• Welcome to the Kancolle Wiki!
  • If you have any questions regarding site content, account registration, etc., please visit the KanColle Wiki Discord

Difference between revisions of "Combat/Artillery Spotting"

From Kancolle Wiki
Jump to navigation Jump to search
 
(8 intermediate revisions by 2 users not shown)
Line 14: Line 14:
 
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or {{color|green|'''Air Supremacy (AS+)'''}} Air State.
 
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or {{color|green|'''Air Supremacy (AS+)'''}} Air State.
 
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
* The ship must be equipped with at least one {{SPR}}[[SPR|Seaplane Recon]] or {{SPB}}[[SPB|Seaplane Bomber]] on a slot with size '''higher than 0'''.
+
* The ship must be equipped with at least one {{SPR}}[[Seaplane Recon]] or {{SPB}}[[Seaplane Bomber]] on a slot with size '''higher than 0'''.
** {{SeaplaneFighter}} [[SPF|Seaplane Fighters]] or {{YellowPlane}} [[:Category:Carrier-based Reconnaissance Aircraft|Reconnaissance Aircraft]] '''do not''' enable Artillery Spotting.
+
** {{SPF}} [[Seaplane Fighter]]s or {{Carrier Recon}} [[Carrier Recon]]s '''do not''' enable Artillery Spotting.
 
** '''Main Suisei Cut-in''' specifically ignores this condition.
 
** '''Main Suisei Cut-in''' specifically ignores this condition.
* The ship must be equipped with at least one {{RedGunHeavy}}{{RedGunMedium}}{{RedGunLight}}{{Main Green}} '''[[Main Gun]]'''.
+
* The ship must be equipped with at least one {{Large Gun}}{{Med Gun}}{{Light Gun}}{{Main Green}} '''[[Main Gun]]'''.
* The ship must target another ship and attack it with Surface Shelling.
+
* The ship must use a Surface Shelling attack.
** ASW shelling has no Artillery Spotting setups.
+
** This therefore excludes carrier and [[ASW]] shellings.
* The ship must not be {{color|red|'''Heavily damaged (大破)'''}}
+
* The ship must not be {{color|red|'''Heavily damaged (大破)'''}}.
  
 
==Setups and Attack Types==
 
==Setups and Attack Types==
Line 34: Line 34:
 
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
 
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
 
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
 
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
* {{RedPlane}} is used to indicate any '''{{Equipment/Link|Suisei Model 22 (634 Air Group)|Suisei Model 22 (634 Air Group/Skilled)|Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)|text="634 Air Group" Suiseis}}'''.
+
* {{Dive Bomber}} is used to indicate any '''{{Equipment/Link|Suisei Model 22 (634 Air Group)|Suisei Model 22 (634 Air Group/Skilled)|Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)|text="634 Air Group" Suiseis}}'''.
 
* {{ZuiunPlane}} is a custom icon used to indicate any '''Zuiun''' variant:
 
* {{ZuiunPlane}} is a custom icon used to indicate any '''Zuiun''' variant:
 
{{Zuiun}}
 
{{Zuiun}}
Line 46: Line 46:
 
!Hits
 
!Hits
 
!Notes
 
!Notes
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
!% per Base Value
 
|-
 
|-
!style="background-color:#ff7f50" |{{color|black|Main Zuiun Cut-in<br>(Zuiun CI)}}
+
!style="background-color:#ff7f50; color:black"|Main Zuiun Cut-in<br>(Zuiun CI)
|{{RedGunHeavy}}{{ZuiunPlane}}{{ZuiunPlane}}
+
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
 
|1.35||?||1
 
|1.35||?||1
 
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
 +
|120||0.83%
 
|-
 
|-
!style="background-color:#ff7f50" |{{color|black|Main Suisei Cut-in<br>(Suisei CI)}}
+
!style="background-color:#ff7f50; color:black"|Main Suisei Cut-in<br>(Suisei CI)
|{{RedGunHeavy}}{{RedPlane}}{{RedPlane}}
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
 
|1.3||?||1
 
|1.3||?||1
 +
|130||0.77%
 
|-
 
|-
!style="background-color:#81c784" |{{color|black|Main AP Shell Cut-in<br>(APCI)}}
+
!style="background-color:#81c784; color:black"|Main AP Shell Cut-in<br>(APCI)
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}{{RedAmmo}}
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
 
|1.5||1.2||1
 
|1.5||1.2||1
 
|
 
|
 +
|150||0.66%
 
|-
 
|-
!style="background-color:gold"|{{color|black|Secondary AP Shell Cut-in<br>(Sec APCI)}}
+
!style="background-color:gold; color:black"|Secondary AP Shell Cut-in<br>(Sec APCI)
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{RedAmmo}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
 
|1.3||1.3||1
 
|1.3||1.3||1
 
|
 
|
 +
|140||0.71%
 
|-
 
|-
!style="background-color:gold"|{{color|black|Secondary Radar Cut-in<br>(Radar CI)}}
+
!style="background-color:gold; color:black"|Secondary Radar Cut-in<br>(Radar CI)
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}{{Radar}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
 
|1.2||1.5||1
 
|1.2||1.5||1
 
|
 
|
 +
|130||0.77%
 
|-
 
|-
!style="background-color:gold"|{{color|black|Secondary Cut-in<br>(Sec CI)}}
+
!style="background-color:gold; color:black"|Secondary Cut-in<br>(Sec CI)
|{{RedGunHeavy}}{{YellowGun}}{{Seaplane}}
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
 
|1.1||1.3||1
 
|1.1||1.3||1
 
|
 
|
 +
|120||0.83%
 
|-
 
|-
!style="background-color:#59f"|{{color|black|Double Attack<br>(DA)}}
+
!style="background-color:#59f; color:black"|Double Attack<br>(DA)
|{{RedGunHeavy}}{{RedGunHeavy}}{{Seaplane}}
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
 
|1.2||1.1||2
 
|1.2||1.1||2
 
|
 
|
 +
|130||0.77%
 
|}
 
|}
  
 
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
* If an Artillery Spotting attack is evaded, it will deal [[Damage_Calculations#Chip_Damage|chip damage]] instead.
+
* If an Artillery Spotting attack is evaded, it will deal [[Scratch Damage]] instead.
 
* If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.
 
* If valid set-ups for both Suisei-CI and Zuiun-CI are used, only the Zuiun-CI may trigger.
  
 
=Aircraft Carrier Cut-In=
 
=Aircraft Carrier Cut-In=
  
Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch {{BluePlane}}{{RedPlane}}{{GreenPlane}}Carrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.  
+
Aircraft Carrier Cut-in, or CVCI for short, is a feature for ships that can launch {{Torpedo Bomber}}{{Dive Bomber}}{{Fighter}}Carrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.  
  
 
CVCI may be activated during a ship's turn and will override its normal shelling attack.
 
CVCI may be activated during a ship's turn and will override its normal shelling attack.
Line 94: Line 103:
 
==Trigger Conditions==
 
==Trigger Conditions==
  
* The fleet must have attained <span style="color:green;">'''Air Superiority (AS)'''</span> or <span style="color:green;">'''Air Supremacy (AS+)'''</span> Air State.
+
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or <{{color|green|'''Air Supremacy (AS+)'''}} Air State.
 
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 
* The carrier must fulfill one of the equipment setups.
 
* The carrier must fulfill one of the equipment setups.
 
* The carrier must be shelling a '''surface ship'''.
 
* The carrier must be shelling a '''surface ship'''.
** Installations cannot be attacked by CVCI.
+
** [[Installation]]s and submarines cannot be attacked by CVCI.
  
 
==Setups and Attack Types==
 
==Setups and Attack Types==
Line 106: Line 115:
 
For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
 
For a given Cut-in, any other equipment can be added to the remaining slots. Be wary that adding certain equipment may change the Cut-in that will be rolled. Meeting prerequisites for multiple Cut-ins grants each a chance to be activated: in this case, the Cut-ins will be rolled in order of priority from '''top to bottom'''.
  
* {{BluePlane}} is used to indicate a '''[[Torpedo Bomber]]'''. In the game, is referred to as ''Attacker''.
+
* {{Torpedo Bomber}} is used to indicate a '''[[Torpedo Bomber]]'''. In the game, is referred to as ''Attacker''.
* {{RedPlane}} is used to indicate a '''[[Dive Bomber]]'''. In the game, is referred to as ''Bomber''.
+
* {{Dive Bomber}} is used to indicate a '''[[Dive Bomber]]'''. In the game, is referred to as ''Bomber''.
* {{GreenPlane}} is used to indicate a '''[[Fighter]]'''.
+
* {{Fighter}} is used to indicate a '''[[Fighter]]'''.
  
 
{|class="wikitable" style="text-align:center; margin:auto"
 
{|class="wikitable" style="text-align:center; margin:auto"
Line 116: Line 125:
 
!Accuracy<br>Modifier
 
!Accuracy<br>Modifier
 
!Hits
 
!Hits
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
!% per Base Value
 
|-
 
|-
!style="background-color:#81c784" |{{color|black|Fighter-Bomber-Attacker<br>(FBA)}}
+
!style="background-color:#81c784; color:black"|Fighter-Bomber-Attacker<br>(FBA)
|nowrap|{{GreenPlane}}{{RedPlane}}{{BluePlane}}
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
 
|1.25||1.2~1.3?||1
 
|1.25||1.2~1.3?||1
 +
|125||0.86%
 
|-
 
|-
!style="background-color:#81c784" |{{color|black|Bomber-Bomber-Attacker<br>(BBA)}}
+
!style="background-color:#ff7f50; color:black"|Bomber-Bomber-Attacker<br>(BBA)
|nowrap|{{RedPlane}}{{RedPlane}}{{BluePlane}}
+
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
 
|1.2||1.2~1.3?||1
 
|1.2||1.2~1.3?||1
 +
|135||0.80%
 
|-
 
|-
!style="background-color:#81c784" |{{color|black|Bomber-Attacker<br>(BA)}}
+
!style="background-color:#59f; color:black"|Bomber-Attacker<br>(BA)
|nowrap|{{RedPlane}}{{BluePlane}}
+
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
 
|1.15||1.2~1.3?||1
 
|1.15||1.2~1.3?||1
 +
|150||0.66%
 
|}
 
|}
  
 
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
 
* If all rolls fail or the ship meets no Cut-in requirements, then it'll perform a Single Attack: a default 1 hit, no damage modifier shelling attack.
* If a CVCI attack is evaded, it will deal [[Damage_Calculations#Chip_Damage|chip damage]] instead.
+
* If a CVCI attack is evaded, it will deal [[Scratch Damage]] instead.
  
 
+
'''Note:''' The Critical Damage modifier granted by Aircraft [[Proficiency#Critical Bonus|Proficiency]] works differently when performing a CVCI.
'''Note:''' The Critical Damage modifier granted by Aircraft Proficiency works differently when performing a CVCI.
 
* Planes may be equipped in any order, but the plane in the First Slot is denominated the '''Captain''' (regardless of plane type), and grants bonuses based on whether or not it is present in the cut-in being performed.
 
** '''0.15''' if the Captain is participating, 0 otherwise.
 
* Instead of adding the Aircraft Proficiency's Critical Damage modifiers, the average Critical Damage modifier of the participating planes is used instead.
 
** 0 for no proficiency, up to '''~0.106''' if all participating planes are {{Double Chevron}}.
 
 
 
The final Critical Damage modifier is given by:
 
 
 
<math>\text{Critical}_\text{mod} = 1.5 \times \left(1 + \text{Proficiency}_\text{average bonus} + \text{Captain}_\text{bonus} \right)</math>
 
 
 
With a maximum value of ~1.884 (1.5 x ~1.256).
 
  
 
=Trigger Rates=
 
=Trigger Rates=
 
Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the [[Air State]] and the "raw [[LoS]]", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.
 
Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the [[Air State]] and the "raw [[LoS]]", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.
 +
{{Formula
 +
|Title=Trigger rate formula
 +
|Math= \text{Trigger %}_\text{Cut-in} = \dfrac{10 + \text{Base}_\text{ship} }{\text{Base}_\text{attack} } \times 100
 +
|Var=<math>\text{Base}_\text{ship} = \left \lfloor \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{Flag} + \text{Mod}_\text{AS1} + \left \lfloor \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
 +
\right \rfloor \times \text{Mod}_\text{AS3}\right \rfloor</math>
 +
*<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
  
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
+
*<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
!Trigger Rates
 
|-
 
|
 
The chance for a ship to roll a cut-in and perform it is given by:
 
 
 
<math>\text{CI %} = \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \times 100</math>
 
  
Where:
+
*<math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers:
 
+
{{{!}}class="wikitable"
<math>\text{Base}_\text{ship} = \left \lfloor
 
10 + \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{AS1} + \text{Mod}_\text{Flag}
 
+
 
\left \lfloor
 
\left(
 
\text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
 
\right)
 
\right \rfloor \times \text{Mod}_\text{AS3}
 
\right \rfloor
 
</math>
 
 
 
With:
 
* <math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers:
 
{|class="wikitable"
 
 
!Mod!!AS!!AS+
 
!Mod!!AS!!AS+
|-
+
{{!}}-
|<math>\text{Mod}_\text{AS1}</math>||0||10
+
{{!}}<math>\text{Mod}_\text{AS1}</math>
|-
+
{{!}}0
|<math>\text{Mod}_\text{AS2}</math>||1.2||1.6
+
{{!}}10
|-
+
{{!}}-
|<math>\text{Mod}_\text{AS3}</math>||0.6||0.7
+
{{!}}<math>\text{Mod}_\text{AS2}</math>
|}
+
{{!}}1.2
 +
{{!}}1.6
 +
{{!}}-
 +
{{!}}<math>\text{Mod}_\text{AS3}</math>
 +
{{!}}0.6
 +
{{!}}0.7
 +
{{!}}}
  
* <math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
+
* <math>\text{LoS}_\text{Ship} = \sum^{\text{Attacking  Ship}}\text{LoS}_\text{Equip}</math>
* <math>\text{LoS}_\text{Ship}</math> the Sum of the equipment's displayed LoS values (including [[Visible Bonus]]es) on the attacking ship,
+
* <math>\text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{LoS}_\text{total} } + \frac{\text{LoS}_\text{total}}{10} \right \rfloor</math>
* <math>\text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{Total}_\text{LoS}} + \frac{\text{Total}_\text{LoS}}{10} \right \rfloor</math>
+
* <math>\text{LoS}_\text{total} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Equip} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
** Where <math>\text{Total}_\text{LoS} = \sum^{\text{All ships}}\text{Base}_\text{LoS} + \sum^{\text{All Recons/Bombers}}\text{Equip}_\text{LoS} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
+
* <math>\text{LoS}_\text{Base}</math> being the ship's base [[LoS]] value without any equipment,
*** <math>\text{Base}_\text{LoS}</math> being the ships' base LoS value without any equipment,
+
* <math>\text{LoS}_\text{Equip}</math> being the displayed base [[LoS]] value of recons and bombers (excluding [[Visible Bonus]]es),
*** <math>\text{Equip}_\text{LoS}</math> being the displayed LoS value of Recons/Bombers (including [[Visible Bonus]]es) currently in the fleet.
+
* <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot.
*** <math>\text{Plane}_\text{Count}</math> being the count of each individual Recons/Bombers currently in the fleet.
+
}}
 
 
 
 
<math>\text{Base}_\text{attack}</math> is the "Value" used by each type of Cut-in:
 
{|class="wikitable"
 
!<math>\text{Base}_\text{attack}</math>
 
!Value
 
!''% per Base Value
 
|-
 
!colspan=3|Artillery Spotting
 
|-
 
|Main Zuiun Cut-in||120||0.83%
 
|-
 
|Main Suisei Cut-in||130||0.77%
 
|-
 
|Main AP Shell Cut-in||150||0.66%
 
|-
 
|Secondary AP Shell Cut-in||140||0.71%
 
|-
 
|Secondary Radar Cut-in||130||0.77%
 
|-
 
|Secondary Cut-in||120||0.83%
 
|-
 
|Double Attack||130||0.77%
 
|-
 
!colspan=3|Aircraft Carrier Cut-ins
 
|-
 
|Fighter-Bomber-Attacker||125||0.86%
 
|-
 
|Bomber-Bomber-Attacker||135||0.80%
 
|-
 
|Bomber-Attacker||150||0.66%
 
|}
 
|}
 
  
 
=See Also=
 
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 10:08, 17 November 2024

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


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

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

Artillery Spotting

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

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

Trigger Conditions

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

Setups and Attack Types

Musashi performing Main AP Shell Cut-in (APCI)

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

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

For clarity purposes:

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


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

Aircraft Carrier Cut-In

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

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

Trigger Conditions

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

Setups and Attack Types

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

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

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

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

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

Trigger Rates

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

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

See Also