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Difference between revisions of "Combat/Artillery Spotting"

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=Introduction=
+
{{CombatPortal}}
Artillery spotting allows ships with specific equipment setups to perform powerful special attacks during daytime shelling when certain conditions are fulfilled. The attack bonus modifiers for artillery spotting are all '''post-cap'''. For details on how that affects damage, please see [[Damage Calculations]].
 
  
This page only covers special attacks for '''surface ships'''. For carrier daytime special attacks, please see [[Carrier Cut-In Attack]].
+
Artillery Spotting, commonly referred to as ''ArtySpot'', ''Daytime CI'', or simply ''Spotting'', is a series of special attacks that allow ships with specific equipment setups to perform Cut-in attacks during the Day Battle. These attacks grant '''post-cap''' damage bonuses as well as increased shelling accuracy.
  
==Trigger Requirements==
+
The Carrier-equivalent for Artillery Spotting is '''Aircraft Carrier Cut-in (CVCI)'''. Mechanically, they share the same core mechanics, but have different trigger conditions.
[[File:Air_Superiority_Aquired.png|thumb|right|The green Text on the bottom during the opening Air Phase indicates Air Superiority. Artillery Spotting Attacks are now aviable]]
 
1. Your fleet must obtain <span style="color:green;">'''Air Supremacy (AS+)'''</span> or <span style="color:green;">'''Air Superiority(AS)'''</span>.
 
  
* For details on air control states, please see [[Aerial Combat#Fighter Combat|Aerial Combat]].
+
=Artillery Spotting=
* Where you fail the [[Combat#Detection|detection phase]] and no aerial combat phase is triggered, you will not be able to activate artillery spotting.
+
Artillery Spotting is a feature for ships that can launch {{Seaplane}} [[Seaplane]]s. Using special equipment setups, those ships may perform one of multiple special attacks. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as APCI for Main AP Shell Cut-in, Sec CI for Secondary Gun Cut-in, etc.
* You will need any plane that can contest [[Aerial Combat#Air Control|air control]] in order to contest air superiority.
 
** The exception to this is if an enemy fleet with 0 air power triggers an aerial combat phase. You will default to Air Supremacy.
 
  
2. Ships must be equipped with at least one [[:Category:Reconnaissance Seaplane|reconnaissance seaplane]] or a [[:Category:Seaplane Bombers|seaplane bomber]].
+
Cut-ins may be activated during a ship's turn and will override its normal shelling attack. Do note that the specific equipment being shown during the Cut-ins have no influence on the damage output.
* Ships with a slot size of 0 are unable to perform artillery spotting.
 
** Where ships have a mix of valid slots and size-0 slots, placing the seaplane in the size-0 slots will render her unable to artillery spot.
 
  
3. Ships must have at least one main gun {{RedGunHeavy}}{{RedGunMedium}}.
+
==Trigger Conditions==
 +
[[File:Air_Superiority_Aquired.png|thumb|right|The fleet attains Air Supremacy. Artillery Spotting and Aircraft Carrier Cut-ins can now be performed]]
 +
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or {{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The ship must be equipped with at least one {{SPR}}[[Seaplane Recon]] or {{SPB}}[[Seaplane Bomber]] on a slot with size '''higher than 0'''.
 +
** {{SPF}} [[Seaplane Fighter]]s or {{Carrier Recon}} [[Carrier Recon]]s '''do not''' enable Artillery Spotting.
 +
** '''Main Suisei Cut-in''' specifically ignores this condition.
 +
* The ship must be equipped with at least one {{Large Gun}}{{Med Gun}}{{Light Gun}}{{Main Green}} '''[[Main Gun]]'''.
 +
* The ship must use a Surface Shelling attack.
 +
** This therefore excludes carrier and [[ASW]] shellings.
 +
* The ship must not be {{color|red|'''Heavily damaged (大破)'''}}.
  
4. Ships must not be <span style="color:red;">'''heavily damaged (大破)'''</span>
+
==Setups and Attack Types==
 +
[[File:Main_Main_Cutin.png|thumb|right|Musashi performing Main AP Shell Cut-in (APCI)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previously stated trigger conditions.
  
=Attack Types=
+
For a given Cut-in, any other equipment can be added on the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
The following are the equipment requirements to trigger artillery spotting.
 
  
{| class="article-table" style="width:950px;" border="0" cellpadding="1" cellspacing="1"
+
For clarity purposes:
|-
+
* {{Large Gun}} is used to indicate a '''[[Main Gun]]''' of ''any size'',
! scope="col" style="text-align:center;" |Attack Mode
+
* {{Seaplane}} is used to indicate a '''"[[Seaplane]]" ''' ([[SPR|Recon]] or [[SPB|Bomber]]),
! scope="col" style="text-align:center;" |Prerequisite
+
* {{Sec Gun}} is used to indicate a '''[[Secondary Gun]]''' of ''any size'',
! scope="col" style="text-align:center;" |Notes
+
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
! scope="col" style="text-align:center;" |Damage Modifier
+
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
! scope="col" style="text-align:center;" |Accuracy Modifier
+
* {{Dive Bomber}} is used to indicate any '''{{Equipment/Link|Suisei Model 22 (634 Air Group)|Suisei Model 22 (634 Air Group/Skilled)|Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)|text="634 Air Group" Suiseis}}'''.
! scope="col" style="text-align:center;" |Base Value
+
* {{ZuiunPlane}} is a custom icon used to indicate any '''Zuiun''' variant:
! scope="col" style="text-align:center;" |% per Base Value
+
{{Zuiun}}
 +
 
 +
 
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Notes
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
!% per Base Value
 
|-
 
|-
| style="background-color: #59F;" |<font color="#FFF">'''Double Attack'''</font>
+
!style="background-color:#ff7f50; color:black"|Main Zuiun Cut-in<br>(Zuiun CI)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}
+
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
| '''Any auxiliary equipment'''
+
|1.35||?||1
| '''120%''' '''x 2'''
+
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
| '''110%'''
+
|120||0.83%
| 130
 
| 0.77%
 
 
|-
 
|-
| style="background-color: Gold;" |'''Cut-In (Secondary)'''
+
!style="background-color:#ff7f50; color:black"|Main Suisei Cut-in<br>(Suisei CI)
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
| '''Any auxiliary equipment'''
+
|1.3||?||1
| '''110%'''
+
|130||0.77%
| '''130%'''
 
| 120
 
| 0.83%
 
 
|-
 
|-
| style="background-color: Gold;" |'''Cut-In ( Radar )'''
+
!style="background-color:#81c784; color:black"|Main AP Shell Cut-in<br>(APCI)
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:Radar}}
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
| '''-'''
+
|1.5||1.2||1
|'''120%'''
+
|
|'''150%'''
+
|150||0.66%
| 130
 
| 0.77%
 
 
|-
 
|-
| style="background-color: Gold;" |'''Cut-In ( AP Shell )'''
+
!style="background-color:gold; color:black"|Secondary AP Shell Cut-in<br>(Sec APCI)
| {{Template:RedGunHeavy}}{{Template:YellowGun}}{{Seaplane}}{{Template:RedAmmo}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
|'''-'''
+
|1.3||1.3||1
|'''130%'''
+
|
|'''130%'''
+
|140||0.71%
| 140
 
| 0.71%
 
 
|-
 
|-
| style="background-color: #7B5;" |<font color="#FFF">'''Cut-In Attack (Primary AP)'''</font>
+
!style="background-color:gold; color:black"|Secondary Radar Cut-in<br>(Radar CI)
| {{Template:RedGunHeavy}}{{Template:RedGunHeavy}}{{Seaplane}}{{Template:RedAmmo}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
| '''-'''
+
|1.2||1.5||1
| '''150%'''
+
|
|'''120%'''
+
|130||0.77%
| 150
 
| 0.66%
 
 
|-
 
|-
| style="background-color: #F65;" |<font color="#FFF">'''Cut-In (Zuiun)'''</font>
+
!style="background-color:gold; color:black"|Secondary Cut-in<br>(Sec CI)
| {{Template:RedGunHeavy}}{{Seaplane}}{{Seaplane}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
| '''Ise/Hyuuga K2 Only'''
+
|1.1||1.3||1
'''Must be two Zuiuns'''
+
|
| '''135%'''
+
|120||0.83%
| ??
 
| 120
 
| 0.83%
 
 
|-
 
|-
| style="background-color: #F65;" |<font color="#FFF">'''Cut-In (Suisei)'''</font>
+
!style="background-color:#59f; color:black"|Double Attack<br>(DA)
| {{Template:RedGunHeavy}}{{DiveBomb icon}}{{DiveBomb icon}}
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
| '''Ise/Hyuuga K2 Only'''<br />
+
|1.2||1.1||2
'''Suiseis must have (634 Air Group)<br />in their name'''
+
|
| '''130%'''
+
|130||0.77%
| ??
 
| 130
 
| 0.77%
 
 
|}
 
|}
  
{{clear}}
+
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
[[File:Main_Main_Cutin.png|thumb|right|Musashi is performing a Main/Main Cut-In]]
+
* If an Artillery Spotting attack is evaded, it will deal [[Scratch Damage]] instead.
'''Important Notes'''
+
* If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.
 +
 
 +
=Aircraft Carrier Cut-In=
  
* If a ship meets the requirements for multiple attacks, the game will check each special attack in order of priority.
+
Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch {{Torpedo Bomber}}{{Dive Bomber}}{{Fighter}}Carrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.  
** Priority starts from the bottom according to the table above.
 
* Equipping more than the stated number of equipment will still trigger the attack.
 
* The order of the equipment on the ship is not important.
 
* If artillery spotting fails to penetrate enemy armour or the enemy evades, it will deal [[Damage Calculations#Chip Damage|chip damage instead]].
 
* If the ship fails to artillery spot, it will do a normal attack instead.
 
  
=Trigger Rate=
+
CVCI may be activated during a ship's turn and will override its normal shelling attack.
  
''Reminder that all formulas are rounded down.''
+
==Trigger Conditions==
  
<math>\text{Spotting %} = \dfrac{\text{Base %}}{\text{Const}_\text{Atk}} \times 100</math>
+
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or <{{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The carrier must fulfill one of the equipment setups.
 +
* The carrier must be shelling a '''surface ship'''.
 +
** [[Installation]]s and submarines cannot be attacked by CVCI.
  
Where:
+
==Setups and Attack Types==
 +
[[file:CVCI_Example.png|thumb|right|Zuihou performing Fighter-Bomber-Attacker Cut-in (FBA)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previous state trigger conditions.
  
<math>\text{Base %} = \bigl\lfloor \left( 10 + \sqrt{\text{Luck}} + \text{Mod}_\text{Air 1} + \text{Const}_\text{Flag} \right) + \lfloor \text{LOS}_\text{Fleet} + \left[ \text{Mod}_\text{Air 2} \times \text{LOS}_\text{Ship} \right) \rfloor \times \text{Mod}_\text{Air 3} \bigr\rfloor</math>
+
For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
  
* <math>\text{Const}_\text{Atk}</math> is a constant based on the attack. Values are taken from datamined information from the KanColle Kai Vita game.
+
* {{Torpedo Bomber}} is used to indicate a '''[[Torpedo Bomber]]'''. In the game, is referred to as ''Attacker''.
** Main/Main = <math>150</math>
+
* {{Dive Bomber}} is used to indicate a '''[[Dive Bomber]]'''. In the game, is referred to as ''Bomber''.
** Main/AP = <math>140</math>
+
* {{Fighter}} is used to indicate a '''[[Fighter]]'''.
** Main/RADAR = <math>130</math>
+
 
** Main/Secondary = <math>120</math>
+
{|class="wikitable" style="text-align:center; margin:auto"
** Double Attack = <math>130</math>
+
!Attack Type
* <math>\text{Luck}</math> is the {{Luck}} of the ship.
+
!Prerequisites
* <math>\text{LOS}_\text{Ship}</math> is the ship's total LOS {{LOS}} including equipment.
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
* <math>\text{LOS}_\text{Fleet}</math> is the fleet's LOS {{LOS}} calculated as <math>\biggl\lfloor \sqrt{\text{LOS}_\text{weighted}} + \frac{\text{LOS}_\text{weighted}}{10}\biggr\rfloor</math>
+
!Accuracy<br>Modifier
** <math>\text{LOS}_\text{weighted} =  \sum_{\text{All Ships}} \text{LOS}_\text{base} + \sum_{\text{Seaplanes}} \text{LOS}_{equip} \times \sqrt{\text{Size}_\text{slot}}</math>
+
!Hits
** <math>\text{LOS}_\text{base}</math> is the LOS {{LOS}} of the ship '''without equipment'''.
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
** <math>\text{LOS}_{equip}</math> is the LOS {{LOS}} of the '''reconnaissance seaplanes and seaplane bombers''' equipped.
+
!% per Base Value
** <math>\text{Size}_\text{slot}</math> is the size of the slot where a reconnaissance seaplane or seaplane bomber is equipped.
+
|-
* <math>\text{Mod}_\text{Air 1}</math> is the first air state modifier of <math>10</math> for '''Air Supremacy (AS+)''' and <math>0</math> for '''Air Superiority (AS)'''
+
!style="background-color:#81c784; color:black"|Fighter-Bomber-Attacker<br>(FBA)
* <math>\text{Mod}_\text{Air 2}</math> is the second air state modifier of <math>1.6</math> for '''Air Supremacy (AS+)''' and <math>1.2</math> for '''Air Superiority (AS)'''
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
* <math>\text{Mod}_\text{Air 3}</math> is the third air state modifier of <math>0.7</math> for '''Air Supremacy (AS+)''' and <math>0.6</math> for '''Air Superiority (AS)'''
+
|1.25||1.2~1.3?||1
* <math>\text{Const}_\text{Flag}</math> is the flagship constant of <math>15</math> for flagships, <math>0</math> otherwise.
+
|125||0.86%
 +
|-
 +
!style="background-color:#ff7f50; color:black"|Bomber-Bomber-Attacker<br>(BBA)
 +
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
 +
|1.2||1.2~1.3?||1
 +
|135||0.80%
 +
|-
 +
!style="background-color:#59f; color:black"|Bomber-Attacker<br>(BA)
 +
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
 +
|1.15||1.2~1.3?||1
 +
|150||0.66%
 +
|}
  
'''Important Notes'''
+
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 +
* If a CVCI attack is evaded, it will deal [[Scratch Damage]] instead.
  
* Because slot sizes play a part in determining trigger chance, it is best to put seaplanes in the largest slot available.
+
'''Note:''' The Critical Damage modifier granted by Aircraft [[Proficiency#Critical Bonus|Proficiency]] works differently when performing a CVCI.
* Increasing the {{LOS}} of your ships through levels and equipment will help increase trigger rate.
 
* Having a combination of different attack types available will drastically increase the chance that your ships will perform artillery spotting.
 
* The higher the Attack Constant, the lower the chance of triggering that attack.
 
  
=Equipment Setups=
+
=Trigger Rates=
 +
Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the [[Air State]] and the "raw [[LoS]]", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.
 +
{{Formula
 +
|Title=Trigger rate formula
 +
|Math= \text{Trigger %}_\text{Cut-in} = \dfrac{10 + \text{Base}_\text{ship} }{\text{Base}_\text{attack} } \times 100
 +
|Var=<math>\text{Base}_\text{ship} = \left \lfloor \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{Flag} + \text{Mod}_\text{AS1} + \left \lfloor \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
 +
\right \rfloor \times \text{Mod}_\text{AS3}\right \rfloor</math>
 +
*<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
  
Below are recommended equipment setups for artillery spotting. If an attack type is not listed, it means that it is subpar and not worth considering. The order of the equipment is for illustrative purposes only. It '''does not''' matter what order the equipment are in.
+
*<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
  
{| class="wikitable" style="width: 100%;"
+
*<math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers:
|-
+
{{{!}}class="wikitable"
!style="text-align: center; border-radius: 6px 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;" colspan="3"| Battleships
+
!Mod!!AS!!AS+
|-
+
{{!}}-
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Equipment Setup'''
+
{{!}}<math>\text{Mod}_\text{AS1}</math>
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Attack Type'''
+
{{!}}0
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:60%;"| '''Notes'''
+
{{!}}10
|-
+
{{!}}-
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
+
{{!}}<math>\text{Mod}_\text{AS2}</math>
|Main/Main Cut-In<br>
+
{{!}}1.2
Double Attack
+
{{!}}1.6
|This is the standard setup for all battleships. It allows you to perform both the powerful AP cut-in and a double attack as backup. For battleships with 5 slots, the last equipment must not be a secondary gun or radar.
+
{{!}}-
|-
+
{{!}}<math>\text{Mod}_\text{AS3}</math>
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{GreenAmmo}}
+
{{!}}0.6
|Double Attack
+
{{!}}0.7
|This is reserved for anti-installation work. It will reduce a battleship's effectiveness against surface targets so keep that in mind when using this setup.
+
{{!}}}
|-
 
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}{{Radar}}'''<'''{{GreenGunDP}}'''>'''
 
|Main/Main Cut-In<br>
 
Main/AP Cut-In<br>
 
Main/RADAR Cut-In<br>
 
Main/Secondary Cut-In<br>
 
Double Attack
 
|This setup is exclusive to [[Musashi|Musashi Kai Ni]] when she has the [[10cm Twin High-angle Gun Mount Kai + Additional Machine Guns]] equipped in her reinforcement expansion and an anti-air radar. This setup is to allow her to perform her special AACI.
 
|-
 
!style="text-align: center; border-radius: 6px 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;" colspan="3"| Heavy Cruisers
 
|-
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Equipment Setup'''
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Attack Type'''
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:60%;"| '''Notes'''
 
|-
 
|{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 
|Double Attack
 
|This is the standard setup for heavy cruisers. It allows them to double attack at daytime and nighttime. The wild card can be a radar, night battle equipment or even a Type 3 shell for anti-installation work. The wild card should not be a torpedo because it will interfere with night battle special attacks.
 
|-
 
|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 
|Double Attack
 
|This is a setup to maximise firepower during the daytime. It's use should be limited to the main fleet of a combined fleet. This is because it will trigger a gun cut-in at night which can be undesirable.
 
|-
 
|{{RedGunMedium}}{{SeaplaneFighter}}{{SeaplaneFighter}}{{Seaplane}}'''<'''{{GreenGunDP}}'''>'''
 
|Main/Secondary Cut-In
 
|This is exclusive to [[Suzuya|Suzuya Kai Ni]] and [[Kumano|Kumano Kai Ni]] that have either the [[8cm High-angle Mount]] or [[8cm Twin High-angle Mount + Additional Machine Guns]] equipped in their reinforcement expansion. This setup is for them to maximise the fighter power while allowing them to do artillery spotting in the day and double attacks at night.
 
|-
 
!style="text-align: center; border-radius: 6px 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;" colspan="3"| Light Cruisers
 
|-
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Equipment Setup'''
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Attack Type'''
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:60%;"| '''Notes'''
 
|-
 
|{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}
 
|Double Attack
 
|This is the standard setup for light cruisers. It allows them to double attack at daytime and nighttime. For light cruisers with four slots, the wild card be a radar or night battle equipment. The wild card should not be a torpedo because it will interfere with night battle special attacks.
 
|-
 
|{{RedGunMedium}}{{Seaplane}}{{TorpedoWeapon}}'''<'''{{GreenGunDP}}'''>'''
 
|Main/Secondary Cut-In
 
|This is exclusive to [[Yura|Yura Kai Ni]] when she has either the [[8cm High-angle Mount]] or [[8cm Twin High-angle Mount + Additional Machine Guns]] equipped in her reinforcement expansion. The torpedo equipment '''must''' be a midget submarine. It allows her to perform both artillery spotting and have an opening torpedo while maintaining double attacks at night.
 
|-
 
!style="text-align: center; border-radius: 6px 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;" colspan="3"| Seaplane Tenders
 
|-
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Equipment Setup'''
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:20%;"| '''Attack Type'''
 
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:60%;"| '''Notes'''
 
|-
 
|{{RedGunMedium}}{{RedGunMedium}}{{Seaplane}}{{WildCard}}
 
|Double Attack
 
|Essentially the only seaplane tender that you would run a spotting setup on is [[Nisshin]] and [[Commandant Teste]]. Although other seaplane tenders are capable of performing artillery spotting, you would be giving up an opening torpedo to do so. The wild card for Nisshin should be a midget submarine.
 
|-
 
|}<references/>
 
  
{{clear}}
+
* <math>\text{LoS}_\text{Ship} = \sum^{\text{Attacking  Ship}}\text{LoS}_\text{Equip}</math>
 +
* <math>\text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{LoS}_\text{total} } + \frac{\text{LoS}_\text{total}}{10} \right \rfloor</math>
 +
* <math>\text{LoS}_\text{total} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Equip} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
 +
* <math>\text{LoS}_\text{Base}</math> being the ship's base [[LoS]] value without any equipment,
 +
* <math>\text{LoS}_\text{Equip}</math> being the displayed base [[LoS]] value of recons and bombers (excluding [[Visible Bonus]]es),
 +
* <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot.
 +
}}
  
 
=See Also=
 
=See Also=
 
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 10:08, 17 November 2024

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


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

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

Artillery Spotting

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

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

Trigger Conditions

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

Setups and Attack Types

Musashi performing Main AP Shell Cut-in (APCI)

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

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

For clarity purposes:

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


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

Aircraft Carrier Cut-In

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

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

Trigger Conditions

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

Setups and Attack Types

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

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

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

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

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

Trigger Rates

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

Trigger rate formula
[math]\displaystyle{ \text{Trigger %}_\text{Cut-in} = \dfrac{10 + \text{Base}_\text{ship} }{\text{Base}_\text{attack} } \times 100 }[/math]
With
  • [math]\displaystyle{ \text{Base}_\text{ship} = \left \lfloor \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{Flag} + \text{Mod}_\text{AS1} + \left \lfloor \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship} \right \rfloor \times \text{Mod}_\text{AS3}\right \rfloor }[/math]
  • [math]\displaystyle{ \text{Base}_\text{attack} }[/math] the Value used by each type of Cut-in. See the above tables for value.
  • [math]\displaystyle{ \text{Mod}_\text{Flag} }[/math] being 15 if the ship is the flagship, 0 otherwise,
  • [math]\displaystyle{ \text{Mod}_\text{ASx} }[/math] the Air State modifiers:
Mod AS AS+
[math]\displaystyle{ \text{Mod}_\text{AS1} }[/math] 0 10
[math]\displaystyle{ \text{Mod}_\text{AS2} }[/math] 1.2 1.6
[math]\displaystyle{ \text{Mod}_\text{AS3} }[/math] 0.6 0.7
  • [math]\displaystyle{ \text{LoS}_\text{Ship} = \sum^{\text{Attacking Ship}}\text{LoS}_\text{Equip} }[/math]
  • [math]\displaystyle{ \text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{LoS}_\text{total} } + \frac{\text{LoS}_\text{total}}{10} \right \rfloor }[/math]
  • [math]\displaystyle{ \text{LoS}_\text{total} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Equip} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor }[/math]
  • [math]\displaystyle{ \text{LoS}_\text{Base} }[/math] being the ship's base LoS value without any equipment,
  • [math]\displaystyle{ \text{LoS}_\text{Equip} }[/math] being the displayed base LoS value of recons and bombers (excluding Visible Bonuses),
  • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] being the current count of each individual plane slot.

See Also