• 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
>Homuhomu123
 
(109 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Under Construction
+
{{CombatPortal}}
|Desc  = under construction, therefore the content below are subject to change
 
|Page Adopted  = Homuhomu123
 
}}
 
 
 
 
 
 
 
== Introduction: ==
 
This page studies the trigger rates & effectiveness of Artillery Spotting, based on credible in-game testing. An optimal use of Artillery Spotting could considerably improve your fleet's daytime combat performances.
 
 
 
''Please be aware on the part of Artillery Spotting trigger rate estimate. They are not 100% accurate, or even close to the actual codes written. However, the more battles you proceed, you should find those estimates being very close to the actual ones. The estimate formula are constantly being revised, not yet mature (error ~5%), thus more experiments are being conducted for refinement.''
 
 
 
In brief, Artillery Spotting consists of two types of attack: Cut-In '''[CI] '''& Double Attack '''[DA]'''. When activated, the attacking ship receives a damage output (post-cap) & accuracy bonus. More detailed explanations could be found on the page [http://kancolle.wikia.com/wiki/Combat Game Mechanics -> Artillery Spotting] .
 
 
 
 
 
 
 
== Typical Set Ups for Artillery Spotting: ==
 
 
 
==== Double Attack ====
 
* 2 x Main + 1 Seaplane........................................(basic setup)
 
* 2 x Main + 1 Seaplane + 1 Seaplane
 
* 2 x Main + 1 Seaplane + 1 Radar........................(highest DA chance)       
 
 
 
''>> DA Damage: 120% (post cap) x 2. More powerful for ships with high shelling accuracy and against higher evasion, lighter armor units.''       
 
 
 
==== Cut-In ====
 
* 1 x Main + 1 x Sec + 1 Seaplane...................................(basic setup)
 
* 1 x Main + 1 x Sec + 1 Seaplane + Radar......................(highest CI chance)
 
* 1 x Main + 1 x Sec + 1 Seaplane + AP Shell
 
''>> CI Damage: 110% / 120% / 130%. Works well for ships with high firepower while giving more chances for Artillery Spotting.''
 
 
 
''>> Set up #2 triggers either secondary gun CI (110%) or radar CI (120%).''
 
 
 
==== Hybrid (DA+CI) ====
 
* 2 x Main + 1 x Sec + 1 Seaplane
 
* 2 x Main + AP Shell + 1 Seaplane
 
''>> CI Damage: 130% / 150%. More CI expected than DA. Giving the highest base rate for triggering Artillery Spotting.''
 
 
 
 
 
 
 
== The Trigger Chance of Artillery Spotting: (Beta ver.) ==
 
Possible factors are listed below, followed by their '''''estimated''''' effects. These values / formula ''might ''be far from the actual ones, but they do give good estimates for the activation rates. For more info on how each factor was evaluated, you may consult [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Mid-Term_Report_on_ASTRE_Project_(work_in_progress) here]. 
 
 
 
The first 5 factors are derived from [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証-] ''(click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting here] for a translated version)'' and can be verified in future experiments. In addition, these hypothesis will be used as ''fundamental assumptions'' in experiment data analysis.:
 
# '''<u>Being the flagship / </u>'''旗艦  (+15% for both rates)
 
# '''<u>Radar & type / </u>'''電探  (+30% CI chance, +10% DA chance, maximum)
 
# '''<u>Air Supremacy or Superiority / </u>'''制空権の状態  (-12% for both if only Air Superiority is achieved)
 
# '''<u>Fleet total LoS / </u>'''艦隊合計索敵値/  (+8% DA rate, +10% CI rate, per 100 additional LoS)
 
# <u>'''LoS Values on Seaplane / '''</u>水上機の索敵補正値  (minimal effects)
 
The following factors have negligible effects on the trigger rates:
 
*
 
<nowiki> </nowiki>The following factors ''might'' have an effect on the trigger rates:
 
# '''Fatigue / 疲労度'''  (No effects ?? Severe fatigue penalty was estimated to be -12% on DA chance, before Xmas update, 2014)
 
# '''Health state / HP''' (Negligible effect ?? )
 
# '''Level / レベル '''(Negligible effect ?? Assumption based on test results [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Further_Study_on_the_Factors_Affecting_Trigger_Rates_of_Artillery_Spotting#.5B_Exp.27t_D_.5D_2 here])
 
# '''Formation / 陣形'''
 
 
 
<br>
 
 
 
=== Detailed Explanation: ===
 
1. Before we start, let's assume a ''standard situation'', in which '''''Fleet total LoS = 300,''''' test ships are ''beyond minor damage(小破未満) and morale condition = 49''. Fleet formation'' Line Ahead'', and ''Air Supremacy (AS+)'' is achieved for every battle. Based on test results from [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証] ''(click [http://kancolle.wikia.com/wiki/User_blog:Homuhomu123/Translation_on_Kuubowokyuu%27s_Exp%27ts_on_the_Trigger_Rates_of_Artillery_Spotting here] for a translated version)'', we may come up with following hypothesis:
 
 
 
- BB(V) equipped with 2 x Main & 1 seaplane has '''DA rate ~ 50%'''.
 
 
 
- CA(V) quipped with 2 x Main & 1 seaplane has '''DA rate 45 ~ 47%'''
 
  
- BB(V) equipped with 1 x Main + 1 x Secondary & 1 seaplane has '''CI rate ~ 50%'''
+
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.
  
- CA(V) equipped with 1 x Main + 1 x Secondary & 1 seaplane has '''CI rate 45 ~ 47%'''
+
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}} [[Seaplane]]s. Using special equipment setups, those ships may perform one of multiple special attacks. These attacks are often referred to as Cut-ins due to the way the equipment is displayed in the screen before the attacks are performed. Particular Cut-ins are often referred to by their acronym, such as APCI for Main AP Shell Cut-in, Sec CI for Secondary Gun Cut-in, etc.
  
 +
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.
  
2. As '''total fleet LoS''' incremented from 300 -> 400, the trigger rates increase slightly:
+
==Trigger Conditions==
 +
[[File:Air_Superiority_Aquired.png|thumb|right|The fleet attains Air Supremacy. Artillery Spotting and Aircraft Carrier Cut-ins can now be performed]]
 +
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or {{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The ship must be equipped with at least one {{SPR}}[[Seaplane Recon]] or {{SPB}}[[Seaplane Bomber]] on a slot with size '''higher than 0'''.
 +
** {{SPF}} [[Seaplane Fighter]]s or {{Carrier Recon}} [[Carrier Recon]]s '''do not''' enable Artillery Spotting.
 +
** '''Main Suisei Cut-in''' specifically ignores this condition.
 +
* The ship must be equipped with at least one {{Large Gun}}{{Med Gun}}{{Light Gun}}{{Main Green}} '''[[Main Gun]]'''.
 +
* The ship must use a Surface Shelling attack.
 +
** This therefore excludes carrier and [[ASW]] shellings.
 +
* The ship must not be {{color|red|'''Heavily damaged (大破)'''}}.
  
- DA rate + 8%, per 100 additional LoS, approximately.  
+
==Setups and Attack Types==
 +
[[File:Main_Main_Cutin.png|thumb|right|Musashi performing Main AP Shell Cut-in (APCI)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previously stated trigger conditions.
  
- CI rate + 10%, per 100 additional LoS, approximately.
+
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'''.
  
- Linear relation at any LoS level ??
+
For clarity purposes:
 +
* {{Large Gun}} is used to indicate a '''[[Main Gun]]''' of ''any size'',
 +
* {{Seaplane}} is used to indicate a '''"[[Seaplane]]" ''' ([[SPR|Recon]] or [[SPB|Bomber]]),
 +
* {{Sec Gun}} is used to indicate a '''[[Secondary Gun]]''' of ''any size'',
 +
* {{AP Shell}} is used to indicate an '''[[AP Shell]]''',
 +
* {{Radar}} is used to indicate a '''[[Radar]]''' of ''any type'',
 +
* {{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:
 +
{{Zuiun}}
  
  
 
+
{|class="wikitable" style="text-align:center; margin:auto"
3. If an '''additional seaplane scout''' is added onto the 4th slot:
+
!Attack Type
 
+
!Prerequisites
- DA rate +5%  ??
+
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 
+
!Accuracy<br>Modifier
- CI rate +0%  ?? 
+
!Hits
 
+
!Notes
- Actual effects are to be further determined. 
+
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 
+
!% per Base Value
 
 
 
 
4. If we replace the extra seaplane with a '''radar,''' and compare the results to those from the standard situation:
 
 
 
- DA rate rises by 3 % ~ 13 % approximately, depending on '''''both stat''''' of the radar ??
 
 
 
- CI rate rises by ~30% (surface radar) or ~26% (AA radar), depending on '''''LoS stat''''' of the radar ??
 
 
 
===== - List of radars with their Estimated DA/CI rate modifier (Best fit values) =====
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
 
|-
 
|-
! scope="col" |
+
!style="background-color:#ff7f50; color:black"|Main Zuiun Cut-in<br>(Zuiun CI)
! scope="col" |
+
|{{Large Gun}}{{ZuiunPlane}}{{ZuiunPlane}}
''CI chance bonus Estimate''
+
|1.35||?||1
! scope="col" |
+
|rowspan=2|{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=''Ise''-class Kai Ni|link_class=Ise}} only
''LoS stat''
+
|120||0.83%
! scope="col" |
 
DA chance bonus Estimate
 
! scope="col" |
 
Accuracy stat
 
 
|-
 
|-
|No.22 Surface
+
!style="background-color:#ff7f50; color:black"|Main Suisei Cut-in<br>(Suisei CI)
|''+24%''
+
|{{Large Gun}}{{Dive Bomber}}{{Dive Bomber}}
|''+5''
+
|1.3||?||1
|<nowiki>+3%</nowiki>
+
|130||0.77%
|<nowiki>+3</nowiki>
 
 
|-
 
|-
|No.22 Kai-4 Surface
+
!style="background-color:#81c784; color:black"|Main AP Shell Cut-in<br>(APCI)
|''+25%  ''
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}{{AP Shell}}
|''+5''
+
|1.5||1.2||1
|<nowiki>+10% (??)</nowiki>
+
|
|<nowiki>+8</nowiki>
+
|150||0.66%
 
|-
 
|-
|'''No.32 Surface'''
+
!style="background-color:gold; color:black"|Secondary AP Shell Cut-in<br>(Sec APCI)
|'''''+30%'''''
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{AP Shell}}
|'''''+10'''''
+
|1.3||1.3||1
|'''+10%'''
+
|
|'''+8'''
+
|140||0.71%
 
|-
 
|-
|FuMO25 AA Radar
+
!style="background-color:gold; color:black"|Secondary Radar Cut-in<br>(Radar CI)
|''+26% ''
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}{{Radar}}
|''+9''
+
|1.2||1.5||1
|<nowiki>+8% ( ?? )</nowiki>
+
|
|<nowiki>+10</nowiki>
+
|130||0.77%
 
|-
 
|-
|No.14 AA Radar
+
!style="background-color:gold; color:black"|Secondary Cut-in<br>(Sec CI)
|''+27%  ??''
+
|{{Large Gun}}{{Sec Gun}}{{Seaplane}}
|''+5''
+
|1.1||1.3||1
|<nowiki>+4% ( ?? )</nowiki>
+
|
|<nowiki>+4</nowiki>
+
|120||0.83%
 
|-
 
|-
|No.21 AA Radar
+
!style="background-color:#59f; color:black"|Double Attack<br>(DA)
|''+22%  ''
+
|{{Large Gun}}{{Large Gun}}{{Seaplane}}
|''+4''
+
|1.2||1.1||2
|( ?? )
+
|
|<nowiki>+2</nowiki>
+
|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=
  
5. Different seaplane scouts vary slightly in the DA chance bonus.  
+
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.  
  
'''Type 0 Observation Plane''' & '''Prototype Seiran''' ''(+ 6 LoS)'' give the highest bonus. (+2%) ??
+
CVCI may be activated during a ship's turn and will override its normal shelling attack.
  
- Night Scout ''(+ 3 LoS)'' gives less bonus on DA chance (-2%) ??
+
==Trigger Conditions==
  
- DA chance bonus depends on their LoS stats ??
+
* The fleet must have attained {{color|green|'''Air Superiority (AS)'''}} or <{{color|green|'''Air Supremacy (AS+)'''}} Air State.
 +
** For details on Air State, please refer to [[Aerial Combat#Stage 1 - Battle for Air Superiority|Aerial Combat - Stage 1]]
 +
* The carrier must fulfill one of the equipment setups.
 +
* The carrier must be shelling a '''surface ship'''.
 +
** [[Installation]]s and submarines cannot be attacked by CVCI.
  
- Different seaplanes have no effect on CI chance ??
+
==Setups and Attack Types==
 +
[[file:CVCI_Example.png|thumb|right|Zuihou performing Fighter-Bomber-Attacker Cut-in (FBA)]]
 +
Different setups have different conditions, trigger rates, damage, and number of hits. Cut-ins are determined by the attack's prerequisites as well as the previous state trigger conditions.
  
<s>- '''''This part is currently neglected in DA/CI rate estimation.'''''</s>
+
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'''.
  
===== - List of seaplanes with their Estimated DA rate modifier (Rough estimates) =====
+
* {{Torpedo Bomber}} is used to indicate a '''[[Torpedo Bomber]]'''. In the game, is referred to as ''Attacker''.
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
+
* {{Dive Bomber}} is used to indicate a '''[[Dive Bomber]]'''. In the game, is referred to as ''Bomber''.
 +
* {{Fighter}} is used to indicate a '''[[Fighter]]'''.
 +
 
 +
{|class="wikitable" style="text-align:center; margin:auto"
 +
!Attack Type
 +
!Prerequisites
 +
![[Damage_Calculations#Damage_Formula|Post-cap]]<br>Damage<br>Modifier
 +
!Accuracy<br>Modifier
 +
!Hits
 +
!Trigger Rate<br>[[#Trigger Rates|<math>\text{Base}_\text{attack}</math>]]<br>(lower is better)
 +
!% per Base Value
 
|-
 
|-
! scope="col" |
+
!style="background-color:#81c784; color:black"|Fighter-Bomber-Attacker<br>(FBA)
! scope="col" |
+
|nowrap|{{Fighter}}{{Dive Bomber}}{{Torpedo Bomber}}
LoS stat
+
|1.25||1.2~1.3?||1
! scope="col" |
+
|125||0.86%
DA chance bonus Estimate
 
! scope="col" |
 
Accuracy stat
 
 
|-
 
|-
|Night Scout
+
!style="background-color:#ff7f50; color:black"|Bomber-Bomber-Attacker<br>(BBA)
|'''+3'''
+
|nowrap|{{Dive Bomber}}{{Dive Bomber}}{{Torpedo Bomber}}
|'''-2%  '''
+
|1.2||1.2~1.3?||1
|<nowiki>+1</nowiki>
+
|135||0.80%
 
|-
 
|-
|Type 0 Recon
+
!style="background-color:#59f; color:black"|Bomber-Attacker<br>(BA)
|'''+5'''
+
|nowrap|{{Dive Bomber}}{{Torpedo Bomber}}
|'''+0% '''
+
|1.15||1.2~1.3?||1
|<nowiki>+1</nowiki>
+
|150||0.66%
|-
 
|Zuiun
 
|'''+6'''
 
|'''+1%  '''(??)
 
|<nowiki>+1</nowiki>
 
|-
 
|Type 0 Observation
 
|'''+6'''
 
|'''+2% '''
 
|<nowiki>+2</nowiki>
 
 
|}
 
|}
  
 +
* 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#Critical Bonus|Proficiency]] works differently when performing a CVCI.
  
6. For standard BB(V)s, aka non-Yamato class BBs, radars could be replaced by '''AP Shells''' for a cut-in setup (Main / Secondary / AP / seaplane), which gives a 20% trigger chance bonus on CI. However, you could also use AP shells (or Secondary)''' '''for a''' <u>hybrid set up</u>''' (2 Main / AP (or Secondary) / seaplane). In the standard situation, the combined Artillery Spotting chance is about '''70%'''.
+
=Trigger Rates=
 +
Artillery Spotting and Aircraft Carrier Cut-Ins share the same trigger rate formula. The chance of successfully rolling and triggering a cut-in is mainly affected by the [[Air State]] and the "raw [[LoS]]", as well as some other factors like the type of CI, the ship's luck, and the Recons/Bombers currently in the fleet.
 +
{{Formula
 +
|Title=Trigger rate formula
 +
|Math= \text{Trigger %}_\text{Cut-in} = \dfrac{10 + \text{Base}_\text{ship} }{\text{Base}_\text{attack} } \times 100
 +
|Var=<math>\text{Base}_\text{ship} = \left \lfloor \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{Flag} + \text{Mod}_\text{AS1} + \left \lfloor \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
 +
\right \rfloor \times \text{Mod}_\text{AS3}\right \rfloor</math>
 +
*<math>\text{Base}_\text{attack}</math> the Value used by each type of Cut-in. See the above tables for value.
  
- AP shell hybrid setup (with ''41cm x 2''):  ''CI = ~38% & ''DA = ~32%.  ??
+
*<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
 
 
- AP shell hybrid setup (with ''46cm x 2''):  ''CI = ~43% & ''DA = ~27%.  ??
 
 
 
- Secondary gun hybrid setup:              ''CI = ~50% & ''DA = ~20%.  ??
 
 
 
- For hybrid setup, every 100 additional LoS <u>''will only increase CI chances by 5%.''</u>'' ??''
 
 
 
- Replacing Type 0 Recon by ''<u>Type 0 Observation Seaplane</u>'' will increase DA rate by ''3%''. ??
 
 
 
- These estimates are based on very limited test results, thus lower credibility.
 
 
 
- '''Brief Conclusion:''' Huge caliber guns and/or secondary gun on standard BB(V) would trade some DA for more CI chances.
 
 
 
 
 
 
 
7. If Air Superiority [AS] rather than '''Air Supremacy [AS+]''', then both rates fall significantly:
 
 
 
- Both CI & DA chance falls by at least 12%
 
 
 
- In the case of a hybrid setup, CI chance falls by 11% while DA rate -7%. ??
 
 
 
- If you're using the hybrid setup, it's more recommended to achieve Air Supremacy (AS+) for your fleet.
 
 
 
 
 
 
 
8. The '''flagship''' has a significantly higher chance (+15%) of triggering Artillery Spotting 
 
 
 
- In the case of a hybrid setup, CI chance +7.5% while DA rate +7.5%.
 
 
 
===<nowiki/>===
 
[[File:-チラ裏検証-.jpg|none|thumb|800x800px]]
 
 
 
Image source: [http://kankoregouchin.blog.fc2.com/blog-entry-23.html 艦これ-チラ裏検証-]
 
.
 
 
 
Explanation: Blue = DA, Yellow = CI, Brown = Single attacks.
 
# ''TOP LEFT: Trigger rates for flagship (outer) & companion ship (inner) with hybrid setup''
 
# ''TOP RIGHT: The plotting of artillery spotting rate versus fleet total LoS (flagship status &/or equipment bonus NOT excluded) ''
 
# ''BOTTOM LEFT: Flagship & her companion ships with DA basic setup.''
 
# ''BOTTOM RIGHT: Flagship & her companion ships with CI basic setup. ''
 
 
 
 
 
 
 
== Artillery Spotting Trigger Rate Estimate: (Beta ver.) ==
 
NOTE: As mentioned before, these calculation only serves as rough estimates on your ship's artillery spotting chances. More credible tests (Sample size > 170) are required to come up with a better formula. Deviations from actual test results are supposed to be less than 5%, otherwise reworking on the formula itself should be considered. This does not include effects from fatigue, HP status(小破・中破), and undetermined factors like formation, level differences (>>10), a few special ships (esp. CA) or maps, etc. The estimates for which their true probability is closer to 50% will be less accurate, and vise versa.
 
 
 
Here's an example calculation in chart format, with sign convention:
 
{| class="article-table" style="width: 500px;" border="0" cellpadding="1" cellspacing="1"
 
|-
 
! scope="col" |
 
Base Rate
 
! scope="col" |
 
Flagship Status
 
! scope="col" |
 
Air Supremacy Penalty
 
! scope="col" |
 
Radar Modifier
 
! scope="col" |
 
Fleet LoS Modifier
 
! scope="col" |
 
Seaplane Modifier
 
|-
 
|50%
 
|
 
<nowiki>+15%</nowiki>
 
|
 
<nowiki>-12%</nowiki>
 
|
 
[+13%]
 
|
 
(+10%)
 
|
 
<+2%>
 
|}
 
==== Sample Calculation for DA: ====
 
1)  Fuso Kai, AS+, FLoS = 300, equipped with 2 main, #32 radar & Zuiun. will have a:
 
* DA chance of ...
 
* 50%''(BB Base)'' + 10%''[Radar Modifier] ''+ 0%''(LoS Modifier) +1%<Seaplane>'' = '''61%'''
 
 
 
 
 
2)  Prinz Eugen Kai, AS+, FLoS = 300, equipped with 2 main, FuMO32 & Ar196 will have a:
 
* DA chance of ...
 
* 47%''(<s>CA</s> Base)''+ 8%''[Radar Modifier]''+ 0%''(LoS Modifier)'' +1''<nowiki>%<Seaplane>'</nowiki>''' ''''''''= '''56%'''<nowiki/>'''
 
 
 
 
 
3)  Chikuma Kai, AS+, FLoS = 400, equipped with 2 main, #22 radar & Type 0 Observation will have a:
 
* DA chance of ...
 
* 47%''(CA Base)''+ 3%''[Radar Modifier]''+ 8%''(LoS Modifier) ''+2''%<Seaplane> ''= '''60%'''
 
 
 
 
 
4)  Haruna Kai, {flagship}, AS+, FLoS = 300, equipped with 2 main, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(BB Base)''+ 15%''{Flagship Modifier}'' + 3%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''68%'''
 
 
 
 
 
5)  Mutsu Kai, {flagship}, '''AS''', FLoS = 300, equipped with 2 main guns, #22 radar & Type 0 Recon will have a:
 
* DA chance of ...
 
* 50%''(BB Base)''+ 15%''{Flagship Modifier} - 12%(Air Superiority)'' + 3%''[Radar Modifier]''+ 0%''(LoS Modifier)''= '''56%'''
 
 
 
 
 
 
 
==== Sample Calculation for CI: ====
 
1)  Fuso Kai, AS+, FLoS = 300, equipped with 1 main + 1 sec, #22 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 24%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''74%'''
 
 
 
 
 
2)  Atago Kai, AS+, FLoS = 300, equipped with 1 main + 1 sec, FuMO25 radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 26%''[Radar Modifier]''+ 0%''(LoS Modifier) ''= '''76%'''
 
 
 
 
 
3)  Mutsu Kai, AS+, FLoS = 400, equipped with 1 main + sec, AP shell & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>BB</s> Base)''+ 20%''[AP Shell Modifier]''+ 10%''(LoS Modifier) ''= '''80%'''
 
 
 
 
 
4)  Kumano Kai, AS+, FLoS = 400, equipped with 1 main + 1sec, #32 Surface radar & seaplane will have a:
 
* CI chance of ...
 
* 50%''(<s>CA</s> Base)''+ 30%''[Radar Modifier]''+ 10%''(LoS Modifier)''= '''90%'''
 
 
 
 
 
 
 
==== Sample Calculation for Hybrid Setup: (Rough estimate) ====
 
1)  Mutsu Kai, AS+, FLoS = 400, Type 0 Recon, AP shell setup with 41cm x 2:
 
* Total artillery spotting rate = 70%''(BASE)'' + 5%''(LoS Modifier)'' = '''75%'''.
 
** CI% = 38%''(AP BASE)'' + 5%''(LoS Modifier)'' = '''''43%'''''
 
** DA% = 32%''(AP BASE) = '''32%'''''
 
 
 
 
 
2)  Kongou Kai Ni, AS+, FLoS = 400, Type 0 Obsv., AP shell setup with 46cm x 2:
 
* Total artillery spotting rate = 70%''(BASE)''+ 5%''(LoS Modifier) + 3%<Type 0 Obsv.> ''= '''78%'''
 
** CI% = 43%''(AP BASE, Overload) ''+ 5%(LoS) ='' '''48%'''''
 
** DA% = 27%''(AP BASE, Overload) + 3%(Obsv.Seaplane) = '''30%'''''
 
 
 
 
 
3) Nagato Kai, '''AS''', FLoS = 400, Type 0 Obsv., AP shell setup with 46cm x 2:
 
* Total artillery spotting rate = 70%''(BASE) - ''18%''(Air Superiority)''+ 5%''(LoS Modifier) + 3%<Type 0 Obsv.> ''= '''60%'''
 
** CI% = 43%''(AP BASE, Overload) - ''11%''(Air Superiority)''+ 5%(LoS) = '''''37%'''''
 
** DA% = 27%''(AP BASE, Overload) - ''7%''(Air Superiority)+ 3%(Obsv.Seaplane) = '''23%'''''
 
 
 
 
 
 
 
== Effectiveness of Artillery Spotting ==
 
Some of the suggestions are derived from article ''[http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower All About Firepower] by Nainodel.''
 
=== DA: ===
 
- Lower activation rate compared to daytime CI.
 
 
 
- It gives accuracy boost.
 
 
 
- More dependent on shelling accuracy if you wish to maximize your damage output ('''''120% post cap''''' x 2)
 
 
 
- With appropriate caliber gun set up (eg. 35.6cm x2 for Fuso), ceteris paribus, BB would possess higher DA accuracy than CA.
 
 
 
- If Head-On, T-disadvantage and/or low firepower, DA would usually do a double-scratch on enemy with heavy armor.
 
 
 
- Not feasible with AP shell, unless using hybrid setup.
 
 
 
- Recommended when facing enemy with lower armor than or equivalent to Ru-Class Battleships.
 
 
 
- If either attack could wreck the enemy (eg. low armor w/ high evasion), preferably use DA due to higher chance of hitting the target. 
 
 
 
=== CI: ===
 
- Activate frequently during daytime battle (w/ radar).
 
 
 
- It gives accuracy boost. (equivalent to DA ??)
 
 
 
- If you're confident with your firepower, avoiding overkill of weak enemies and/or pursuing higher activation rate, CI + radar is a good choice.
 
 
 
- Works well with AP shells. Recommended when dealing with Ru-Class Battleships and above.
 
 
 
- Highest damage (single strike): '''130% post cap''' for AP shell CI setup; ''Or '''150% post cap, '''for AP shell hybrid setup.''
 
 
 
- Accuracy plays an important role in CI, since you have only 1 chance to hit the enemy (2 for DA).
 
 
 
- Since AP shells are not accessible to CA(V), their maximum CI damage is '''''120% post cap''''' with radar. However, if secondary-gun hybrid is used for CA, it could be 130%, but reliability has not been tested. ''(Same activation rate as BB?? Lower shelling accuracy expected).''
 
 
 
- Read more: [http://kancolle.wikia.com/wiki/User_blog:Nainodel/All_About_Firepower#How_much_damage_will_I_deal.3F Comparative study on DA/CI with sample enemies]  .   
 
 
 
 
 
 
 
== Practical Use in Game & Suggestions ==
 
# Level up your ships & marry them. Ship level correlates with their individual LoS stat, and a high FLoS would guarantee your ships to DA/CI frequently in battles. Also, if we assume a linear LoS growth, lv150 ships would have 50% more LoS than lv99 ships. It means if your central fleet is at lv99, they'd have FLoS ~400 (+10% DA/CI chance). When they're leveled to lv150, you'll have FLoS ~600 (+30% DA/CI chance). No wonder how lv150 ships could do DA/CI so frequently in the videos uploaded.
 
#
 
  
 +
*<math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers:
 +
{{{!}}class="wikitable"
 +
!Mod!!AS!!AS+
 +
{{!}}-
 +
{{!}}<math>\text{Mod}_\text{AS1}</math>
 +
{{!}}0
 +
{{!}}10
 +
{{!}}-
 +
{{!}}<math>\text{Mod}_\text{AS2}</math>
 +
{{!}}1.2
 +
{{!}}1.6
 +
{{!}}-
 +
{{!}}<math>\text{Mod}_\text{AS3}</math>
 +
{{!}}0.6
 +
{{!}}0.7
 +
{{!}}}
  
 +
* <math>\text{LoS}_\text{Ship} = \sum^{\text{Attacking  Ship}}\text{LoS}_\text{Equip}</math>
 +
* <math>\text{LoS}_\text{Fleet} = \left \lfloor \sqrt{\text{LoS}_\text{total} } + \frac{\text{LoS}_\text{total}}{10} \right \rfloor</math>
 +
* <math>\text{LoS}_\text{total} = \sum^{\text{All ships}}\text{LoS}_\text{Base} + \sum^{\text{All Recons/Bombers}}\text{LoS}_\text{Equip} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
 +
* <math>\text{LoS}_\text{Base}</math> being the ship's base [[LoS]] value without any equipment,
 +
* <math>\text{LoS}_\text{Equip}</math> being the displayed base [[LoS]] value of recons and bombers (excluding [[Visible Bonus]]es),
 +
* <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot.
 +
}}
  
== Uncertainty ==
+
=See Also=
* It seems that there should be a CI trigger-rate-cap above 90%. It doesn't make sense to have a CI chance more than 100%, for a set up like BB (50%) + radar [30%] + flagship{15%} + LoS modifier (10%) = 105%.
+
{{Mechanics}}
*  Test results from CA are more volatile. It seems that for some CAs, LoS doesn't really affect their CI/DA chances ??
 
[[Category:Game Mechanics]]
 
[[Category:Calculation]]
 

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