(V) equipped with {{Equipment/Link|20.3cm Twin Gun Mount|20.3cm (No.2) Twin Gun Mount|20.3cm (No.3) Twin Gun Mount|Prototype 20.3cm (No.4) Twin Gun Mount|text=IJN 20.3 cm guns}} gain special [[Hidden Fit Bonuses]].
 +
 
 +
In addition to that, Night Battle is not affected by the Day Battle's [[Engagement]], but is still affected by the [[Formation]].
 +
 
 +
=Carrier Night Attacks=
 +
 
 +
Normally carriers cannot attack at night unless certain conditions are fulfilled. There are three different kinds of carrier night attacks: Standard Shelling, Swordfish Night Attacks, and Carrier Night Air Attacks.
 +
 
 +
This is not to be confused with [[Combat/Artillery Spotting#Aircraft Carrier Cut-in|Carrier Cut-In Attacks]] which are for daytime shelling.
 +
 
 +
===Trigger Requirements===
 +
;Standard Shelling
 +
* {{Ship/Link|Graf Zeppelin|Graf Zeppelin/Kai|text=Graf Zeppelin/Kai}}, {{Ship/Link|Saratoga}} (base only), {{Ship/Link|Kaga Kai Ni Go}}, and the {{Ship/Link|Taiyou Kai Ni|Shinyou Kai Ni|Unyou Kai Ni|text=''Taiyou''-class Kai Ni|link_class=Taiyou}}, are able to attack at night, regardless of their equipment.
 +
* This attack '''can be triggered''' even when {{color|orange|'''moderately damaged (中破)'''}}.
 +
* The attack power is calculated using the [[Damage_Calculations#Surface_Night_Battle|'''surface night battle''']] damage formula, making it relatively weak.
 +
* [[Plane Proficiency]] will not affect the critical rate.
 +
* If the carrier can carry [[ASW Shelling]], it will focus on submarines if any are present.
 +
* May be set up to activate [[#Original Cut-ins|Cut-Ins]] like the Double Attack.
 +
 
 +
;Swordfish Night Attack
 +
* This is just limited to {{Ship/Link|Ark Royal|Ark Royal/Kai|text=Ark Royal/Kai}} when equipped with a {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish}}.
 +
* This attack '''cannot be triggered''' when {{color|orange|'''moderately damaged (中破)'''}}.
 +
* The attack power is calculated using the [[Damage_Calculations#Surface_Night_Battle|'''surface night battle''']] damage formula but '''only taking into account''' Ark Royal's base firepower and the Swordfish's stats and {{star}} improvements<ref>https://twitter.com/myteaGuard/status/1360886212274216963</ref>.
 +
** All other equipment stat/bonuses are ignored.
 +
** Swordfish fit bonuses are also ignored.<ref>https://twitter.com/myteaGuard/status/1358025976374939649</ref>
 +
* [[Plane Proficiency]] still affects the critical rate.
 +
* May be set up to activate [[#Original Cut-ins|Cut-Ins]] like the Double Attack.
 +
On a side note, unlike the browser version, on the [[Kancolle Arcade|arcade]] version the attack is very powerful.
 +
<references/>
 +
 
 +
;Carrier Night Air Attack
 +
* When equipped with a {{AviationPersonnel}} '''{{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}}''' along with at least one {{PurpleFighter}}{{PurpleBomber}}[[Night Plane]], all carriers are able to perform carrier night air attacks.
 +
**{{Category:Night Carriers}} They are {{Ship/Link|Saratoga Mk.II}}, {{Ship/Link|Akagi Kai Ni E}}, {{Ship/Link|Kaga Kai Ni E}}, and {{Ship/Link|Ryuuhou Kai Ni E}}.
 +
* Like day battle, CV(L) '''cannot trigger''' the attack when {{color|orange|'''moderately damaged (中破)'''}}, but CVB still can.
 +
* The attack power is calculated using the [[Damage_Calculations#Carrier_Night_Air_Attacks|'''carrier night air attack''']] formula.
 +
** Only the base stats of the carriers, the stats of the night planes, and the count of each night plane are taken into account.
 +
** Planes in 0-size slots are ignored.
 +
* [[Plane Proficiency]] still affects the critical rate.
 +
* It can trigger regardless of the result of the [[Aerial Combat#Fighter Combat|fighter combat]] phase in day.
 +
* It can trigger even if no bombers are left.
 +
* CV(L) will ignore submarines to target surface ships with this attack.
 +
** Uniquely, {{Ship/Link|Gambier Bay Mk.II}} will focus on submarines using a shelling attack
 +
** If the carrier can also natively carry out "Standard Shelling", and no other valid target is available, the carrier will switch back to the shelling against submarines.
 +
* May activate [[#"New Type" Cut-ins|Night Carrier Cut-Ins]].
 +
 
 +
=Night Special Attacks=
 +
When using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as '''Cut-Ins''' due to the way the equipment is displayed on the screen before the attacks are performed. Particular cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-In, GCI for Gun Cut-In, DA for Double Attack, etc...
 +
 
 +
Compared to Day cut-ins (''[[Artillery Spotting]]''), Night cut-ins do not require any particular [[Air State]], relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the cut-ins animation have no influence on the damage output.
 +
 
 +
Cut-ins may be activated during a ship's turn and will override its normal single attack.
 +
 
 +
In addition, all '''"[[Special Attacks]]" (Touches)''' can trigger at night, with the "[[Special Attacks#Kongou-class Touch|''Kongou''-class Night Assault]]" being only available during night battle.
 +
 
 +
==Setups and Attack Types==
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are solely determined by the attack's prerequisites.
 +
 
 +
For a given cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-ins rolled for.
 +
If the setup fulfills multiple prerequisites, the Cut-in ''closer to the bottom of the list'' will be used. Additionally, each ship will roll for '''"New Type"''' Cut-ins first, if possible.
 +
 
 +
* {{RedGunHeavy}}{{RedGunLight}} is used to indicate a '''[[Main Gun]]'''.
 +
* {{YellowGun}} is used to indicate a '''[[Secondary Gun]]'''.
 +
* {{TorpedoWeapon}} is used to indicate a '''[[Torpedo]]''' (including [[Submarine Torpedo]]es).
 +
** {{LM Sub Torpedo}} is used to indicate a '''[[:Category:Late_Model_Submarine_Torpedoes|Late-Model Submarine Torpedo]]''' specifically.
 +
* {{Surface Radar}} is used to indicate a '''[[Surface Radar]]'''
 +
*{{Night SPB}} is used to indicate '''[[NSPB|Night Seaplane Bomber]]'''.
 +
* Custom icons are used for Carrier Cut-ins for clarity's sake.
 +
** {{AnyBomber}} is used to indicate either a '''{{BluePlane}} {{Equipment/Link|Swordfish|Swordfish Mk.II (Skilled)|Swordfish Mk.III (Skilled)|text=Swordfish|size=150px}}''' or '''{{RedPlane}}{{Equipment/Link|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)|link=Zero Fighter Type 62 (Fighter-bomber/Iwai_Squadron)|text=Iwai FB}}'''.
 +
** {{NightFighterEn}} is used to indicate a '''{{PurpleFighter}} [[Night Fighter]]'''.
 +
** {{NightBomberEn}} is used to indicate a '''{{PurpleBomber}} [[Night Torpedo Bomber]]'''.
 +
** {{NightDivebomberEn}} is used to indicate the '''{{RedPlane}} {{Equipment/Link|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)|text=Photobomber}}'''.
 +
 
 +
Special attacks that hit twice will roll independently to determine hit, critical chance, and armor penetration. Although their animations appear as single hits, Torpedo Cut-In, and Mixed Torpedo Cut-In are actually composed of 2 separate hits, with their damage added together in-game.
 +
 
 +
==="New Type" Cut-ins===
 +
[[File:Night_Attack_Example.png|thumb|right|Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.]]
 +
The "New Type" Cut-ins are the Cut-ins introduced with the implementation of [[Saratoga Mk.II]] onwards. From '''top to bottom''', each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a '''"Original Type"''' Cut-in is performed.
 +
 
 +
Do note that Night Carrier Cut-ins require a CV(L/B) with  Night Operation capabilities by either equipping a {{Equipment/Link|Night Operation Aviation Personnel|Night Operation Aviation Personnel + Skilled Deckhands|text=NOAP}} or being a [[CVN]].
 +
*Carriers that can perform Surface Shelling attacks at night '''will not''' perform Carrier Cut-ins without said Night Operation capabilities.
 +
 
 +
;Night Zuiun CI
 +
* Can only be triggered on [[BBV]], [[CAV]], [[CL]], or [[AV]]<ref>https://twitter.com/DjArpeggio/status/1625563280176709632</ref>.
 +
* The ship must not be more than {{color|gold|'''lightly damaged (小破)'''}}.
 +
* Performs 2 attacks against random enemies.
 +
** The same enemy can be targeted twice.
 +
* Drops a [[Star Shell]] during the attack.
 +
<references/>
 +
 
 +
 
 +
If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for "Original Types" instead.
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!Attack Type
 +
!Prerequisites
 +
!width="230px"|Notes
 +
!width="50px"|[[Damage_Calculations#Night_Battle_Special_Attacks|Pre-cap]] Damage Modifier
 +
!Accuracy<br>Modifier<ref>[https://twitter.com/Divinity_123/status/1680199577989685251]</ref>
 +
!Hits
 +
!Chance for 2nd Hit<ref>[https://twitter.com/yukicacoon/status/1398949379893956613]</ref><ref>[https://imgur.com/a/Vr58UTc]</ref><br>(LV 80+ DD only)
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
|-
 +
!style="background-color:#ff7f50; color:black" rowspan=14|Destroyer Cut-ins
 +
|rowspan=6|{{TorpedoWeapon}}{{RedGunLight}}{{Surface Radar}}
 +
|
 +
|1.3||rowspan=6|1.1 ||rowspan=14|1 or 2||rowspan=6|65%||rowspan=6|115<ref>Buffed from 130 to 115 [https://twitter.com/dewydrops/status/1404966491695378433]</ref>
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.625|1.3 x 1.25}}
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|1.706|1.3 x 1.25 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.820|1.3 x 1.4}}
 +
|-
 +
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}
 +
|{{tooltip|1.911|1.3 x 1.4 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|2.002|1.3 x 1.4 x 1.1}}
 +
|-
 +
|rowspan=6|{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 +
|
 +
|1.2||rowspan=6|1.2~? ||rowspan=6|50%||rowspan=6|140<ref>Buffed from 150 to 140 [https://twitter.com/dewydrops/status/1405450958587367429]</ref>
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}
 +
|{{tooltip|1.5|1.2 x 1.25}}
 +
|-
 +
|With {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}
 +
|{{tooltip|1.575|1.2 x 1.25 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=12.7cm Mod D K2}}<ref name="Tash">[[Tashkent Kai]] only.</ref>
 +
|{{tooltip|1.680|1.2 x 1.4}}
 +
|-
 +
|With '''both''' 12.7cm Mod D {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 2|text=K2}} & {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=K3}}<ref name="Tash"/>
 +
|{{tooltip|1.768|1.2 x 1.4 x 1.05}}
 +
|-
 +
|With '''2''' {{Equipment/Link|12.7cm Twin Gun Mount Model D Kai 3|text=12.7cm Mod D K3}}<ref name="Tash"/>
 +
|{{tooltip|1.848?|1.2 x 1.4 x 1.1?}}
 +
|-
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
 +
|1.5||1.37~?||87.5%||125<ref><s>[https://twitter.com/mutekimuteki_/status/1394278916370534400]</s>[https://twitter.com/Divinity__123/status/1479343026891862018]</ref>
 +
|-
 +
|{{TorpedoWeapon}}{{Drum}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
|Requires {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}}
 +
|1.3||?||~55%?||122<ref>[https://twitter.com/dewydrops/status/1405565552530132998]</ref>
 +
|-
 +
!colspan=8|
 +
|-
 +
!style="background-color:#81c784; color:black" rowspan=4|Carrier Cut-ins<ref>NB CVCI [https://twitter.com/Divinity__123/status/1481091340876369921]</ref>
 +
|{{NightFighterEn}}{{NightFighterEn}}{{NightBomberEn}}
 +
|rowspan=4|{{WildCard}} = {{NightFighterEn}}{{NightBomberEn}}{{NightDivebomberEn}}{{AnyBomber}}
 +
|1.25||rowspan=4|?||rowspan=4|1
 +
|rowspan=4|N/A||105<ref name="CVNCI">[https://twitter.com/Divinity_123/status/1481091344181473284]</ref>
 +
|-
 +
|{{NightFighterEn}}{{NightBomberEn}}
 +
|1.2||120<ref name="CVNCI"/>
 +
|-
 +
|{{NightFighterEn}}{{NightDivebomberEn}}<br>'''OR'''<br>{{NightBomberEn}} {{NightDivebomberEn}}
 +
|1.2||120?<ref name="CVNCI"/>
 +
|-
 +
|{{NightFighterEn}}{{WildCard}}{{WildCard}}
 +
|1.18||130<ref name="CVNCI"/>
 +
|-
 +
!colspan=8|
 +
|-
 +
!style="background-color:#9370db; color:black" rowspan=4|Night Zuiun Cut-ins
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}{{Surface Radar}}
 +
|rowspan=4| Is affected differently by "night equipment", ''see [[#Trigger Rates|below]]
 +
|1.36
 +
|rowspan=4|1.02~1.11
 +
|rowspan=4|{{ToolTip|2*|Will fire at 2 random enemies}}
 +
|rowspan=4|N/A
 +
|rowspan=4|135<ref>[https://twitter.com/Divinity_123/status/1680201615746146304]</ref>
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Night SPB}}
 +
|1.32
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}{{Surface Radar}}
 +
|1.28
 +
|-
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{Night SPB}}
 +
|1.24
 +
|}
 +
<references/>
 +
 
 +
;Derivated set-ups
 +
When using an {{Equipment/Link|Skilled Lookouts|text=SLO}} or {{Equipment/Link|Torpedo Squadron Skilled Lookouts|text=TSLO}} in the [[Reinforcement Expansion]], it is possible to "mix" the Destroyer Cut-ins, making 2 cut-ins available to trigger at once, and so increasing the odds of having at least one that activates during Night Battle.
 +
 
 +
Those set-ups are:
 +
*'''"GTRL"''': {{RedGunLight}}{{TorpedoWeapon}}{{Surface Radar}}{{SurfaceShipPersonnel}}
 +
*'''"DTRL"''': {{Drum}}{{TorpedoWeapon}}{{Surface Radar}}{{Equipment/Card|Torpedo Squadron Skilled Lookouts|size=40px}}
 +
 
 +
''GTRL is sometimes referred to as "GUiTaRSolo" for "Gun, Torp, Radar, and Skilled Lookouts (SLO)".''
 +
 
 +
Do note that if a DD is equipped with a {{Surface Radar}} [[Surface Radar]] '''AND''' a {{SurfaceShipPersonnel}} {{EquipmentLink|Skilled Lookouts|Torpedo Squadron Skilled Lookouts|text=Skilled Lookout|link_category=Surface Ship Personnel}}, then it gain a post-cap [[Evasion|evasion bonus]] during Night Battle.
 +
 
 +
===Original Cut-ins===
 +
In contrast with the "New Type" Cut-ins, "Original" Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the '''top-most''' that meets the prerequisites. If this roll fails, the ship will perform a '''Single Attack'''.
 +
 
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!Attack Type
 +
!Prerequisites
 +
!Notes
 +
![[Damage_Calculations#Night_Battle_Special_Attacks|Pre-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier<ref>https://twitter.com/Divinity_123/status/1680199577989685251</ref>
 +
!Hits
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Gun Cut-in
 +
|nowrap|{{RedGunHeavy}}{{RedGunHeavy}}{{RedGunHeavy}}
 +
| + Any on the remaining slots
 +
|2
 +
|2<ref name="vita">From vita version, may have changed</ref>
 +
|rowspan=2|1
 +
|140
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Mixed Gun Cut-in
 +
|{{RedGunHeavy}}{{RedGunHeavy}}{{YellowGun}}
 +
|No additional {{RedGunHeavy}}
 +
|1.75
 +
|1.5<ref name="vita"/>
 +
|130
 +
|-
 +
!style="background-color:#59f; color:black" rowspan=2|Submarine Cut-ins
 +
|{{LM Sub Torpedo}} {{SubmarineRadar}}
 +
|rowspan=2|With '''[[:Category:Late_Model_Submarine_Torpedoes|Late-Model Sub Torps]] ONLY'''
 +
|1.75
 +
|rowspan=2|?
 +
|rowspan=7|2
 +
|105<ref>[https://twitter.com/Divinity__123/status/1377666014834479104] [https://twitter.com/dewydrops/status/1409174444627533829]</ref>
 +
|-
 +
|{{LM Sub Torpedo}} {{LM Sub Torpedo}}
 +
|1.6
 +
|110<ref>[https://docs.google.com/spreadsheets/d/1XaP5z9_IOktGWL6mu_ZTZv5Z0TbvgRL_91fA_fsb0fc/edit#gid=0]</ref>
 +
|-
 +
!style="background-color:#59f; color:black"|Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{TorpedoWeapon}}
 +
| + Any on the remaining slots
 +
|1.5
 +
|1.5
 +
|122
 +
|-
 +
!style="background-color:#59f; color:black"|Mixed Torpedo Cut-in
 +
|{{TorpedoWeapon}}{{RedGunHeavy}}
 +
|Additional {{RedGunHeavy}}{{YellowGun}} allowed
 +
|1.3
 +
|1.5<ref name="vita"/>
 +
|115
 +
|-
 +
!style="background-color:gold; color:black" rowspan=3|Double Attack
 +
|{{RedGunHeavy}}{{RedGunHeavy}}
 +
|No additional {{TorpedoWeapon}}{{RedGunHeavy}}{{YellowGun}}
 +
|rowspan=3|1.2
 +
|rowspan=3|1.1
 +
|rowspan=3| -
 +
|-
 +
|{{RedGunHeavy}}{{YellowGun}}
 +
|Additional {{YellowGun}} allowed
 +
|-
 +
|{{YellowGun}}{{YellowGun}}
 +
|Additional {{YellowGun}}{{TorpedoWeapon}} allowed
 +
|}
 +
<references/>
 +
 
 +
===Single Attack===
 +
If all rolls fail or the ship meets no Cut-in requirements, then it will perform a "Single Attack", a default 1 hit shelling attack, with no particular damage or accuracy modifier.
 +
 
 +
==Trigger Rates==
 +
{{Formula
 +
|Title=Trigger rate formula
 +
|Math=\text{Trigger %}_\text{Cut-in} = \left[ \dfrac{\text{Base}_\text{ship} }{\text{Base}_\text{attack} } \right] \times 100
 +
|Var=<math>\text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor</math> , if the Ship's Luck stat is less than 50.
 +
 
 +
*<math>\text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor</math>, if the Ship's Luck stat is 50 or greater.
 +
 
 +
*<math>\text{Base}_\text{attack}</math> is the Value used by each type of Cut-in. See the above tables for value.
 +
 
 +
*<math>\text{Modifiers}</math> is the sum of various equipment modifiers See the below table for value.
 +
** Do note that modifiers change based on the Cut-in that is being used.
 +
** Do note that modifiers can affect the enemy fleet.
 +
|Notes=The effect of {{Luck}} over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
 +
* The formula used above was datamined from KanColle Kai and is corroborated by test results in the browser version.
 +
}}
 +
 
 +
{|class="wikitable" style="text-align:center"
 +
!colspan=3 rowspan=3|Modifier
 +
!colspan=3|Value
 +
|-
 +
!colspan=2|Allied||rowspan=2|Enemy
 +
|-
 +
!Other CIs!!Night<br>Zuiun CI
 +
|-
 +
!rowspan=7|Ship
 +
|style="text-align:left" rowspan=2|Placement
 +
|Flagship
 +
|colspan=2|{{TextGlow|'''15'''|black|text-colour=lime|glow-size=2px}}||rowspan=7|N/A
 +
|-
 +
|Other
 +
|colspan=2|0
 +
|-
 +
|style="text-align:left" rowspan="2"|{{HP}} Health
 +
|{{color|orange|'''Moderately Damaged<br>(中破 Chuuha)'''}}
 +
|colspan=2|{{TextGlow|'''18'''|black|text-colour=lime|glow-size=2px}}
 +
|-
 +
|All other health states
 +
|colspan=2|0
 +
|-
 +
|style="text-align:left"|{{SurfaceShipPersonnel}}{{Equipment/Link|Skilled Lookouts}}
 +
| -||{{TextGlow|'''5'''|black|text-colour=lime|glow-size=2px}}||{{TextGlow|'''8'''|black|text-colour=lime|glow-size=2px}}
 +
|-
 +
|style="text-align:left" rowspan=2|{{SurfaceShipPersonnel}}{{Equipment/Link|Torpedo Squadron Skilled Lookouts}}<ref>https://twitter.com/Divinity_123/status/1680201615746146304</ref>
 +
|DD/CL(T)
 +
|{{TextGlow|'''8'''|black|text-colour=lime|glow-size=2px}}||rowspan=2|0
 +
|-
 +
|Other
 +
|0
 +
|-
 +
!rowspan=2|Fleet
 +
|style="text-align:left"|{{Searchlight}} {{EquipmentLink|Searchlight|Type 96 150cm Searchlight|text=Searchlights|link_category=Searchlight}}<ref>[https://twitter.com/Divinity_123/status/1545861227393466369?s=20&t=ygdUkBNoiLFqZoO0QI2l4Q]</ref>
 +
| -||{{TextGlow|'''7'''|black|text-colour=lime|glow-size=2px}}||{{color|red|'''-10'''}}||{{color|red|'''-5'''}}
 +
|-
 +
|style="text-align:left"|{{StarShell}}{{EquipmentLink|Star Shell}}<br>{{Night SPB}}{{Equipment/Link|Prototype Night Zuiun (Attack Equipment)}}<ref>Only affect attacks after the Night Zuiun CI triggred.</ref>
 +
| Do not stack||{{TextGlow|'''4'''|black|text-colour=lime|glow-size=2px}}||{{color|red|'''-10'''}}||{{color|red|'''-10'''}}
 +
|}
 +
;Notes
 +
*{{Star}} [[Improvement]]s do not affect the trigger rate for any equipment.
 +
<references/>
 +
 
 +
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 09:07, 25 April 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
Map Mechanics and Nodes  · Evacuation  · Damage Calculations  · Accuracy, Evasion and Criticals  · Shooting Order and Targeting


Night Battle Breakdown

 
The screen after Day Battle. Clicking "夜戦突入" on the right will begin Night Battle

When the fleet pursues the enemy into Night Battle (夜戦, yasen), or enters special Nodes such as Night Nodes or Night to Day Nodes, the fleet will fight at night.

The Night Battle has the following structure:

  1. Friendly Fleet (event only)
  2. Support Expedition (if the battle starts at night only)
  3. Night Contact and Spotting
  4. Night Shelling Phase

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

Night Contact and Spotting

 
Star Shell, Searchlight, and Night Recon activated. The Night Recon is displayed on top of the Enemy "Radar".

When the fleet is equipped with certain equipment, additional effects are triggered for the duration of the Night Battle. The relevant equipment and their effect are listed below.

Equipment Effect Requirements
  Star Shell 
  • Increases the   of the fleet.
  • Increases the cut-in rate of the fleet.
  • Greatly decreases the cut-in rate of the enemy fleet.
  • Ship must have at least 5 HP  
  • Trigger rate is 70% per ship equipped with a Star Shell. If multiple Star Shells are in the fleet, each will have a chance to trigger in fleet order.
 Prototype Night Zuiun (Attack Equipment) 
  Searchlights 
 
  • Greatly increases the   of the fleet.
  • Greatly increases the cut-in rate of the fleet.
  • Decreases the cut-in rate of the enemy fleet.
  • The equipping ships have their evasion   sharply reduced, and get targeted more often, see here
  • Ship must have at least 2 HP  
  • Trigger rate is 100%
  Skilled Lookouts 
 
  • Increases the cut-in rate of the ship equipping it.
  • None
  Night Recons
  • The recon cannot trigger on a slot of size 0.
  • The success rate is dependent on the level of the ship it is equipped on.
  • Trigger is determined by:
    • [math]\displaystyle{ \text{Triggers %} = 4 \times \bigg\lfloor \sqrt{\text{LoS}} \times \sqrt{\text{LV}} \bigg\rfloor }[/math]
    • With:
      • [math]\displaystyle{ \text{LoS} }[/math] The base LoS   of the recon (excluding Improvements   and fit bonuses),
      • [math]\displaystyle{ \text{LV} }[/math] The Level of the ship carrying the Night recon.
    • Like Day Contact, if multiple night recons are in the fleet, each will have a chance to trigger, in base accuracy order.
  • If the Night Battle was preceded by a day battle:
    • The Air State must be AD, AS or AS+.

Night Shelling Phase

 
Example of engagement order during Night Battle

Following the battle preliminary stages, Night Shelling proper will begin. Similar to Day Battle, attacks performed by ships are shelling attacks.

Some rules are applied to shelling attacks:

  • Attack power is defined by   +   stats instead of only  .
    • It is often represented with the   "Night Battle Power" (Yasen) icon.
    • If the enemy is unaffected by torpedoes, such as installations, only   is used instead.
  • The Shooting Order is altered, with notably Heavily Damaged, evacuated, and sunk ships performing an actionless turn.
  • CV(B/L) are unable to participate in night battles, unless specific requirements are met (see below).
  • Shelling attacks that target submarines will always deal Scratch Damage, making it impossible to sink submarines during Night Battle.
    • This rule is void if the player's fleet is a Combined Fleet.
    • Friendly Fleets can also ignore this rule, and may damage submarines.

In addition to that, Night Battle is not affected by the Day Battle's Engagement, but is still affected by the Formation.

Carrier Night Attacks

Normally carriers cannot attack at night unless certain conditions are fulfilled. There are three different kinds of carrier night attacks: Standard Shelling, Swordfish Night Attacks, and Carrier Night Air Attacks.

This is not to be confused with Carrier Cut-In Attacks which are for daytime shelling.

Trigger Requirements

Standard Shelling
Swordfish Night Attack
  • This is just limited to Ark Royal/Kai 
     
    when equipped with a Swordfish 
     
     
    .
  • This attack cannot be triggered when moderately damaged (中破).
  • The attack power is calculated using the surface night battle damage formula but only taking into account Ark Royal's base firepower and the Swordfish's stats and   improvements[1].
    • All other equipment stat/bonuses are ignored.
    • Swordfish fit bonuses are also ignored.[2]
  • Plane Proficiency still affects the critical rate.
  • May be set up to activate Cut-Ins like the Double Attack.

On a side note, unlike the browser version, on the arcade version the attack is very powerful.

Carrier Night Air Attack

Night Special Attacks

When using special equipment setups, ships may perform one of multiple special attacks at night. These attacks are often referred to as Cut-Ins due to the way the equipment is displayed on the screen before the attacks are performed. Particular cut-ins are often referred to by their acronym, such as TCI for Torpedo Cut-In, GCI for Gun Cut-In, DA for Double Attack, etc...

Compared to Day cut-ins (Artillery Spotting), Night cut-ins do not require any particular Air State, relying solely on the equipment restrictions and the stats of the ship performing it. Do note that the specific equipment being shown during the cut-ins animation have no influence on the damage output.

Cut-ins may be activated during a ship's turn and will override its normal single attack.

In addition, all "Special Attacks" (Touches) can trigger at night, with the "Kongou-class Night Assault" being only available during night battle.

Setups and Attack Types

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

For a given cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-ins rolled for. If the setup fulfills multiple prerequisites, the Cut-in closer to the bottom of the list will be used. Additionally, each ship will roll for "New Type" Cut-ins first, if possible.

Special attacks that hit twice will roll independently to determine hit, critical chance, and armor penetration. Although their animations appear as single hits, Torpedo Cut-In, and Mixed Torpedo Cut-In are actually composed of 2 separate hits, with their damage added together in-game.

"New Type" Cut-ins

 
Uranami performing a DD-exclusive Torpedo/RADAR/Lookout Cut-in, or TRL for short.

The "New Type" Cut-ins are the Cut-ins introduced with the implementation of Saratoga Mk.II onwards. From top to bottom, each eligible Cut-in will be rolled if the previous roll has failed. If all rolls fail, then an additional single roll for a "Original Type" Cut-in is performed.

Do note that Night Carrier Cut-ins require a CV(L/B) with Night Operation capabilities by either equipping a NOAP 
 
or being a CVN.

  • Carriers that can perform Surface Shelling attacks at night will not perform Carrier Cut-ins without said Night Operation capabilities.
Night Zuiun CI
  • Can only be triggered on BBV, CAV, CL, or AV[1].
  • The ship must not be more than lightly damaged (小破).
  • Performs 2 attacks against random enemies.
    • The same enemy can be targeted twice.
  • Drops a Star Shell during the attack.


If not applicable, ships will skip rolling for "New Type" Cut-ins altogether and only roll for "Original Types" instead.

Attack Type Prerequisites Notes Pre-cap Damage Modifier Accuracy
Modifier[1]
Hits Chance for 2nd Hit[2][3]
(LV 80+ DD only)
Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
Destroyer Cut-ins    Surface 1.3 1.1 1 or 2 65% 115[4]
With 12.7cm Mod D K2  1.625
With 12.7cm Mod D K3  1.706
With 2 12.7cm Mod D K2  1.820
With both 12.7cm Mod D K2  & K3  1.911
With 2 12.7cm Mod D K3  2.002
  Surface  1.2 1.2~? 50% 140[5]
With 12.7cm Mod D K2  1.5
With 12.7cm Mod D K3  1.575
With 2 12.7cm Mod D K2 [6] 1.680
With both 12.7cm Mod D K2  & K3 [6] 1.768
With 2 12.7cm Mod D K3 [6] 1.848?
    Requires TSLO  1.5 1.37~? 87.5% 125[7]
    Requires TSLO  1.3 ? ~55%? 122[8]
Carrier Cut-ins[9]       =      1.25 ? 1 N/A 105[10]
   1.2 120[10]
  
OR
   
1.2 120?[10]
     1.18 130[10]
Night Zuiun Cut-ins      Surface Is affected differently by "night equipment", see below 1.36 1.02~1.11 2*Will fire at 2 random enemies N/A 135[11]
     1.32
    Surface 1.28
    1.24
  1. [1]
  2. [2]
  3. [3]
  4. Buffed from 130 to 115 [4]
  5. Buffed from 150 to 140 [5]
  6. 6.0 6.1 6.2 Tashkent Kai only.
  7. [6][7]
  8. [8]
  9. NB CVCI [9]
  10. 10.0 10.1 10.2 10.3 [10]
  11. [11]
Derivated set-ups

When using an SLO  or TSLO  in the Reinforcement Expansion, it is possible to "mix" the Destroyer Cut-ins, making 2 cut-ins available to trigger at once, and so increasing the odds of having at least one that activates during Night Battle.

Those set-ups are:

GTRL is sometimes referred to as "GUiTaRSolo" for "Gun, Torp, Radar, and Skilled Lookouts (SLO)".

Do note that if a DD is equipped with a  Surface Surface Radar AND a   Skilled Lookout 
 
, then it gain a post-cap evasion bonus during Night Battle.

Original Cut-ins

In contrast with the "New Type" Cut-ins, "Original" Cut-ins are only rolled once, even if multiple setup prerequisites are met. The setup used will be the top-most that meets the prerequisites. If this roll fails, the ship will perform a Single Attack.

Attack Type Prerequisites Notes Pre-cap
Damage
Modifier
Accuracy
Modifier[1]
Hits Trigger Rate
[math]\displaystyle{ \text{Base}_\text{attack} }[/math]
(lower is better)
Gun Cut-in     + Any on the remaining slots 2 2[2] 1 140
Mixed Gun Cut-in     No additional   1.75 1.5[2] 130
Submarine Cut-ins  Sub_LM   With Late-Model Sub Torps ONLY 1.75 ? 2 105[3]
 Sub_LM  Sub_LM 1.6 110[4]
Torpedo Cut-in    + Any on the remaining slots 1.5 1.5 122
Mixed Torpedo Cut-in    Additional    allowed 1.3 1.5[2] 115
Double Attack    No additional     1.2 1.1 -
   Additional   allowed
   Additional    allowed

Single Attack

If all rolls fail or the ship meets no Cut-in requirements, then it will perform a "Single Attack", a default 1 hit shelling attack, with no particular damage or accuracy modifier.

Trigger Rates

Trigger rate formula
[math]\displaystyle{ \text{Trigger %}_\text{Cut-in} = \left[ \dfrac{\text{Base}_\text{ship} }{\text{Base}_\text{attack} } \right] \times 100 }[/math]
With
  • [math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 15 + \text{Luck} + 0.75 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math] , if the Ship's Luck stat is less than 50.
  • [math]\displaystyle{ \text{Base}_\text{ship} = \lfloor 65 + \sqrt{ \left( \text{Luck} - 50 \right) } + 0.8 \times \sqrt{\text{Level}} + \text{Modifiers}\rfloor }[/math], if the Ship's Luck stat is 50 or greater.
  • [math]\displaystyle{ \text{Base}_\text{attack} }[/math] is the Value used by each type of Cut-in. See the above tables for value.
  • [math]\displaystyle{ \text{Modifiers} }[/math] is the sum of various equipment modifiers See the below table for value.
    • Do note that modifiers change based on the Cut-in that is being used.
    • Do note that modifiers can affect the enemy fleet.
Notes
  • The effect of   over 51 is negligible due to diminishing returns, thus going above such value is generally discouraged.
  • The formula used above was datamined from KanColle Kai and is corroborated by test results in the browser version.
Modifier Value
Allied Enemy
Other CIs Night
Zuiun CI
Ship Placement Flagship 15 N/A
Other 0
  Health Moderately Damaged
(中破 Chuuha)
18
All other health states 0
 Skilled Lookouts  - 5 8
 Torpedo Squadron Skilled Lookouts [1] DD/CL(T) 8 0
Other 0
Fleet   Searchlights 
 
[2]
- 7 -10 -5
 Star Shell 
 Prototype Night Zuiun (Attack Equipment) [3]
Do not stack 4 -10 -10
Notes
  1. https://twitter.com/Divinity_123/status/1680201615746146304
  2. [15]
  3. Only affect attacks after the Night Zuiun CI triggred.

See Also