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Difference between revisions of "Aerial Combat"

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{{CombatPortal}}
  
The following classes can participate in aerial combat: standard carriers, light carriers, aviation battleships and cruisers, seaplane tenders, carrier submarines, [[Akitsumaru|Akitsumaru Kai]], [[Hayasui]], and certain special enemy vessels.
+
=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 Stages==
+
Aerial Combat has the following structure:
{| class="wikitable"
+
#LBAS's [[#Jet Assault Phase|Jet Assault]]
 +
#Fleet's [[#Jet Assault Phase|Jet Assault]]
 +
#[[LBAS|Land-Based Aerial Support]]
 +
#[[#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]]
 +
 
 +
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.
 +
 
 +
{|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-->
 
|-
 
|-
! scope="col" style="text-align:center;" |Stage
+
|{{SPR}}{{Night Recon}} [[Seaplane Recon]]s
! scope="col" style="text-align:center;" |Notes
+
|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-->
 
|-
 
|-
|Fighter Combat
+
|{{SPB}}{{Night SPB}} [[Seaplane Bomber]]s
|Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
+
|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-->
 
|-
 
|-
|Anti-bomber Combat
+
|{{SeaplaneFighter}} [[Seaplane Fighter]]s
|Number of bombers shot down by fighters is affected by the result of the previous phase
+
|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-->
 
|-
 
|-
|Anti-Air Cut-In
+
|{{LFB}} [[Large Flying Boat]]s
|An Anti-Air Director may cause heavy damage to enemy bombers
+
|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-->
 
|-
 
|-
|Fleet Anti-air Defense
+
|{{Autogyro}} [[Rotorcraft]]
|Fleet defends against enemy bombers
+
|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-->
 
|-
 
|-
|Bombing
+
|{{ASWPlane}} [[Liaison Aircraft]]
|See ''Damage Calculation'' for details
+
|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-->
 
|}
 
|}
  
===Fighter Combat===
+
=[[Jets|Jet Assault]] Phase=
Formula for calculating fighter power (works for all fleets):
+
 
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)}</math>
+
Planes that participate in this phase:
</center>
+
* {{Template:JetFighterBomber2}},{{Template:JetFighterBomber1}} "Jets" (turbojet propelled fighter-bombers)
  
Notes regarding this phase:
+
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]].
* {{GreenPlane}}Fighter planes (including seaplane fighters) and specific {{BluePlane}} Torpedo / {{RedPlane}} Dive / {{Seaplane}}Seaplane bombers with an AA stat participate in the Fighter Combat.  
+
 
* Recon planes (both {{YellowPlane}} Carrier-based and {{Seaplane}} Seaplane) will not participate in Fighter Combat.
+
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.
* The allied fleet and enemy fleet's fighter powers (as well as whether detection was successful) are checked to determine the result of Fighter Combat:
+
 
{| class="wikitable"
+
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]].
 +
 
 +
'''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.
 +
** [[Kikka Kai]]: '''2.6'''
 +
** [[Jet Keiun Kai]]: '''2.8'''
 +
}}
 +
 
 +
=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:
 +
* Fighters:
 +
** {{Fighter}}/{{Night Fighter Aircraft}} carrier-based,
 +
** {{SeaplaneFighter}} seaplanes.
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} 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)'''.
 +
*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.
 +
{{Formula
 +
|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]
 +
|Var=<math>\text{AA}_\text{Plane}</math> is the {{AA}} AA stat of the plane, including [[Improvement]]s.
 +
** [[Visible Bonus]]es are not counted.
 +
* <math>\text{Count}_\text{Plane}</math> is the number of planes in the slot prior to Stage 1's start.
 +
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{Double Chevron}} planes it is:
 +
** '''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:
 +
 
 +
{|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
 
|-
 
|-
! scope="col" style="width:200px; text-align:center;" |Fighter Power<br>(FP = Own Fighter Power,<br>EFP = Enemy Fighter Power)
+
|style="color:green"| '''Air Supremacy (AS+)'''<br>制空権確保!
! scope="col" style="width:100px; text-align:center;" |Result
+
| <math>\text{FP} \ge 3\text{EFP}</math>
! scope="col" style="width:150px; text-align:center;" |Text Display
+
| 3/120 - 7/120
! scope="col" style="width:110px; text-align:center;" | % of Friendly Planes Lost to Aerial Combat (does ''not'' count enemy ship AA)
+
| 0 % - 100 %
! scope="col" style="width:110px; text-align:center;" | % of Enemy Planes Shot Down
+
| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Combat#Contact|Contact]]
+
| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Artillery Spotting|Artillery Spotting]]
+
| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Combat#Night Combat|Night Spotting]]
 
 
|-
 
|-
| style="text-align:center;" | FP '''greater than 300%''' Enemy FP <br/>''or'' <br/> EFP = 0 and any aircraft launched <br/> ''or'' <br/> Enemy fails detection
+
|style="color:green"| '''Air Superiority (AS)'''<br>航空優勢!
|Air Supremacy      (AS+)
+
| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''<br>'''Air Superiority Garunteed!'''
+
| 9/120 - 21/120
| style="text-align:center;" |7/256 (2.7%) ~ 15/256 (5.9%)
+
| 0 % - 80 %
| style="text-align:center;" |0~90%
+
| Allied & Enemy
|Allied only
+
| Allied Only
|Allied only
+
| Allied & Enemy
|Allied only
 
 
|-
 
|-
| style="text-align:center;" | FP '''300% to 150%''' Enemy FP
+
| '''Air Parity (AP)'''<br>''No text''
|Air Superiority
+
| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
(AS)
+
| 15/120 - 35/120
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''<br>'''Air Superiority!'''
+
| 0 % - 60 %
| style="text-align:center;" |20/256 (7.8%) ~ 45/256 (17.6%)
+
| Neither
| style="text-align:center;" |0~80%
+
| Neither
|Both sides
+
| Neither
|Allied only
 
|Both sides
 
 
|-
 
|-
| style="text-align:center;" | FP '''150% to 66%''' Enemy FP <br> ''or'' <br>'''No Aerial Combat (i.e. neither side launches)'''
+
| '''Air Denial (AD)'''<br>''No text''
|Air Parity
+
| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
|''(No text displayed)''
+
| 21/120 - 49/120
| style="text-align:center;" |30/256 (11.7%) ~ 75/256 (29.3%)
+
| 0 % - 40 %
| style="text-align:center;" |0~60%
+
| Allied & Enemy
|Neither side
+
| Enemy Only
|Neither side
+
| Allied & Enemy
|Impossible for regular combat nodes<br/> Both sides for PvP as well as Night Combat Only nodes
 
 
|-
 
|-
| style="text-align:center;" | FP '''66% to 33%''' Enemy FP
+
|style="color:red"| '''Air Incapability (AI)'''<br>制空権喪失!
|Air Denial
+
| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
|''(No text displayed)''
+
| 30/120 - 70/120
| style="text-align:center;" |45/256 (17.6%) ~ 105/256 (41.0%)
+
| 0 % - 10 %
| style="text-align:center;" |0~40%
+
| Enemy Only
|Both sides
+
| Enemy Only
|Enemy only
+
| Enemy Only
|Both sides
+
|}
 +
 
 +
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" width="100%"
 +
!colspan=2|Proportional Air State Shootdown Formulas
 
|-
 
|-
| style="text-align:center;" | FP '''under 33%''' Enemy FP <br> ''or'' <br> Failed Detection
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
|Air Incapability
+
|
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''<br>'''Loss of Air Superiority!'''
+
For each slot of the '''Allied Fleet:'''
| style="text-align:center;" |65/256 (25.4%) ~ 150/256 (58.6%)
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
| style="text-align:center;" |0~10%
+
|valign="center"| <math>\text{Plane Loss} = \left \lfloor
|Enemy only
 
|Enemy only
 
|Enemy only
 
|}
 
*Priorities in determining result:
 
:#Aerial Combat Stage did not occur (i.e. no planes launched; Result: ''Automatic Aerial Parity'')
 
:#Enemy Fighter Power = 0 (Result: ''Automatic Aerial Supremacy'')
 
:#Enemy Failed Detection (Result: ''Automatic Aerial Supremacy'')
 
:#Failed Detection (Result: ''Automatic Aerial Denial'')
 
:#Regular determination based on Fighter Power.
 
*Note that Aerial Combat Stage is considered to take place even against enemy fleet with only submarines, but the animation is skipped; thus, planes are subject to the usual loss in this case.
 
*This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
 
*The percentage of planes shot down/lost is calculated per slot.
 
:*Even if allied planes secure air supremacy, planes can still be lost, and the subsequent anti-air defense stage can eliminate more bombers.
 
*[[Combat#Contact|Contact]] can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.
 
  
 +
  \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}
  
====Enemy Ship Fighter Power====
+
\right \rfloor</math>
{| class="wikitable"
+
|}
 
|-
 
|-
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
! scope="col" style="text-align:center;" |Fighter Power
+
|
! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
+
For each slot of the '''Enemy Fleet:'''
! scope="col" style="text-align:center;" |Fighter Power
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|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>
 +
|}
 
|-
 
|-
|[[Light Carrier Nu-Class]]
+
|colspan=2|
| style="text-align:center;" |8
+
;With
|Armored Carrier Demon
+
* <math>\text{Count}_\text{Plane}</math> is the plane's count in the slot.
| style="text-align:center;" |44
+
* <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.
 +
|}
 +
 
 +
;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 {{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.
 +
 
 +
=Stage 2 - Fleet Anti-Air Defense=
 +
Planes that participate in this phase:
 +
* 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.
 +
* 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<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 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|Anti-Air Cut-in]] for details.
 +
<references/>
 +
 
 +
==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.
 +
 
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=3|Adjusted Anti-Air Formulas
 
|-
 
|-
|[[Light Carrier Nu-Class]] Elite
+
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
| style="text-align:center;" |24
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
|Armored Carrier Princess
+
|
| style="text-align:center;" |48
+
'''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)
 
|-
 
|-
|[[Light Carrier Nu-Class]] Flagship
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
| style="text-align:center;" |23
+
|
|Floating Fortress
+
*'''Fleet Adjusted AA''' is defined by:
| style="text-align:center;" |27
+
{|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>
 +
|}
 
|-
 
|-
|[[Standard Carrier Wo-Class]]
+
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
| style="text-align:center;" |10
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
|Escort Fortress
+
|
| style="text-align:center;" |29
+
'''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)
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Elite
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
| style="text-align:center;" |27
+
|
|Southern War Demon
+
*'''Fleet Adjusted AA''' is defined by:
| style="text-align:center;" |41
+
{|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>
 +
|}
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship
+
|colspan=3|
| style="text-align:center;" |28
+
;With
|Southern War Princess
+
* <math>\text{AA}_\text{ship}</math> the base {{AA}} AA stat of the ship.
| style="text-align:center;" |47
+
* <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:
 +
 
 +
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Equipment Type
 +
!<math>\text{Mod}_\text{Equip-Ship}</math>
 +
!<math>\text{Mod}_\text{Equip-Fleet}</math>
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2
+
!{{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}}
| style="text-align:center;" |84
+
|4||0.35
|[[Northern Princess]] World 3-5
 
| style="text-align:center;" |76
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2<br>(partial red takoyaki planes)
+
!{{Air Radar}}<br>[[Air Radar]]s
| style="text-align:center;" |100
+
|3||0.4
|[[Northern Princess]] World 3-5 (HQ < 85)
 
| style="text-align:center;" |72
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2<br>(red takoyaki planes)
+
!{{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;" |103
+
|0||0.6
| [[Northern Princess]] World 3-5 Final Form
 
| style="text-align:center;" |109
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship
+
!{{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;" |102
+
|0||0.25
|[[Northern Princess]] World 3-5 Final Form (HQ < 85)
 
| style="text-align:center;" |105
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship 2
+
!{{AA Gun}}<br>[[AA Gun]]s
| style="text-align:center;" |108
+
|6||rowspan=3|0.2
|[[Aircraft Carrier Demon]]
 
| style="text-align:center;" |96
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship 2<br>(partial red takoyaki planes)
+
![[:Category:Player equipment|All other equipment]]
| style="text-align:center;" |126
+
|0
| Anchorage Water Demon
 
| style="text-align:center;" |0
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship 2<br>(red takoyaki planes)
+
!Other Abyssal AA Equipment<br>Including CIC, HA Single-Guns
| style="text-align:center;" |132
+
|0
| [[Harbor Princess]]
+
|}
| style="text-align:center;" |80
+
<references/>
 +
|}
 +
 
 +
==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'''.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Prop/Fixed Shootdown Formulas
 
|-
 
|-
|[[Battleship Re-Class]]
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
| style="text-align:center;" |94
+
|
| [[Harbor_Princess#Stronger_Variant_.28As_seen_in_4-5.29|Harbor Princess]] World 4-5 Final Form
+
'''Allied Fleet's ship''':
| style="text-align:center;" |53
+
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|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>
 +
|}
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|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>
 +
|}
 +
 
 
|-
 
|-
|[[Battleship Re-Class#Elite|Battleship Re-Class Elite]]
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
| style="text-align:center;" |107
+
|
 +
'''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>
 
|}
 
|}
  
===Bombing===
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
====Base Bombing Damage====
+
|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>
{| class="wikitable"
+
|}
 
|-
 
|-
! scope="col" style="text-align:center; width:199px;" |Type
+
|colspan=2|
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
+
;With
! scope="col" style="text-align:center; width:260px;" |Notes
+
* <math>\text{AdjAA}_\text{xx}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted Anti-Air]]'''.
 +
* <math>\text{Count}_\text{Plane}</math> the current number of attacking planes.
 +
* <math>\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[https://twitter.com/Divinity_123/status/1721218789587476633]
 +
** '''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>\text{K}_\text{value}</math> the Anti Air Cut-in (AACI) multiplier.
 +
** '''1''' if no AACI triggers
 +
** See [[#Anti-Air Cut-in|K-value column of AACI Patterns]] for values.
 +
* <math>\text{AAR}_\text{ship}</math> the attacking plane's '''Ship AA Resist'''.
 +
* <math>\text{AAR}_\text{fleet}</math> the attacking plane's '''Fleet AA Resist'''.
 
|-
 
|-
|Opening Air Strike
+
|colspan=2|
|Modifier × [(Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25 ]
+
;Notes
|Number of planes is post anti-bomber combat and fleet anti-air defense<br/> Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
+
*[[Smoke]] effects:
*Calculated per slot.
+
**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===
 +
{{Category:Planes with Anti-Air Resistance}}
 +
 +
==Anti-Air Cut-in==
 +
[[File:AkizukiAACI.png|thumb|right|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.
  
====Contact====
+
;AACI types
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
+
*Each AACI is defined by its '''"ID"''' (its API value), and is arbitrary (''see the [[#AACI|below table]]'').
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
+
** They are then mostly referred to by their '''"ID"'''.
*Trigger conditions:
+
** ''Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
:*More air control than Air Denial
+
* For all AACI, the '''"ID"''' therefore fully determines:
:*At least one carrier recon plane, recon seaplane, or torpedo bomber available (i.e. in a non-zero slot).
+
** The setup of the AACI and the ships able to trigger it,
::*Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
+
** The "Trigger Rate" and the "Priority Order",
*There are two phases of contact; both must be successful in order for contact to occur.
+
** The "K-value" and "shot down per slot" value,
  
=====Contact Phase I: Initiation=====
+
;AACI effects
There is a check to initiate the contact.
+
* 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.
  
<center><math>\text {Contact Chance (%)} =  \text{Aerial Control Modifier} \times \sum^\text{All equipment slots} 4 \times \text {Plane's LOS Value} \times \sqrt{\text{Size of the Slot}}</math>
+
;AACI triggering
</center>
+
* 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.
  
*Chance is reduced at stages lower than air supremacy. The aerial control modifier is thought to be 0.6 at only air superiority. Other stages currently unknown.
+
* It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
*Carrier recon plane, recon seaplane, and [[Type 2 Flying Boat]] can initiate the contact.
+
* 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's possible to initiate contact with only torpedo bombers, but the chance is extremely low.
+
** It can activate during the regular airstrike phase, but not during other phases like the [[Jet Assault]]s, [[LBAS]] phases, [[OASW]], or [[Shelling]] phases.
*If this check succeeds, there is a Phase II check. Failing this check means there is no contact.
+
** 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>.
  
=====Contact Phase II: Choosing the Contact Plane =====
+
For the following table:
For each plane that can contact, it has a chance of <math>\text 7 \times \text{Plane's LOS Value (%)}</math> of being chosen as the contact plane.
+
* {{Large Gun}} is used to indicate any '''[[Large Caliber Main Gun]]'''
*The only thing affecting the chance is the equipment's LOS. So long as there is 1 or more plane in the slot, it doesn't matter as to how many planes are in that slot.
+
* {{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]],
*Carrier recon plane, recon seaplane, [[Type 2 Flying Boat]], and torpedo bombers can be chosen to contact.
+
* {{AA Gun}} is used to indicate any '''[[AA Gun]]''',
*The priority of being chosen as the contact plane goes in the order of the plane's accuracy (higher accuracy has priority, '''important''') and then slot order starting with flagship (''not really that important'').
+
* {{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}}''',
*This check is done in order per slot; once the check is passed on a slot, that plane is chosen to perform the contact and checks on remaining slots are not carried out.
+
* {{AA Shell}}  is used to indicate any '''[[AA Shell]]'''
:*So having a lot of lower +accuracy planes will not interfere with the chance of a higher +accuracy plane being chosen to perform contact.
+
* {{Radar}} is used to indicate any '''[[Radar]]''', including [[Surface Radar]]s,
*If the check fails for ''all slots'', then it's as if the contact established in Phase I never happened; that is, there would be no contact in this case.
+
* {{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]].
  
Here's an example (priority order shown in bold number in parenthesis):
+
===AACI List===
{| class="wikitable"
+
{{Anchor|AACI}}
 +
{|class="wikitable sortable" style="text-align:center; margin:auto"
 +
! colspan=7|AACI Patterns
 
|-
 
|-
! scope="col" style="text-align:center;" |Ship Order
+
! ID
! scope="col" style="text-align:center;" |Ship Name
+
! Priority<br>Order
! scope="col" style="text-align:center;" |Slot 1
+
! width="300px"|Setup
! scope="col" style="text-align:center;" |Slot 2
+
! width="80px"|Shot down<br>per slot
! scope="col" style="text-align:center;" |Slot 3
+
! width="64px"|K-value
! scope="col" style="text-align:center;" |Slot 4
+
! width="64px"|Rate
 +
! Users
 
|-
 
|-
| style="text-align:center;" |1
+
!colspan=2|None
| style="text-align:center;" |[[Junyou#Second Upgrade|Junyou Kai Ni]]
+
|''Triggers if no other AACI is activated
| style="text-align:center;" |[[Reppuu]]
+
|{{ToolTip|+1|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 0}}
| style="text-align:center;" |Reppuu
+
|1.0
| style="text-align:center;" |Reppuu
+
|N/A
| style="text-align:center;" |Reppuu
+
|Player's fleet only
 
|-
 
|-
| style="text-align:center;" |2
+
!1
| style="text-align:center;" |[[Yamato#Upgrade|Yamato Kai]]
+
!12
| style="text-align:center;" |[[46cm Triple Gun Mount]]
+
|{{Green Gun}} {{Green Gun}} {{Radar}}
| style="text-align:center;" |46cm Triple Gun Mount
+
|{{ToolTip|+8|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 5}}
| style="text-align:center;" |[[Type 1 AP Shell]]
+
|1.7
| style="text-align:center;" |[[Type 0 Observation Seaplane]] ('''4''')
+
|65 %
 +
|rowspan=3|'''{{Class|Akizuki}}'''
 
|-
 
|-
| style="text-align:center;" |3
+
!2
| style="text-align:center;" |[[Musashi#Upgrade|Musashi Kai]]
+
!17
| style="text-align:center;" |46cm Triple Gun Mount
+
|{{Green Gun}} {{Radar}}
| style="text-align:center;" |46cm Triple Gun Mount
+
|{{ToolTip|+7|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 4}}
| style="text-align:center;" |Type 1 AP Shell
+
|1.7
| style="text-align:center;" |[[Shiun]] ('''7''')
+
|58 %
 
|-
 
|-
| style="text-align:center;" |4
+
!3
| style="text-align:center;" |[[Nagato#Upgrade|Nagato Kai]]
+
!27
| style="text-align:center;" |[[41cm Twin Gun Mount]]
+
|{{Green Gun}} {{Green Gun}}
| style="text-align:center;" |[[Prototype 51cm Twin Gun Mount]]
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
| style="text-align:center;" |[[Type 91 AP Shell]]
+
|1.6
| style="text-align:center;" |[[ Type 98 Recon Seaplane (Night Scout)]] ('''8''')
+
|50 %
 
|-
 
|-
| style="text-align:center;" |5
+
!4
| style="text-align:center;" |[[Shoukaku#Second Upgrade Type A|Shoukaku Kai Ni A]]
+
!16
| style="text-align:center;" |[[Tenzan Model 12 (Murata Squadron)]] ('''5''')
+
|{{Large Gun}} {{AA Shell}} {{AAFD}}{{Air Radar}}
| style="text-align:center;" |[[Type 97 Torpedo Bomber (Tomonaga Squadron)]] ('''1''')
+
|{{ToolTip|+7|A <nowiki>=</nowiki> 5, B <nowiki>=</nowiki> 2}}
| style="text-align:center;" |Type 97 Torpedo Bomber (Tomonaga Squadron) ('''2''')
+
|1.5
| style="text-align:center;" |[[Reppuu Kai]]
+
|52 %
 +
|'''All'''
 
|-
 
|-
| style="text-align:center;" |6
+
!5
| style="text-align:center;" |[[Zuikaku#Second Upgrade Type A|Zuikaku Kai Ni A]]
+
!28
| style="text-align:center;" |[[Tenzan Model 12 (Tomonaga Squadron)]] ('''3''')
+
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
| style="text-align:center;" |Tenzan Model 12 (Murata Squadron) ('''6''')
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
| style="text-align:center;" |[[Ryuusei Kai]] ('''9''')
+
|1.5
| style="text-align:center;" |Reppuu
+
|55 %
|}
+
|'''All'''<br>''(except {{Class|Akizuki}})''
*In this example, the three Tomonaga Squadron planes (with +3 Accuracy) are checked in order, followed by Type 0 Observation Seaplane and the Murata Squadron planes (both with +2 Accuracy), then Shiun and the Night Recon (both with +1 Accuracy), and lastly Ryuusei Kai (+0 Accuracy).
+
|-
:*Tenzan Tomonaga Squadron has a 35% chance to be chosen to contact, and the Type 97 Tomonaga Squadron has 28% chance, so there is roughly <math> 1 - (0.72 \times 0.72 \times 0.65) \approx 0.663 \text{(66.3%)}</math> chance for a plane with +3 Accuracy to perform the contact.
+
!6
:*This equipment example should reach Phase II 100% of the time, so this is also the chance for a contact made with +3 Accuracy.
+
!29
 
+
|{{Large Gun}} {{AA Shell}} {{AAFD}}
=====Contact Damage Modifier=====
+
|{{ToolTip|+5|A <nowiki>=</nowiki> 4, B <nowiki>=</nowiki> 1}}
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
+
|1.45
{| class="wikitable"
+
|40 %
 +
|'''All'''
 +
|-
 +
!7
 +
!37
 +
|{{Green Gun}} {{AAFD}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 2}}
 +
|1.35
 +
|45 %
 +
|rowspan=2|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!8
 +
!34
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.4
 +
|50 %
 +
|-
 +
!9
 +
!47
 +
|{{Green Gun}} {{AAFD}}
 +
|{{ToolTip|+3|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 2}}
 +
|1.3
 +
|40 %
 +
|'''All'''
 +
|-
 +
!10
 +
!6
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+9|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 6}}
 +
|1.65
 +
|60 %
 +
|rowspan=2|'''{{Ship/Link|Maya/Kai Ni}}'''
 +
|-
 +
!11
 +
!9
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 5}}
 +
|1.5
 +
|55 %
 +
|-
 +
!12
 +
!41
 +
|{{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
 +
|45 %
 +
|'''All'''
 +
|-
 +
!13
 +
!35
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 4}}
 +
|1.35
 +
|35 %
 +
|'''All'''<br>''(except {{Ship/Link|Maya/Kai Ni}})''
 +
|-
 +
!14
 +
!26
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.45
 +
|62 %
 +
|rowspan=2|'''{{Ship/Link|Isuzu/Kai Ni}}'''
 +
|-
 +
!15
 +
!36
 +
|{{Green Gun}} {{AA Gun}}
 +
| +4
 +
|1.3
 +
|55 %
 +
|-
 +
!16
 +
!25
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|62 %
 +
|'''{{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}})''
 +
|-
 +
!17
 +
!44
 +
|{{Green Gun}} {{AA Gun}}
 +
| +3
 +
|1.25
 +
|55 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 +
|-
 +
!18
 +
!45
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Satsuki/Kai Ni}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 +
|-
 +
!19
 +
!22
 +
|{{IconText|{{Green Gun}}|7- AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +6
 +
|1.45
 +
|58 %
 +
|rowspan=2|'''{{Ship/Link|Kinu/Kai Ni}}'''
 
|-
 
|-
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
+
!20
! scope="col" style="text-align:center;" |Damage<br />Modifier
+
!38
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +4
 +
|1.25
 +
|65 %
 
|-
 
|-
| style="text-align:center;" | +0
+
!21
| style="text-align:center;" |112%
+
!23
 +
|{{Green Gun}} {{Air Radar}}
 +
| +6
 +
|1.45
 +
|60 %
 +
|'''{{Ship/Link|Yura/Kai Ni}}'''
 
|-
 
|-
| style="text-align:center;" | +1
+
!22
| style="text-align:center;" |112%
+
!46
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
 
|-
 
|-
| style="text-align:center;" | +2
+
!23
| style="text-align:center;" |117%
+
!48
 +
|nowrap|{{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +2
 +
|1.05
 +
|80 %
 +
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
 
|-
 
|-
| style="text-align:center;" | +3
+
!24
| style="text-align:center;" |120%
+
!39
|}
+
|nowrap|{{Green Gun}} {{IconText|{{AA Gun}}|3~8 AA|9}}
 
+
| +4
 
+
|1.25
=====Notes=====
+
|40 %
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|Type 2 Recon Aircraft]] is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
+
|'''{{Ship/Link|Tenryuu/Kai Ni|Tatsuta/Kai Ni|text=''Tenryuu''-class Kai Ni|link_class=Tenryuu}}'''
*With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.
 
 
 
=== Anti-Air Cut-In ===
 
[[File:Bandicam_2014-11-20_02-55-57-126.avi_snapshot_00.26_-2014.11.20_03.09.34-.jpg|thumb|An Anti-Air Cut-In]]
 
Certain equipment combinations will provide a chance for an Anti-Air Cut-In (AACI) during the aerial combat. When activated, the cut-in CG (shown on the right) would appear before engaging the enemy fighters, but does not appear to affect the resulting air control state (AS+, AS, Air Parity or Denial). There is currently no conclusion on how it's applied onto the [[#Fleet_Anti-Air_Defense_.28new_formula.29|Fleet Anti-air Defense formula]].
 
 
 
====Requirement====
 
{| class="wikitable"
 
 
|-
 
|-
! scope="col" style="text-align:center; width:150px;" |Ship Type<br>''or''<br>specific ship(s)
+
!25
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 1
+
!10
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 2
+
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}} {{AA Shell}}
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 3
+
| +8
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 4
+
|1.55
! scope="col" style="text-align:center; width:90px;" |Guaranteed Shootdown Bonus
+
|60 %
! scope="col" style="text-align:center; width:250px;" |Notes
+
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}}'''
 
|-
 
|-
|rowspan="5" style="text-align:center;"|All surface ships<br>(Everything except SS)
+
!26
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
+
!15
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Air Radar}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +7
|style="text-align:center;"|-
+
|1.4
|style="text-align:center;"|4
+
|55 %
|style="text-align:center;"|Possible highest activation rate (except setups specific to certain ships)?
+
|'''{{Ship/Link|Yamato/Kai|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai|Musashi/Kai Ni|text=''Yamato''-class Kai/Ni|link_class=Yamato}}'''
 
|-
 
|-
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
+
!27
|style="text-align:center;"|Air RADAR{{Radar}}
+
!20
|style="text-align:center;"|-
+
|{{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}}
|style="text-align:center;"|-
+
| +6
|style="text-align:center;"|4
+
|1.55
|style="text-align:center;"|-
+
|55 %
 +
|'''{{Ship/Link|Ooyodo/Kai}}'''
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!28
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
!30
|style="text-align:center;"|Air RADAR{{Radar}}
+
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
|style="text-align:center;"|-
+
| +5
|style="text-align:center;"|3
+
|1.4
|style="text-align:center;"|-
+
|55 %
 +
|'''{{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}}'''
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!29
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
!24
|style="text-align:center;"|-
+
|{{Green Gun}} {{Air Radar}}
|style="text-align:center;"|-
+
| +6
|style="text-align:center;"|2
+
|1.55
|style="text-align:center;"|-
+
|60 %
 +
|'''{{Ship/Link|Hamakaze/B Kai}} &<br>{{Ship/Link|Isokaze/B Kai}}
 
|-
 
|-
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
+
!30
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
!33
|style="text-align:center;"|Air RADAR{{Radar}}
+
|{{Green Gun}} {{Green Gun}} {{Green Gun}}
|style="text-align:center;"|-
+
| +4
|style="text-align:center;"|3
+
|1.3
|style="text-align:center;"|-
+
|45 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 
|-
 
|-
|rowspan="2" style="text-align:center;"|Battleships<br>(BBV/Fast BB included)
+
!31
|style="text-align:center;"|Heavy Gun{{RedGunHeavy}}
+
!42
|style="text-align:center;"|[[Type 3 Shell]]
+
|{{Green Gun}} {{Green Gun}}
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
| +3
|style="text-align:center;"|Air RADAR{{Radar}}
+
|1.2
|style="text-align:center;"|6
+
|52 %
|style="text-align:center;"|Special attacks impossible<br>(both day and night)
+
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Inagi/Kai Ni}}'''
 
|-
 
|-
|style="text-align:center;"|Heavy Gun{{RedGunHeavy}}
+
!32
|style="text-align:center;"|[[Type 3 Shell]]
+
!40
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
|{{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}}
|style="text-align:center;"|-
+
| +4
|style="text-align:center;"|4
+
|1.2
|style="text-align:center;"|[[Artillery Spotting]] attacks impossible;<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
+
|50 %
 +
|'''[[RN|Royal Navy Ships]] &<br> {{Class|Kongou|Kai Ni/B/C}}'''
 
|-
 
|-
|rowspan="3" style="text-align:center;"|[[Akizuki]], [[Teruzuki]], and [[Hatsuzuki]]
+
!33
|style="text-align:center;"|HA{{GreenGunDP}}
+
!32
|style="text-align:center;"|HA{{GreenGunDP}}
+
|{{Green Gun}} {{IconText|{{AA Gun}}|4+ AA|9}}
|style="text-align:center;"|RADAR{{Radar}}
+
| +4
|style="text-align:center;"|-
+
|1.35
|style="text-align:center;"|7
+
|45 %
|rowspan="2" style="text-align:center;"|'''Low priority'''<br>Surface RADAR works for these two setups
+
|'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!34
|style="text-align:center;"|RADAR{{Radar}}
+
!13
|style="text-align:center;"|-
+
|{{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}}
|style="text-align:center;"|-
+
| +8
|style="text-align:center;"|6
+
|1.6
 +
|55 %
 +
|rowspan=4|'''{{Class|Fletcher}}'''
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!35
|style="text-align:center;"|HA{{GreenGunDP}}
+
!18
|style="text-align:center;"|-
+
|{{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}}
|style="text-align:center;"|-
+
| +7
|style="text-align:center;"|4
+
|1.55
|style="text-align:center;"|'''Low priority'''
+
|55 %
 
|-
 
|-
|rowspan="2" style="text-align:center;"|[[Maya#Second Upgrade|Maya Kai Ni]]
+
!36
|style="text-align:center;"|HA{{GreenGunDP}}
+
!19
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
+
|{{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}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +7
|style="text-align:center;"|-
+
|1.55
|style="text-align:center;"|8
+
|50 %
|style="text-align:center;"|[[Artillery Spotting]] attacks impossible;<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
 
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!37
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
+
!31
|style="text-align:center;"|-
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
|style="text-align:center;"|-
+
| +5
|style="text-align:center;"|6
+
|1.45
|style="text-align:center;"|[[Artillery Spotting|Daytime cut-in attack]] possible (main+sec);<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
+
|40 %
 
|-
 
|-
|rowspan="2" style="text-align:center;"|[[Isuzu#Second Upgrade|Isuzu Kai Ni]]
+
!38
|style="text-align:center;"|HA{{GreenGunDP}}
+
!1
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
|{{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}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +11
|style="text-align:center;"|-
+
|1.85
|style="text-align:center;"|4
+
|57 %
|style="text-align:center;"|Isuzu Kai Ni uses this cut-in even if HA is replaced with HA+FD<br>Special attacks impossible<br>(both day and night)
+
|rowspan=4|'''{{Ship/Link|Atlanta|text=''Atlanta''-class|link_class=Atlanta}}'''
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!39
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
!2
|style="text-align:center;"|-
+
|{{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}}
|style="text-align:center;"|-
+
| +11
|style="text-align:center;"|3
+
|1.7
|style="text-align:center;"|Implemented with the [[Game Updates/2016/January 19|Jan 19th, 2016 update]]
+
|57 %
 
|-
 
|-
|rowspan="2" style="text-align:center;"|[[Kasumi#Second Upgrade Type B|Kasumi Kai Ni B]]
+
!40
|style="text-align:center;"|HA{{GreenGunDP}}
+
!3
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
|{{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}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +11
|style="text-align:center;"|-
+
|1.7
|style="text-align:center;"|4
+
|56 %
|style="text-align:center;"|Kasumi Kai Ni B uses this cut-in even if HA is replaced with HA+FD<br>Special attacks impossible<br>(both day and night)<br>Implemented with the [[Game Updates/2016/January 19|Jan 19th, 2016 update]]
 
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!41
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
!5
|style="text-align:center;"|-
+
|{{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}}
|style="text-align:center;"|-
+
| +10
|style="text-align:center;"|2
+
|1.65
|style="text-align:center;"|Implemented with the [[Game Updates/2016/January 19|Jan 19th, 2016 update]]
+
|55 %
 
|-
 
|-
|style="text-align:center;"|[[Satsuki#Second Upgrade|Satsuki Kai Ni]]
+
!42
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]] {{GreenGunMG}}
+
!4
|style="text-align:center;"|
+
|{{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}}
|style="text-align:center;"|-
+
| +11
|style="text-align:center;"|-
+
|1.65
|style="text-align:center;"|2
+
|64 %
|style="text-align:center;"|Implemented with the [[Game Updates/2016/February 29|Feb 29th, 2016 update]]
+
|rowspan=4|'''{{Ship/Link|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai Ni|text=''Yamato''-class Kai Ni|link_class=Yamato}}'''
 
|-
 
|-
|rowspan="2" style="text-align:center;"|[[Kinu#Second Upgrade|Kinu Kai Ni]]
+
!43
|style="text-align:center;"|HA{{GreenGunDP}}
+
!7
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]] {{GreenGunMG}}
+
|{{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}}
|style="text-align:center;"|-
+
| +9
|style="text-align:center;"|-
+
|1.6
|style="text-align:center;"|5
+
|59 %
|style="text-align:center;"|Kinu Kai Ni '''can't''' use this cut-in if HA is replaced with HA+FD, can also replace Auto Cannon with [[Bofors_40mm_Quad_Twin_Autocannon_Mount|Bofors]] or [[QF 2-pounder Octuple "Pom Pom" Naval Gun Mount|Pom Pom]] Implemented with the [[Game Updates/2016/November 4|Nov 4th, 2016 update]]
 
 
|-
 
|-
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]] {{GreenGunMG}}
+
!44
|style="text-align:center;"|
+
!14
|style="text-align:center;"|-
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
|style="text-align:center;"|-
+
| +7
|style="text-align:center;"|3
+
|1.6
|style="text-align:center;"|[[Bofors_40mm_Quad_Twin_Autocannon_Mount|Bofors]] or [[QF 2-pounder Octuple "Pom Pom" Naval Gun Mount|Pom Pom]] can work as a substitute. <br>Special attacks impossible<br>(Daytime)<br> Implemented with the [[Game Updates/2016/November 4|Nov 4th, 2016 update]]
+
|54 %
 
|-
 
|-
|rowspan="1" style="text-align:center;"|[[Yura#Second Upgrade|Yura Kai Ni]]
+
!45
|style="text-align:center;"|HA {{GreenGunDP}}
+
!21
|style="text-align:center;"|Air RADAR{{Radar}}
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
|style="text-align:center;"|-
+
| +6
|style="text-align:center;"|-
+
|1.55
|style="text-align:center;"|5
+
|40 %
|style="text-align:center;"|Implemented with the [[Game_Updates/2017/June_23rd|June 23rd, 2017 update]]
 
 
|-
 
|-
|rowspan="1" style="text-align:center;"|[[Tatsuta#Second Upgrade|Tatsuta Kai Ni]]
+
!46
|style="text-align:center;"|HA {{GreenGunDP}}
+
!8
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
|{{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}}
|style="text-align:center;"|-
+
| +8
|style="text-align:center;"|-
+
|1.55
|style="text-align:center;"|3
+
|50 %
|style="text-align:center;"|Implemented with the [[Game_Updates/2018/January_17th|January 17th, 2018 update]]
+
|'''{{Ship/Link|Haruna Kai Ni B}}
 
|-
 
|-
|rowspan="2" style="text-align:center;"|[[Ise|Ise Kai]]<br>[[Hyuuga|Hyuuga Kai]]<br> [[Musashi|Musashi Kai]]
+
!47
|style="text-align:center;"|[[12cm 30 Tube Rocket Launcher Kai 2]] {{GreenGunMG}}  
+
!43
|style="text-align:center;"|Air RADAR{{Radar}}
+
|{{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}}
|style="text-align:center;"|-
+
| +3
|style="text-align:center;"|-
+
|1.3
|style="text-align:center;"|4
+
|69.3 %
|rowspan="2" style="text-align:center;"|Implemented with the December 2017 Rank Reward <br> Can only be used specificlly with [[Ise|Ise Kai]], [[Hyuuga|Hyuuga Kai]] and [[Musashi| Musashi Kai]] and only with the [[12cm 30 Tube Rocket Launcher Kai 2]] are part of the equipment
+
|'''{{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}}
 
|-
 
|-
|style="text-align:center;"|[[12cm 30 Tube Rocket Launcher Kai 2]] {{GreenGunMG}}  
+
!48
|style="text-align:center;"|Air RADAR{{Radar}}
+
!11
|style="text-align:center;"|[[Type 3 Shell]]
+
|{{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}}
|style="text-align:center;"|-
+
| +9
|style="text-align:center;"|7
+
|1.75
 +
|64.7? %
 +
|'''{{Class|Akizuki|Kai/Ni}}
 
|}
 
|}
  
 +
;Examples
 +
*[[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).
 +
**The resulting trigger rate is 95.22 %.
  
* HA = All high-angle mounts.
+
*[[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).
* HA+FD = [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm Twin High-angle Mount + AAFD]], [[12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director|12.7cm Twin High-angle Mount + AAFD]], [[90mm Single High Angled Gun]]
+
**The resulting trigger rate is 88.80 %.
* AAFD = Anti-Aircraft Fire Director ([[Type 91 Anti-Aircraft Fire Director]], [[Type 94 Anti-Aircraft Fire Director]])
 
  
====Notes====
+
*[[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).
* Can trigger from either fleet in a [[Combined Fleet]] situation.
+
**The resulting trigger rate is 99.73 %.
* [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm Twin High-angle Mount + AAFD]], [[12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director|12.7cm Twin High-angle Mount + AAFD]] and [[90mm Single High Angled Gun]] can substitute for a regular High-angle mount. Their built-in AAFD functions when paired with an Air RADAR.
 
* In the above table, [[Akizuki]], [[Teruzuki]], [[Hatsuzuki]] all treat HA+FD as regular HA.
 
* Slots otherwise empty can be equipped with anything else without disabling the Anti-Air Cut-In.
 
* A maximum of 1 ship will perform AACI per battle (regardless of how many ships are capable of doing so).
 
* Priorities exist if multiple ships can perform AACI; for example, all of Akizuki/Teruzuki/Hatsuzuki-specific setups have a high bonus but low priority. Because the AACI triggered affects the bonus to bombers shot down, it may be desired to limit the number of ships with AACI setup.
 
* Does not affect the determination of [[#Fighter_Combat|Air Superiority]].
 
* Cannot shoot down pure enemy fighters.
 
* For opponents:
 
:* In [[Exercises]], the enemy can perform AACI, but the cut-in animation will not display even if one was performed.
 
:* It is not known whether abyssal ships can perform AACI at this time.
 
  
====Trigger Chance====
+
*[[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).
* '''AA stat''' ({{AA}}) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.  The correlation seems to be about +0.4% trigger rate for every point of AA ?  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
+
**The resulting trigger rate is 94.15 %.
* '''Air radars''' provide marginal bonuses on AACI:
 
:* For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
 
:* Type 13 Air radar Kai on Akizuki (and other DDs?) increases the trigger chance by '''~10%'''. When AACI was activated, it also helps with shooting down more bombers. (''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html source]'')
 
  
===Fleet Anti-Air Defense (old formula, outdated)===
+
;Sequential AACIs
<div class="mw-customtoggle-aad-formula mw-collapsible mw-collapsed">
+
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.
''Note: This section's info no longer applies and is preserved as historical information. See [[#Fleet Anti-Air Defense (new formula)|here]] for the current formula. Click the Expand button on the right to see the old formula.''
+
*''See [[Sequential AACI|here]] for more details.
<div class="mw-collapsible-content">
 
Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:
 
  
<center>
+
'''''Main Sources: [https://docs.google.com/spreadsheets/d/1agGoLv57g5eOXLXtNIKHRoBYy61OQYxibWP6Vi_DMuY/edit#gid=13450409] [https://twitter.com/CC_jabberwock/status/1665406435969097729?s=20]
<math>\text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)}</math>, where <br><math>\text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
+
*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]
</center>
+
<references/>
The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).
 
  
====Equipment Modifiers (old formula)====
+
=Stage 3 - Airstrike=
{| class="wikitable"
+
 
|-
+
Planes that participate in this phase:
! scope="col" |Equipment Type
+
* {{Carrier Recon}} Carrier-based Reconnaissance Aircraft
! scope="col" style="text-align:center;" |Modifier
+
* {{Torpedo Bomber}}{{Dive Bomber}}{{JetFighterBomber2}} Carrier-based Bombers
|-
+
* {{Seaplane}} Seaplane Bombers
|46cm Triple Gun Mount
+
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
| style="text-align:center;" |0.25
+
 
|-
+
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.
|High-angle Mounts
+
 
| style="text-align:center;" |0.35
+
See [[Damage_Calculations#Airstrike|Damage Calculations]] for details on airstrike damage.
|-
+
 
|AA Radars
+
;Notes
| style="text-align:center;" |0.40
+
* 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.
|Type 3 Shell
+
* Submarines are untargetable by Airstrike
| style="text-align:center;" |0.60
+
 
|-
+
==Contact==
|All other equipment
+
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
| style="text-align:center;" |0.20
+
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 {{color|green|'''AS+'''}}, {{color|green|'''AS'''}}, and {{color|red|'''AD'''}}. It '''cannot''' trigger under '''AP''' and {{color|red|'''AI'''}}.
 +
* 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.
 +
** {{SPB}} [[Seaplane Bomber]]s '''cannot''' perform contact.
  
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
+
===Step 1: Contact Trigger===
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
+
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.
*The ship selected to defend is not necessarily the target of the bomber. Any allied ship, including submarines, may be chosen to defend against bombers.
+
*Only [[Torpedo Bomber]]s do not contribute to the trigger rate, but may still trigger the contact with the minimum rate possible.
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
+
{{Formula
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
+
|Title=Contact Trigger Rate Formula<ref name="vita">[[KanColle Kai]] decompile</ref>
|}
+
|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} }
</div>
+
|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{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 25
 +
** {{color|green|'''AS'''}}: 40
 +
** {{color|red|'''AD'''}}: 55
 +
|Notes=If only {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]]s are present, there is still a very small chance Contact Trigger can succeed.
 +
}}
  
===Fleet Anti-Air Defense (new formula)===
+
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
'''Note: The formula for this section is for the player's side. The formula for abyssal ships is strongly suggested to be different.'''
 
  
After plane loss from fighter combat is calculated, for each enemy bomber slot ({{Seaplane}} / {{RedPlane}} / {{BluePlane}}), a random ship (''defending ship'') is assigned to defend against that slot via AA fire.
+
===Step 2: Aircraft Selection===
*Fighters {{GreenPlane}} are not subject to AA fire from ships.
+
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:
*The ship performing AA fire is not necessarily the same ship that the bomber will attack; the ship performing AA fire may not even be a surface ship.
 
The defending ship's '''weighted anti-air value''' and the fleet's total '''fleet anti-air value'''' are calculated and used in the formula for the two types of anti-air shootdowns: ''percentage shootdown'' and ''fixed shootdown''.
 
*Fleet anti-air value is only used in the calculation for the fixed shootdown.
 
*Both shootdowns have 50% chance to succeed; failing means no planes are shot down for that part of the calculation.
 
*Percentage shootdown will be done prior to anti-air cut-in and fixed shootdown calculation.
 
*Friendly units additionally get a guaranteed shootdown of 1 plane (per slot) after the percentage/fixed shootdowns; this applies even if both percentage shootdown and fixed shootdown fail. (Enemy fleet does not get this 1-plane guarantee)
 
:*[[#Anti-Air_Cut-In|AACI]] adds to the guaranteed shootdown count if triggered.
 
  
''There was a bug causing the formation anti-air modifier and fleet anti-air bonus to not function; this was fixed on June 26, 2015.''<br>
+
* {{Acc}} Accuracy stat, starting from highest.
 +
* The Carrier's position in the fleet, starting from Flagship.
 +
* The Equipment slot position, starting from the first.
 +
{{Formula
 +
|Title=Aircraft Selection Formula<ref name="vita"></ref>
 +
|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{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 14
 +
** {{color|green|'''AS'''}}: 16
 +
** {{color|red|'''AD'''}}: 18
 +
}}
  
For each ship, the formula for its weighted anti-air value is calculated as follows:
+
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.
<center><math>\text {Weighted Anti-Air Value} = \text{Ship's Innate Anti-Air Value} + \sum^\text{All equipment slots} \text{[ Equipment Multiplier} \times { \text {Equipment's Anti-Air Value} + 0.7 \times \sqrt{\text{Equipment's Improvement Level}} } \text{ ]}</math>
 
</center>
 
where equipment multiplier is shown in the table below:
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Equipment Type
 
! scope="col" style="text-align:center;" |Equipment Multiplier
 
|-
 
| High-Angle Gun Mount {{GreenGunDP}}<br>(Both Main and secondary)
 
| style="text-align:center;" |x4
 
|-
 
| Autocannon {{GreenGunMG}}
 
| style="text-align:center;" |x6
 
|-
 
| Air RADAR {{Radar}}
 
| style="text-align:center;" |x3
 
|-
 
| Anti-Aircraft Fire Director {{AntiAircraftFireDirector}}
 
| style="text-align:center;" |x4
 
|}
 
  
The fleet's fleet anti-air value is calculated as follows: 
+
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
<center><math>\text {Fleet Anti-Air Value} = \text {Floor( Formation Modifier} \times \sum^\text{All ships} \text{Ship's Fleet Anti-Air Bonus)} \times 2,</math></center>
 
where
 
<center><math>\text {Ship's Fleet Anti-Air Bonus} = \text {Floor( }\sum^\text{All equipment slots} \text {Equipment's Anti-Air Value} \times \text{Equipment Modifier )}</math></center>
 
The Formation Modifier and the Equipment Modifier are shown below:
 
  
{| class="wikitable"
+
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Accuracy {{Acc}}!!Damage Modifier
 
|-
 
|-
! scope="col" style="text-align:center;" |Formation
+
|0||112 %
! scope="col" style="text-align:center;" |Formation Modifier
 
 
|-
 
|-
| Line Ahead<br>Echelon<br>Line Abreast
+
|1||112 %
| style="text-align:center;" |x0.77
 
 
|-
 
|-
| Double Line
+
|2||117 %
| style="text-align:center;" |x0.91
 
 
|-
 
|-
| Diamond
+
|3+||120 %
| style="text-align:center;" |x1.2
 
 
|}
 
|}
  
{| class="wikitable"
+
<references/>
|-
+
 
! scope="col" style="text-align:center;" |Equipment Type
+
==Anti-Air Rocket Barrage==
! scope="col" style="text-align:center;" |Equipment Modifier
+
Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage they would otherwise take.
|-
 
| High-Angle Gun Mount {{GreenGunDP}}<br>Anti-Aircraft Fire Director {{AntiAircraftFireDirector}}
 
| style="text-align:center;" |x0.35
 
|-
 
| All other guns {{RedGunLight}}{{RedGunMedium}}{{RedGunHeavy}}{{YellowGun}}<br>Autocannon {{GreenGunMG}}
 
| style="text-align:center;" |x6
 
|-
 
| Air RADAR {{Radar}}
 
| style="text-align:center;" |x0.4
 
|-
 
| [[Type 3 Shell]] {{GreenAmmo}}
 
| style="text-align:center;" |x0.6
 
|}
 
  
Multipliers for equipment not listed are not confirmed at this time.
+
* The '''only''' ships types able to trigger this mechanic are:
 +
** [[BBV]], [[CV]], [[CVB]], [[CVL]], [[CAV]], and [[AV]].
 +
* The ship must be equipped with a '''{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}'''.
 +
** 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.
 +
}}
  
<math>\text {Percentage Shootdown (in # of planes)} = \text{Floor(Weighted Anti-Air Value} \times 0.9 \text{)} \div 360 \times \text{Number of Planes in Slot}</math><br>
+
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.]]
<math>\text {Fixed Shootdown (in # of planes)} = \text {Floor[(Weighted Anti-Air Value + Fleet Anti-Air Value)} \div 10 \text{]}</math>
 
  
====Example of shootdown calculation====
+
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.
[[Akizuki]] (Innate AA value of 116, equipped with two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm HA+FD *+6]] and an [[Type 13 Air RADAR Kai]]) is defending against [[Aircraft Carrier Princess]]'s torpedo bomber slot (with 56 planes). Assuming the formation is Line Ahead and no other AA factors such as Anti-Air Cut-In, fighter combat, and bonus from other members in fleet,<br>
+
*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.
<math>\text {Akizuki's Weighted AA Value} = 116 + 4 \times (10 + 0.7 \times \sqrt{6} ) \times 2 + 3 \times 4 = 221</math><br>
+
*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.
<math>\text {Akizuki's Fleet AA Bonus} = \text{Floor(} 10 \times 0.35 \times 2 + 4 \times 0.4 \text{)}= 8</math><br>
 
<math>\text {Fleet AA Value} = \text {Floor(} 0.77 \times 8 \text{)} \times 2 = 12</math>
 
  
Thus, the values for the shootdown are calculated as follows:<br>
+
;Notes
<math>\text {Akizuki's percentage shootdown} = 221 \times 0.9 \div 360 \times 56 = 30</math><br>
+
* It is possible to achieve more than 100 % activation rate.
<math>\text {Akizuki's fixed shootdown} = \text{Floor[(} 221 + 12 \text{)} \div 10 \text{]} = 23</math><br>
+
* There is another anti-air barrage animation in-game for only {{AA Shell}} [[AA Shell]]s. ''No effects were found for it.''
The shootdown takes place in the order of percentage, then fixed, then guaranteed, so there are 4 possible outcomes:
+
** 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.''
{| class="wikitable"
+
** 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'''.
! scope="col" style="text-align:center;" |Which Shootdown successful?
 
! scope="col" style="text-align:center;" |Shootdown calculation
 
! scope="col" style="text-align:center;" |Aircraft Carrier Princess's<br>Remaining Torpedo Bombers
 
|-
 
| Both Percentage and Fixed Shootdown
 
| style="text-align:center;" |30 (percentage) + 23 (fixed) + 1 (guaranteed) = 54
 
| style="text-align:center;" |2
 
|-
 
| Percentage Shootdown Only
 
| style="text-align:center;" |30 (percentage) + 1 (guaranteed) = 31
 
| style="text-align:center;" |25
 
|-
 
| Fixed Shootdown Only
 
| style="text-align:center;" |23 (fixed) + 1 (guaranteed) = 24
 
| style="text-align:center;" |32
 
|-
 
| Neither
 
| style="text-align:center;" |1 (guaranteed)
 
| style="text-align:center;" |55
 
|}
 
  
==See Also==
+
=See Also=
 +
*[[Day Battle|Carrier Day Attacks]]
 +
**[[CVCI]]
 +
*[[Combat/Night Battle#Carrier Night Attacks|Carrier Night Attacks]]
 +
**[[CVNCI]]
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 14:22, 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


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
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