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Difference between revisions of "Aerial Combat"

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=Introduction=
  
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.
+
The air combat phase is divided into four.
  
==Aerial Combat Stages==
+
# Air Control - In this phase, the air control state is determined. This is important for determining if you can perform daytime special attacks and trigger night contact in normal day combat nodes. It also partly determines how many planes you lose.
{| class="wikitable"
+
# Contact - In this phase, eligible planes will attempt to trigger contact. If triggered, it will increase the damage of your airstrike.
|-
+
# Fleet Air Defense - In this phase, both fleets will shoot at the approaching bombers. Any planes shot down in this phase do not change the air control state that is already determined. Anti-Air Cut-Ins are triggered in this phase.
! scope="col" style="text-align:center;" |Stage
+
# Airstrike - In this phase, any surviving bombers attack the enemy surface fleet. It is not affected by morale, engagement or formation.
! scope="col" style="text-align:center;" |Notes
+
 
|-
+
=Air Control=
|Fighter Combat
+
 
|Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
+
Any ship equipped with a plane that has an {{AA}} stat will take part in this phase. The fighter power (FP) of your fleet is compared against the enemy's (EFP) to determine the air control state.
|-
 
|Anti-bomber Combat
 
|Number of bombers shot down by fighters is affected by the result of the previous phase
 
|-
 
|Anti-Air Cut-In
 
|A proper Anti-Air Cut-In setup that triggers may cause heavy damage to enemy bombers
 
|-
 
|Fleet Anti-air Defense
 
|Fleet defends against enemy bombers
 
|-
 
|Bombing
 
|See ''Damage Calculation'' for details
 
|}
 
  
===Fighter Combat===
+
<math>\text{Fighter Power} = \sum_{\text{All Slots}} \text{AA}_\text{plane} \times \sqrt{\text{No.}_\text{planes}} + \text{Mod}_\text{proficiency}</math>
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>
 
</center>
 
  
Notes regarding this phase:
+
* <math>\text{AA}_\text{plane}</math> is the anti-air stat of the plane.
* {{GreenPlane}}Fighter planes (including seaplane fighters) and specific {{BluePlane}} Torpedo / {{RedPlane}} Dive / {{Seaplane}}Seaplane bombers with an AA stat participate in the Fighter Combat.  
+
* <math>\text{No.}_\text{planes}</math> is the number of remaining planes in the slot.
* Recon planes (both {{YellowPlane}} Carrier-based and {{Seaplane}} Seaplane) will not participate in Fighter Combat.
+
* <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency bonus.
* 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:
+
** The value is <math>25</math> for <span style="color:orange">'''>>''' </span> ranked fighters and <math>9</math> for bombers.
{| class="wikitable"
 
|-
 
! scope="col" style="width:200px; text-align:center;" |Fighter Power<br>(FP = Own Fighter Power,<br>EFP = Enemy Fighter Power)
 
! scope="col" style="width:100px; text-align:center;" |Result
 
! scope="col" style="width:150px; text-align:center;" |Text Display
 
! scope="col" style="width:110px; text-align:center;" | % of Friendly Planes Lost to Aerial Combat (does ''not'' count enemy ship AA)
 
! scope="col" style="width:110px; text-align:center;" | % of Enemy Planes Shot Down
 
! scope="col" style="width:100px; text-align:center;" |[[Combat#Contact|Contact]]
 
! scope="col" style="width:100px; text-align:center;" |[[Artillery Spotting|Artillery Spotting]]
 
! 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
 
|Air Supremacy      (AS+)
 
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''<br>'''Air Superiority Garunteed!'''
 
| style="text-align:center;" |7/256 (2.7%) ~ 15/256 (5.9%)
 
| style="text-align:center;" |0~90%
 
|Allied only
 
|Allied only
 
|Allied only
 
|-
 
| style="text-align:center;" | FP '''300% to 150%''' Enemy FP
 
|Air Superiority
 
(AS)
 
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''<br>'''Air Superiority!'''
 
| style="text-align:center;" |20/256 (7.8%) ~ 45/256 (17.6%)
 
| style="text-align:center;" |0~80%
 
|Both sides
 
|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 Parity
 
|''(No text displayed)''
 
| style="text-align:center;" |30/256 (11.7%) ~ 75/256 (29.3%)
 
| style="text-align:center;" |0~60%
 
|Neither side
 
|Neither side
 
|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
 
|Air Denial
 
|''(No text displayed)''
 
| style="text-align:center;" |45/256 (17.6%) ~ 105/256 (41.0%)
 
| style="text-align:center;" |0~40%
 
|Both sides
 
|Enemy only
 
|Both sides
 
|-
 
| style="text-align:center;" | FP '''under 33%''' Enemy FP <br> ''or'' <br> Failed Detection
 
|Air Incapability
 
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''<br>'''Loss of Air Superiority!'''
 
| style="text-align:center;" |65/256 (25.4%) ~ 150/256 (58.6%)
 
| style="text-align:center;" |0~10%
 
|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.
 
  
 +
After fighter power is calculated, it is compared according to the following table.
  
====Enemy Ship Fighter Power====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
+
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:128px;"|Control State
! scope="col" style="text-align:center;" |Fighter Power
+
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Required Fighter Power
! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
+
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|% Allied Planes Shot Down
! scope="col" style="text-align:center;" |Fighter Power
+
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|% Enemy Planes Shot Down
|-
+
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Air Contact
|[[Light Carrier Nu-Class]]
+
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Daytime Special Attacks
| style="text-align:center;" |8
+
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Night Contact
|Armored Carrier Demon
 
| style="text-align:center;" |44
 
|-
 
|[[Light Carrier Nu-Class]] Elite
 
| style="text-align:center;" |24
 
|Armored Carrier Princess
 
| style="text-align:center;" |48
 
|-
 
|[[Light Carrier Nu-Class]] Flagship
 
| style="text-align:center;" |23
 
|Floating Fortress
 
| style="text-align:center;" |27
 
|-
 
|[[Standard Carrier Wo-Class]]
 
| style="text-align:center;" |10
 
|Escort Fortress
 
| style="text-align:center;" |29
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Elite
+
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Supremacy (AS+)'''<br>制空権確保!
| style="text-align:center;" |27
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\text{FP} \ge 3\text{EFP}</math>
|Southern War Demon
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 2.5 - 5.83
| style="text-align:center;" |41
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 100
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship
+
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Superiority (AS)'''<br>航空優勢!
| style="text-align:center;" |28
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>3\text{EFP} \ge \text{FP} \ge 1.5\text{EFP}</math>
|Southern War Princess
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 7.5 - 17.5
| style="text-align:center;" |47
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 70
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2
+
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Parity (AP)'''<br>''No text''
| style="text-align:center;" |84
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>1.5\text{EFP} \ge \text{FP} \ge 0.67\text{EFP}</math>
|[[Northern Princess]] World 3-5
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 12.5 - 29.1
| style="text-align:center;" |76
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 50
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither (Sorties)<br>
 +
Allied and Enemy (Exercises)
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2<br>(partial red takoyaki planes)
+
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Denial (AD)'''<br>''No text''
| style="text-align:center;" |100
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>0.67\text{EFP} \ge \text{FP} \ge 0.33\text{EFP}</math>
|[[Northern Princess]] World 3-5 (HQ < 85)
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 17.5 - 40.8
| style="text-align:center;" |72
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 30
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2<br>(red takoyaki planes)
+
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"| '''Air Incapability (AI)'''<br>制空権喪失!
| style="text-align:center;" |103
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>0.33\text{EFP} \ge \text{FP}</math>
| [[Northern Princess]] World 3-5 Final Form
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 25 - 58.3
| style="text-align:center;" |109
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 10
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 +
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship
 
| style="text-align:center;" |102
 
|[[Northern Princess]] World 3-5 Final Form (HQ < 85)
 
| style="text-align:center;" |105
 
|-
 
|[[Standard Carrier Wo-Class]] Kai Flagship 2
 
| style="text-align:center;" |108
 
|[[Aircraft Carrier Demon]]
 
| style="text-align:center;" |96
 
|-
 
|[[Standard Carrier Wo-Class]] Kai Flagship 2<br>(partial red takoyaki planes)
 
| style="text-align:center;" |126
 
| Anchorage Water Demon
 
| style="text-align:center;" |0
 
|-
 
|[[Standard Carrier Wo-Class]] Kai Flagship 2<br>(red takoyaki planes)
 
| style="text-align:center;" |132
 
| [[Harbor Princess]]
 
| style="text-align:center;" |80
 
|-
 
|[[Battleship Re-Class]]
 
| style="text-align:center;" |94
 
| [[Harbor_Princess#Stronger_Variant_.28As_seen_in_4-5.29|Harbor Princess]] World 4-5 Final Form
 
| style="text-align:center;" |53
 
|-
 
|[[Battleship Re-Class#Elite|Battleship Re-Class Elite]]
 
| style="text-align:center;" |107
 
 
|}
 
|}
  
===Bombing===
+
'''Important Notes'''
====Base Bombing Damage====
+
[[file:Air_Superiority_Aquired.png|thumb|right|The text at the bottom during the opening air Phase indicates that Air Supremacy has been aquired]]
{| class="wikitable"
+
 
|-
+
* If the enemy fighter power is 0, it will be automatic AS+. This happens even if you fail the detection phase and no air combat occurs.
! scope="col" style="text-align:center; width:199px;" |Type
+
* Because the results of formulas are rounded down, planes mounted in certain slot sizes will not be shot down during the air control phase.
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
+
** AS+: ≤17
! scope="col" style="text-align:center; width:260px;" |Notes
+
** AS: ≤5
|-
+
** AP: ≤3
|Opening Air Strike
+
** AI: ≤2
|Modifier × [(Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25 ]
+
** AD: 1
|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
+
* It is not recommended to attempt to give bombers shootdown protection from small slots because it hampers their damage and they will still get shot down during the anti-air fire phase.
*Calculated per slot.
+
* Carriers will participate in the air control phase regardless of damage state.
|}
+
** Sunk carriers are ignored.
  
====Contact====
+
=Contact=
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
 
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
 
*Trigger conditions:
 
:*More air control than Air Denial
 
:*At least one carrier recon plane, recon seaplane, or torpedo bomber available (i.e. in a non-zero slot).
 
::*Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
 
*There are two phases of contact; both must be successful in order for contact to occur.
 
  
=====Contact Phase I: Initiation=====
+
To trigger contact, your fleet needs to fulfill two requirements.
There is a check to initiate the contact.
 
  
<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>
+
1. There must be at least one reconnaissance seaplane, carrier-based reconnaissance, large flying boat or torpedo bomber in the fleet.
</center>
 
  
*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.
+
2. Your fleet must obtain AD, AS or AS+.
*Carrier recon plane, recon seaplane, and [[Type 2 Flying Boat]] can initiate the contact.
 
:*It's possible to initiate contact with only torpedo bombers, but the chance is extremely low.
 
*If this check succeeds, there is a Phase II check. Failing this check means there is no contact.
 
  
=====Contact Phase II: Choosing the Contact Plane =====
+
When both conditions are fulfilled, the game will first check whether contact is triggered then select the plane that will perform contact.
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.
 
*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.
 
*Carrier recon plane, recon seaplane, [[Type 2 Flying Boat]], and torpedo bombers can be chosen to contact.
 
*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'').
 
*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.
 
:*So having a lot of lower +accuracy planes will not interfere with the chance of a higher +accuracy plane being chosen to perform contact.
 
*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.
 
  
Here's an example (priority order shown in bold number in parenthesis):
+
====Step 1: Contact Trigger====
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Ship Order
 
! scope="col" style="text-align:center;" |Ship Name
 
! scope="col" style="text-align:center;" |Slot 1
 
! scope="col" style="text-align:center;" |Slot 2
 
! scope="col" style="text-align:center;" |Slot 3
 
! scope="col" style="text-align:center;" |Slot 4
 
|-
 
| style="text-align:center;" |1
 
| style="text-align:center;" |[[Junyou#Second Upgrade|Junyou Kai Ni]]
 
| style="text-align:center;" |[[Reppuu]]
 
| style="text-align:center;" |Reppuu
 
| style="text-align:center;" |Reppuu
 
| style="text-align:center;" |Reppuu
 
|-
 
| style="text-align:center;" |2
 
| style="text-align:center;" |[[Yamato#Upgrade|Yamato Kai]]
 
| style="text-align:center;" |[[46cm Triple Gun Mount]]
 
| style="text-align:center;" |46cm Triple Gun Mount
 
| style="text-align:center;" |[[Type 1 AP Shell]]
 
| style="text-align:center;" |[[Type 0 Observation Seaplane]] ('''4''')
 
|-
 
| style="text-align:center;" |3
 
| style="text-align:center;" |[[Musashi#Upgrade|Musashi Kai]]
 
| style="text-align:center;" |46cm Triple Gun Mount
 
| style="text-align:center;" |46cm Triple Gun Mount
 
| style="text-align:center;" |Type 1 AP Shell
 
| style="text-align:center;" |[[Shiun]] ('''7''')
 
|-
 
| style="text-align:center;" |4
 
| style="text-align:center;" |[[Nagato#Upgrade|Nagato Kai]]
 
| style="text-align:center;" |[[41cm Twin Gun Mount]]
 
| style="text-align:center;" |[[Prototype 51cm Twin Gun Mount]]
 
| style="text-align:center;" |[[Type 91 AP Shell]]
 
| style="text-align:center;" |[[ Type 98 Recon Seaplane (Night Scout)]] ('''8''')
 
|-
 
| style="text-align:center;" |5
 
| style="text-align:center;" |[[Shoukaku#Second Upgrade Type A|Shoukaku Kai Ni A]]
 
| style="text-align:center;" |[[Tenzan Model 12 (Murata Squadron)]] ('''5''')
 
| style="text-align:center;" |[[Type 97 Torpedo Bomber (Tomonaga Squadron)]] ('''1''')
 
| style="text-align:center;" |Type 97 Torpedo Bomber (Tomonaga Squadron) ('''2''')
 
| style="text-align:center;" |[[Reppuu Kai]]
 
|-
 
| style="text-align:center;" |6
 
| style="text-align:center;" |[[Zuikaku#Second Upgrade Type A|Zuikaku Kai Ni A]]
 
| style="text-align:center;" |[[Tenzan Model 12 (Tomonaga Squadron)]] ('''3''')
 
| style="text-align:center;" |Tenzan Model 12 (Murata Squadron) ('''6''')
 
| style="text-align:center;" |[[Ryuusei Kai]] ('''9''')
 
| style="text-align:center;" |Reppuu
 
|}
 
*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.
 
:*This equipment example should reach Phase II 100% of the time, so this is also the chance for a contact made with +3 Accuracy.
 
  
=====Contact Damage Modifier=====
+
To determine if contact is triggered, the adjusted {{LOS}} of all contact-capable planes in the fleet is summed as follows:
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
 
! scope="col" style="text-align:center;" |Damage<br />Modifier
 
|-
 
| style="text-align:center;" | +0
 
| style="text-align:center;" |112%
 
|-
 
| style="text-align:center;" | +1
 
| style="text-align:center;" |112%
 
|-
 
| style="text-align:center;" | +2
 
| style="text-align:center;" |117%
 
|-
 
| style="text-align:center;" | +3
 
| style="text-align:center;" |120%
 
|}
 
  
 +
<math>\text{Contact %} = \sum_{\text{All Slots}} \left[ \sqrt{\text{N}_\text{planes}} \times \text{LOS}_\text{equip} \times \text{Mod}_\text{type} \times \text{Mod}_\text{air control} \right]</math>
  
=====Notes=====
+
* <math>\text{N}_\text{planes}</math> is the number of planes remaining in the slot.
*{{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.
+
* <math>\text{LOS}_\text{equip}</math> is the base LoS stat of the plane.
*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.
+
* <math>\text{Mod}_\text{type}</math> is the plane type modifier. It is <math>0.04</math> for reconnaissance planes and unknown for torpedo bombers.
 +
* <math>\text{Mod}_\text{air control}</math> is the air control state modifier.
 +
** AS+: <math>1.0</math>
 +
** AS: <math>0.6</math>
 +
** Modifier for AD is unknown but it is significantly lower.
  
=== Anti-Air Cut-In ===
+
'''Important Notes'''
[[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]]
+
* Reconnaissance planes contribute the most to trigger chance. High LOS reconnaissance planes are ideal.  
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]].
+
** This does not mean you should stack reconnaissance planes to the detriment of combat effectiveness.
  
====Requirement====
+
====Step 2: Plane Selection====
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center; width:150px;" |Ship Type<br>''or''<br>specific ship(s)
 
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 1
 
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 2
 
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 3
 
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 4
 
! scope="col" style="text-align:center; width:90px;" |Guaranteed Shootdown Bonus
 
! scope="col" style="text-align:center; width:250px;" |Notes
 
|-
 
|rowspan="5" style="text-align:center;"|All surface ships<br>(Everything except SS)
 
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
 
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|style="text-align:center;"|Possible highest activation rate (except setups specific to certain ships)?
 
|-
 
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|style="text-align:center;"|-
 
|-
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|style="text-align:center;"|-
 
|-
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|2
 
|style="text-align:center;"|-
 
|-
 
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|style="text-align:center;"|-
 
|-
 
|rowspan="2" style="text-align:center;"|Battleships<br>(BBV/Fast BB included)
 
|style="text-align:center;"|Heavy Gun{{RedGunHeavy}}
 
|style="text-align:center;"|[[Type 3 Shell]]
 
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|6
 
|style="text-align:center;"|Special attacks impossible<br>(both day and night)
 
|-
 
|style="text-align:center;"|Heavy Gun{{RedGunHeavy}}
 
|style="text-align:center;"|[[Type 3 Shell]]
 
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|style="text-align:center;"|[[Artillery Spotting]] attacks impossible;<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
 
|-
 
|rowspan="3" style="text-align:center;"|[[Akizuki]], [[Teruzuki]], and [[Hatsuzuki]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|7
 
|rowspan="2" style="text-align:center;"|'''Low priority'''<br>Surface RADAR works for these two setups
 
|-
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|6
 
|-
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|style="text-align:center;"|'''Low priority'''
 
|-
 
|rowspan="2" style="text-align:center;"|[[Maya#Second Upgrade|Maya Kai Ni]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|8
 
|style="text-align:center;"|[[Artillery Spotting]] attacks impossible;<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
 
|-
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|6
 
|style="text-align:center;"|[[Artillery Spotting|Daytime cut-in attack]] possible (main+sec);<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
 
|-
 
|rowspan="2" style="text-align:center;"|[[Isuzu#Second Upgrade|Isuzu Kai Ni]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|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)
 
|-
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|style="text-align:center;"|Implemented with the [[Game Updates/2016/January 19|Jan 19th, 2016 update]]
 
|-
 
|rowspan="2" style="text-align:center;"|[[Kasumi#Second Upgrade Type B|Kasumi Kai Ni B]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|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}}
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|2
 
|style="text-align:center;"|Implemented with the [[Game Updates/2016/January 19|Jan 19th, 2016 update]]
 
|-
 
|style="text-align:center;"|[[Satsuki#Second Upgrade|Satsuki Kai Ni]]
 
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]] {{GreenGunMG}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|2
 
|style="text-align:center;"|Implemented with the [[Game Updates/2016/February 29|Feb 29th, 2016 update]]
 
|-
 
|rowspan="2" style="text-align:center;"|[[Kinu#Second Upgrade|Kinu Kai Ni]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]] {{GreenGunMG}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|5
 
|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}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|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]]
 
|-
 
|rowspan="1" style="text-align:center;"|[[Yura#Second Upgrade|Yura Kai Ni]]
 
|style="text-align:center;"|HA {{GreenGunDP}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|5
 
|style="text-align:center;"|Implemented with the [[Game_Updates/2017/June_23rd|June 23rd, 2017 update]]
 
|-
 
|rowspan="1" style="text-align:center;"|[[Luigi Torelli|Luigi Torelli (UIT-25 or higher)]]
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}<br> Must have an AA between +3 AA to +8 AA
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|1
 
|style="text-align:center;"|Implemented with the [[Summer 2017 Event]]
 
|-
 
|rowspan="1" style="text-align:center;"|[[Tatsuta#Second Upgrade|Tatsuta Kai Ni]]
 
|style="text-align:center;"|HA {{GreenGunDP}}
 
|style="text-align:center;"|Autocannon {{GreenGunMG}}<br> Must have an AA between +3 AA to +8 AA
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|style="text-align:center;"|Implemented with the [[Game_Updates/2018/January_17th|January 17th, 2018 update]]
 
|-
 
|rowspan="1" style="text-align:center;"|[[Musashi|Musashi Kai Ni]]
 
|style="text-align:center;"|[[10cm Twin High-angle Gun Mount Kai + Additional Machine Guns]] {{GreenGunMG}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|style="text-align:center;"|-
 
|-
 
|rowspan="1" style="text-align:center;"|[[Ise|Ise Kai]]<br>[[Hyuuga|Hyuuga Kai]]<br> [[Musashi|Musashi Kai]]
 
|style="text-align:center;"|[[12cm 30 Tube Rocket Launcher Kai 2]] {{GreenGunMG}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|6
 
|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
 
|-
 
|rowspan="1" style="text-align:center;"|[[Ise|Ise Kai]]<br>[[Hyuuga|Hyuuga Kai]]
 
|style="text-align:center;"|[[12cm 30 Tube Rocket Launcher Kai 2]] {{GreenGunMG}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|[[Type 3 Shell]]
 
|style="text-align:center;"|-
 
|style="text-align:center;"|7
 
|-
 
|rowspan="1" style="text-align:center;"|[[Isokaze|Isokaze B Kai]]<br>[[Hamakaze|Hamakaze B Kai]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|5
 
|
 
|-
 
|rowspan="1" style="text-align:center;"|[[Isokaze|Isokaze B Kai]]<br>[[Hamakaze|Hamakaze B Kai]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|5
 
|
 
|-
 
|rowspan="1" style="text-align:center;"|[[Tenryuu|Tenryuu Kai Ni]]<br>[[Gotland|Gotland Kai]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|
 
|-
 
|rowspan="1" style="text-align:center;"|[[Tenryuu|Tenryuu Kai Ni]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|2
 
|
 
|-
 
|rowspan="2" style="text-align:center;"|'''British Royal Navy Kanmusu'''<br>[[Warspite]]<br>[[Nelson]]<br>[[Ark Royal]]<br>[[Jervis]]<br>'''Kongou-Class Kai Ni Kanmusu'''<br>[[Kongou|Kongou Kai Ni]]<br> [[Hiei|Hiei Kai Ni]]<br> [[Kirishima|Kirishima Kai Ni]] <br> [[Haruna|Haruna Kai Ni]]
 
|style="text-align:center;"|[[16inch Mk.I Triple Gun Mount Kai + FCR Type 284]]{{RedGunHeavy}}
 
|style="text-align:center;"|[[QF 2-pounder Octuple "Pom Pom" Naval Gun Mount]] {{GreenGunMG}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|style="text-align:center;"|
 
|-
 
|style="text-align:center;"|[[20 Tube 7 Inch UP Rocket Launcher]] {{GreenGunMG}}
 
|style="text-align:center;"|[[20 Tube 7 Inch UP Rocket Launcher]] {{GreenGunMG}}<br>'''or'''<br>[[QF 2-pounder Octuple "Pom Pom" Naval Gun Mount]] {{GreenGunMG}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|style="text-align:center;"|
 
|-
 
|rowspan="1" style="text-align:center;"|[[Gotland|Gotland Kai]]
 
|style="text-align:center;"|HA{{GreenGunDP}}
 
|style="text-align:center;"|Air RADAR{{Radar}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|3
 
|
 
|-
 
|rowspan="4" style="text-align:center;"|[[Johnston|Jonston/Kai]]
 
|style="text-align:center;"|[[5inch Naval Gun Mk.30 Kai + GFCS Mk.37]]{{GreenGunDP}}
 
|style="text-align:center;"|[[5inch Naval Gun Mk.30 Kai + GFCS Mk.37]]{{GreenGunDP}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|7
 
|
 
|-
 
|style="text-align:center;"|[[5inch Naval Gun Mk.30 Kai + GFCS Mk.37]]{{GreenGunDP}}
 
|style="text-align:center;"|[[5inch Single Gun Mount Mk.30 Kai]]{{GreenGunDP}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|6
 
|
 
|-
 
|style="text-align:center;"|[[5inch Single Gun Mount Mk.30 Kai]]{{GreenGunDP}}
 
|style="text-align:center;"|[[5inch Single Gun Mount Mk.30 Kai]]{{GreenGunDP}}
 
|style="text-align:center;"|[[GFCS Mk.37]]{{Radar}}
 
|style="text-align:center;"|-
 
|style="text-align:center;"|6
 
|
 
|-
 
|style="text-align:center;"|[[5inch Single Gun Mount Mk.30 Kai]]{{GreenGunDP}}
 
|style="text-align:center;"|[[5inch Single Gun Mount Mk.30 Kai]]{{GreenGunDP}}
 
|style="text-align:center;"|
 
|style="text-align:center;"|-
 
|style="text-align:center;"|4
 
|
 
|-
 
|}
 
  
 +
Once the trigger rate is determined, the game will roll to see if contact is triggered. If it is, it will proceed to the plane selection step. In this step, the game will check all contact-capable planes in order until one succeeds in triggering contact or all checks are exhausted.
  
* HA = All high-angle mounts.
+
The priority for plane selection is:
* 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]]
+
* Highest accuracy
* AAFD = Anti-Aircraft Fire Director ([[Type 91 Anti-Aircraft Fire Director]], [[Type 94 Anti-Aircraft Fire Director]])
+
* Ship position in fleet
 +
* Equipment slot equipped
  
====Notes====
+
<math>\text{Selection %} = \text{LOS}_\text{equip} \times \text{Mod}_\text{air control}</math>
* Can trigger from either fleet in a [[Combined Fleet]] situation.
 
* [[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.
 
:* Abyssal ships can perform an AACI of thier own, however it is not displayed as an AACI like when a Kanmusu triggers the ability.
 
  
====Trigger Chance====
+
* The air control state modifier for plane selection is:
*Only affected by AACI type (API).
+
** AS+: <math>0.07</math>
 +
** AS: <math>0.06</math>
 +
** AD: <math>0.055</math>
  
'''''Not''''' affected by:
+
'''Important Info'''
*Flagship or non-flagship position
+
* If all planes fail to be selected, '''contact will fail to trigger'''. This means there are two points where your fleet can fail contact.
*AA stat/value
+
* If multiple planes share the same accuracy stat, the one equipped on the ship with the higher position in the fleet is checked first.
*Luck
+
* If a ship has multiple planes with the same accuracy stat, the one equipped in the higher equipment slot will be checked first.
*Sparkled/Fatigued state
 
  
===Fleet Anti-Air Defense (old formula, outdated)===
+
====Contact Bonus====
<div class="mw-customtoggle-aad-formula mw-collapsible mw-collapsed">
 
''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.''
 
<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>
+
The contact bonus depends on the {{Hit}} of the plane triggering the contact. Numbers in brackets are calculated selection rates assuming AS+.
<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>
 
</center>
 
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)====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! scope="col" |Equipment Type
+
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Accuracy Value
! scope="col" style="text-align:center;" |Modifier
+
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Contact Bonus
 +
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:512px;"|Night Contact
 
|-
 
|-
|46cm Triple Gun Mount
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0
| style="text-align:center;" |0.25
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 112%
 +
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber]]/[[Tenzan]]/[[Ryuusei]] (7%); [[Ryuusei Kai]]/[[Type 97 Torpedo Bomber (931 Air Group)]]/[[Tenzan (931 Air Group)]] (14%); [[TBD]]/[[TBF]] (14%)
 
|-
 
|-
|High-angle Mounts
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 1
| style="text-align:center;" |0.35
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 112%
 +
|style="border-style: solid; border-width: 1px;"| [[Tenzan (601 Air Group)]] (14%); [[Ryuusei (601 Air Group)]] (21%); [[Swordfish]] (7%); [[Ryuusei Kai (CarDiv 1)]] (28%); [[Prototype T97E Kai]] (28%); [[Type 0 Recon Seaplane]] (35%); [[Type 98 Recon Seaplane (Night Scout)]] (21%); [[Shiun]] (56%); [[Type 2 Flying Boat]] (84%)
 
|-
 
|-
|AA Radars
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 2
| style="text-align:center;" |0.40
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 117%
 +
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber (Skilled)]] (14%); [[Type 97 Torpedo Bomber (Murata Squadron)]], [[Tenzan Model 12 (Murata Squadron)]] (28%); [[Type 97 Torpedo Bomber (931 Air Group / Skilled)]] (21%); [[Ryuusei Kai (CarDiv 1/Skilled)]] (42%); [[TBM-3D]] (14%); [[Prototype T97E Kai Skilled]] (35%); [[Saiun]] (63%); [[Prototype Keiun]] (77%); [[Saiun (East Caroline Air Group)]]/[[Saiun (4th Recon)]] (70%); [[Type 0 Observation Seaplane]]/[[OS2U]]/[[Type 0 Recon SeaPlane Model 11 B]] (42%); [[Ar196 Kai]] (35%); [[Ro.43 Recon Seaplane]]/[[S9 Osprey]] (28%); [[PBY-5A Catalina]] (63%)
 
|-
 
|-
|Type 3 Shell
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 3+
| style="text-align:center;" |0.60
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 120%
 +
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber (Tomonaga Squadron)]]/[[Tenzan Model 12 (Tomonaga Squadron)]] (21%); [[Swordfish Mk. II (Skilled)]] (14%); [[Swordfish Mk.III (Skilled)]] (35%); [[Type 2 Recon Aircraft]] (49%); [[Type 0 Reconnaissance Seaplane Model 11B (Skilled)]] (56%)
 
|-
 
|-
|All other equipment
 
| style="text-align:center;" |0.20
 
|}
 
 
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
 
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
 
*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.
 
*The forward sliding and machine gun animations seem to have no correlation with the calculations.
 
*These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.
 
 
|}
 
|}
</div>
 
 
===Fleet Anti-Air Defense (new formula)===
 
'''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.
+
'''Important Notes'''
*Fighters {{GreenPlane}} are not subject to AA fire from ships.
+
* The Type 0 11B Skilled is the best plane for triggering contact. Having the best multiplier and a decent chance of being selected. Try to place them on ships at the top of the fleet.
*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>
+
=Fleet Air Defense=
  
For each ship, the formula for its weighted anti-air value is calculated as follows:
+
Following contact, the bombers will face anti-air fire from opposing sides. For more details on the formulas involved and anti-air cut-ins, please see [[Anti-Air Fire]].  
<center><math>\text {Adjusted Anti-Air Value} = \text{Ship's Innate Anti-Air Value} + \sum^\text{All equipment slots} \text{[( Equipment Modifier} \times { \text {Equipment's Anti-Air Value)} + {\text{(Equipment's ★ Modifier}} \times \sqrt{\text{★ Level)}} } \text{ ]}</math> [http://jbbs.shitaraba.net/bbs/read.cgi/netgame/13745/1439793270/47]
 
</center>
 
where '''equipment modifier''' is shown in the table below:
 
{| class="wikitable"
 
|-
 
! scope="col" style="text-align:center;" |Equipment Type
 
! scope="col" style="text-align:center;" |Equipment Modifier
 
|-
 
| 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: 
+
* To start, each bomber slot is randomly assigned to an opposing ship that will perform the defense.
<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>
+
** The same ship can be selected multiple times.
where
+
* Each defending ship has a chance to trigger on, both or neither shoot down actions.
<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>
+
** 50% for proportional shotdown to trigger.
The Formation Modifier and the Equipment Modifier are shown below:
+
** 50% for fixed shotdown to trigger.
 
+
*** This means 25% chance for both to trigger and 25% for neither to trigger.
{| class="wikitable"
+
* One bomber from every enemy squadron will be guaranteed to be shot down.
|-
+
** This only applies for active player fleet.
! scope="col" style="text-align:center;" |Formation
+
** If an anti-air cut-in is triggered, it's fixed shoot down will be added to the one guaranteed shoot down.
! scope="col" style="text-align:center;" |Formation Modifier
+
* Abyssals have their own anti-air formulas that are weaker than the ship girl ones. Please see [[Anti-Air_Fire#Abyssal_Anti-Air|Abyssal Anti-Air]] for details.
|-
 
| Line Ahead<br>Echelon<br>Line Abreast
 
| style="text-align:center;" |x0.77
 
|-
 
| Double Line
 
| style="text-align:center;" |x0.91
 
|-
 
| Diamond
 
| style="text-align:center;" |x1.2
 
|}
 
  
{| class="wikitable"
+
=Airstrike=
|-
 
! scope="col" style="text-align:center;" |Equipment Type
 
! scope="col" style="text-align:center;" |Equipment Modifier
 
|-
 
| High-Angle Gun Mount {{GreenGunDP}}<br>Anti-Aircraft Fire Director {{AntiAircraftFireDirector}}
 
| style="text-align:center;" |x0.35
 
|-
 
|46cm Type Guns {{RedGunHeavy}}
 
| style="text-align:center;" |x0.25
 
|-
 
| All other guns {{RedGunLight}}{{RedGunMedium}}{{RedGunHeavy}}{{YellowGun}}<br>Autocannon {{GreenGunMG}}
 
| style="text-align:center;" |x0.2
 
|-
 
| 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.
+
Finally, the remaining bombers will perform an attack on the enemy fleet. For details on how the attack power is calculated, please see [[Damage_Calculations#Airstrike|Damage Calculations]]. Remember that the final attack power is modified by critical hits, contact, enemy armour and the remaining ammo modifier. All of those are '''post-cap'''.
  
<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>
+
'''Important Notes'''
<math>\text {Fixed Shootdown (in # of planes)} = \text {Floor[(Weighted Anti-Air Value + Fleet Anti-Air Value)} \div 10 \text{]}</math>
+
* Each bomber is randomly assinged one ship to attack.
 +
* Damage is unaffected by engagement, formation, damage state, or morale.
 +
* The accuracy of the airstrike is fixed at around 95%.
  
====Example of shootdown calculation====
+
====Rocket Barrage====
[[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>
+
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise successfully triggers the AARB during opening Air Phase, Choukai is equipped with a T3 Shell and triggers the AA animation of it]]
<math>\text {Akizuki's Weighted AA Value} = 116 + 4 \times (10 + 0.7 \times \sqrt{6} ) \times 2 + 3 \times 4 = 221</math><br>
+
Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.
<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>
+
* The ship must be a [[:Category:Seaplane Tenders|AV]], [[:Category:Aviation Battleships|BBV]], [[:Category:Aviation Cruisers|CAV]], [[:Category:Light Carriers|CVL]] or [[:Category:Standard Carriers|CV]].
<math>\text {Akizuki's percentage shootdown} = 221 \times 0.9 \div 360 \times 56 = 30</math><br>
+
** It '''only''' applies to ships within those categories.
<math>\text {Akizuki's fixed shootdown} = \text{Floor[(} 221 + 12 \text{)} \div 10 \text{]} = 23</math><br>
+
* The ship must be equipped with a [[12cm 30 Tube Rocket Launcher Kai 2]].
The shootdown takes place in the order of percentage, then fixed, then guaranteed, so there are 4 possible outcomes:
 
{| class="wikitable"
 
|-
 
! 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
 
|}
 
  
=== Anti-Air Rocket Barrage ===
+
The trigger chance is:
[[File:Anti-Air Rocket Barrage.png|thumb|right|The Anti Air Rocket Barrage ability is triggered, as shown on [[Ise]], as grey text displays the ability has been triggered. As a result of any attacks from the Aerial Attack phase that attacks [[Ise]] will be completely neutralized.]]
 
The '''Anti-Air Rocket Barrage''' mechanic was introduced on '''February 5th, 2018'''. It allows ships that equip a [[12cm 30 Tube Rocket Launcher Kai 2]] to perform a special ability that has a chance to trigger during the aerial phase. If the ability triggers, a stream of smoke will appear along with small grey text that displays on the card of the ships stating the Rocket Barrage has triggered.
 
  
This ability will allow the ship which triggers the ability to neutralize any damage she would have otherwise taken from the Aerial Phase Air Strike. This can be used in normal surface battles, Air Battles, and Air Attack nodes.
+
<math>\text{Barrage %} = \frac{\text{AA}_{adjusted} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class}</math>
  
The following ships can trigger this ability:
+
* <math>\text{AA}_{adjusted}</math> is the adjusted AA of the ship. For information on how it is calculated, please see [[Anti-Air Fire#Adjusted Anti-Air|Anti-Air Fire]].
*'''All Carrier Types (Light, Standard, and Armored)'''
+
* <math>\text{Luck}</math> is the ship's {{Luck}} stat.
*'''Aviation Battleships'''
+
* <math>\\text{N}_\text{rocket}</math> is the number of 12cm rocket k2 equipped.
*'''Aviation Cruisers'''
+
* <math>\text{Mod}_\text{Ise-class}</math> is the [[:Category:Ise Class|Ise-class]] bonus of <math>25</math>.
*'''Seaplane Tenders'''
 
  
The chance that this ability triggers varies based on ship type.  In addition, both tweets from the developers and the description of the [[12cm 30 Tube Rocket Launcher Kai 2]] note that [[Ise|Ise Kai]] and [[Hyuuga|Hyuuga Kai]] have a higher of triggering the ability in comparison to other ships.
+
When triggered, the ship will slide forward and "噴進弾幕成功" (Rocket Barrage Success) will be displayed over her banner. A flak burst animation will also appear in front of her.
  
Do note that that '''Anti-Air Rocket Barrage''' can trigger even if the ship is not targeted during the air-strike.
+
'''Important Notes'''
 +
* It is possible to achieve more than 100% activation rate.
 +
* There are other anti-air barrages for [[Type 3 Shell]]s and a combination of Type 3 Shells and the 12cm rocket k2. Effects and trigger chance are currently unknown.
  
The current calculations of the trigger rate of the Anti-Air Rocket Barrage is determined based on the ship's adjusted anti-air (see [[#Fleet Anti-Air Defense (new formula)]] and luck divided by the calculated value, the current formula is noted to be this:
+
====Jet Assault====
 +
Only [[Jets|jet-powered planes]] will be able to participate in this phase.
  
<math>\text {Anti-Air Rocket Barrage Trigger Rate} = \frac{\text {Adjusted AA + Luck}}{282}</math>[http://ja.kancolle.wikia.com/wiki/%E3%82%B9%E3%83%AC%E3%83%83%E3%83%89:2471#5]
+
* Damage is calculated like a normal airstrike.
 +
* Contact '''does not''' apply to jet assault.
 +
* Ships sunk by jet assaults do not participate in the rest of air combat.
 +
** However they '''will still contribute''' to Fleet Anti-Air.
 +
* It will not take place if aerial combat would not occur. Eg if detection fails.
 +
* Jets assigned to a land base will perform their jet assault during the [[LBAS]] phase.
  
However, Ise-Class aviation battleships have a higher trigger rate and their values are still to be determined.
+
=See Also=
  
==See Also==
 
 
{{Mechanics}}
 
{{Mechanics}}

Revision as of 10:13, 30 September 2019

Introduction

The air combat phase is divided into four.

  1. Air Control - In this phase, the air control state is determined. This is important for determining if you can perform daytime special attacks and trigger night contact in normal day combat nodes. It also partly determines how many planes you lose.
  2. Contact - In this phase, eligible planes will attempt to trigger contact. If triggered, it will increase the damage of your airstrike.
  3. Fleet Air Defense - In this phase, both fleets will shoot at the approaching bombers. Any planes shot down in this phase do not change the air control state that is already determined. Anti-Air Cut-Ins are triggered in this phase.
  4. Airstrike - In this phase, any surviving bombers attack the enemy surface fleet. It is not affected by morale, engagement or formation.

Air Control

Any ship equipped with a plane that has an Anti-Air stat will take part in this phase. The fighter power (FP) of your fleet is compared against the enemy's (EFP) to determine the air control state.

[math]\displaystyle{ \text{Fighter Power} = \sum_{\text{All Slots}} \text{AA}_\text{plane} \times \sqrt{\text{No.}_\text{planes}} + \text{Mod}_\text{proficiency} }[/math]

  • [math]\displaystyle{ \text{AA}_\text{plane} }[/math] is the anti-air stat of the plane.
  • [math]\displaystyle{ \text{No.}_\text{planes} }[/math] is the number of remaining planes in the slot.
  • [math]\displaystyle{ \text{Mod}_\text{proficiency} }[/math] is the plane proficiency bonus.
    • The value is [math]\displaystyle{ 25 }[/math] for >> ranked fighters and [math]\displaystyle{ 9 }[/math] for bombers.

After fighter power is calculated, it is compared according to the following table.

Control State Required Fighter Power % Allied Planes Shot Down % Enemy Planes Shot Down Air Contact Daytime Special Attacks Night Contact
Air Supremacy (AS+)
制空権確保!
[math]\displaystyle{ \text{FP} \ge 3\text{EFP} }[/math] 2.5 - 5.83 0 - 100 Allied Only Allied Only Allied Only
Air Superiority (AS)
航空優勢!
[math]\displaystyle{ 3\text{EFP} \ge \text{FP} \ge 1.5\text{EFP} }[/math] 7.5 - 17.5 0 - 70 Allied and Enemy Allied Only Allied and Enemy
Air Parity (AP)
No text
[math]\displaystyle{ 1.5\text{EFP} \ge \text{FP} \ge 0.67\text{EFP} }[/math] 12.5 - 29.1 0 - 50 Neither Neither Neither (Sorties)

Allied and Enemy (Exercises)

Air Denial (AD)
No text
[math]\displaystyle{ 0.67\text{EFP} \ge \text{FP} \ge 0.33\text{EFP} }[/math] 17.5 - 40.8 0 - 30 Allied and Enemy Enemy Only Allied and Enemy
Air Incapability (AI)
制空権喪失!
[math]\displaystyle{ 0.33\text{EFP} \ge \text{FP} }[/math] 25 - 58.3 0 - 10 Enemy Only Enemy Only Enemy Only

Important Notes

The text at the bottom during the opening air Phase indicates that Air Supremacy has been aquired
  • If the enemy fighter power is 0, it will be automatic AS+. This happens even if you fail the detection phase and no air combat occurs.
  • Because the results of formulas are rounded down, planes mounted in certain slot sizes will not be shot down during the air control phase.
    • AS+: ≤17
    • AS: ≤5
    • AP: ≤3
    • AI: ≤2
    • AD: 1
  • It is not recommended to attempt to give bombers shootdown protection from small slots because it hampers their damage and they will still get shot down during the anti-air fire phase.
  • Carriers will participate in the air control phase regardless of damage state.
    • Sunk carriers are ignored.

Contact

To trigger contact, your fleet needs to fulfill two requirements.

1. There must be at least one reconnaissance seaplane, carrier-based reconnaissance, large flying boat or torpedo bomber in the fleet.

2. Your fleet must obtain AD, AS or AS+.

When both conditions are fulfilled, the game will first check whether contact is triggered then select the plane that will perform contact.

Step 1: Contact Trigger

To determine if contact is triggered, the adjusted Line of Sight of all contact-capable planes in the fleet is summed as follows:

[math]\displaystyle{ \text{Contact %} = \sum_{\text{All Slots}} \left[ \sqrt{\text{N}_\text{planes}} \times \text{LOS}_\text{equip} \times \text{Mod}_\text{type} \times \text{Mod}_\text{air control} \right] }[/math]

  • [math]\displaystyle{ \text{N}_\text{planes} }[/math] is the number of planes remaining in the slot.
  • [math]\displaystyle{ \text{LOS}_\text{equip} }[/math] is the base LoS stat of the plane.
  • [math]\displaystyle{ \text{Mod}_\text{type} }[/math] is the plane type modifier. It is [math]\displaystyle{ 0.04 }[/math] for reconnaissance planes and unknown for torpedo bombers.
  • [math]\displaystyle{ \text{Mod}_\text{air control} }[/math] is the air control state modifier.
    • AS+: [math]\displaystyle{ 1.0 }[/math]
    • AS: [math]\displaystyle{ 0.6 }[/math]
    • Modifier for AD is unknown but it is significantly lower.

Important Notes

  • Reconnaissance planes contribute the most to trigger chance. High LOS reconnaissance planes are ideal.
    • This does not mean you should stack reconnaissance planes to the detriment of combat effectiveness.

Step 2: Plane Selection

Once the trigger rate is determined, the game will roll to see if contact is triggered. If it is, it will proceed to the plane selection step. In this step, the game will check all contact-capable planes in order until one succeeds in triggering contact or all checks are exhausted.

The priority for plane selection is:

  • Highest accuracy
  • Ship position in fleet
  • Equipment slot equipped

[math]\displaystyle{ \text{Selection %} = \text{LOS}_\text{equip} \times \text{Mod}_\text{air control} }[/math]

  • The air control state modifier for plane selection is:
    • AS+: [math]\displaystyle{ 0.07 }[/math]
    • AS: [math]\displaystyle{ 0.06 }[/math]
    • AD: [math]\displaystyle{ 0.055 }[/math]

Important Info

  • If all planes fail to be selected, contact will fail to trigger. This means there are two points where your fleet can fail contact.
  • If multiple planes share the same accuracy stat, the one equipped on the ship with the higher position in the fleet is checked first.
  • If a ship has multiple planes with the same accuracy stat, the one equipped in the higher equipment slot will be checked first.

Contact Bonus

The contact bonus depends on the Accuracy of the plane triggering the contact. Numbers in brackets are calculated selection rates assuming AS+.

Accuracy Value Contact Bonus Night Contact
0 112% Type 97 Torpedo Bomber/Tenzan/Ryuusei (7%); Ryuusei Kai/Type 97 Torpedo Bomber (931 Air Group)/Tenzan (931 Air Group) (14%); TBD/TBF (14%)
1 112% Tenzan (601 Air Group) (14%); Ryuusei (601 Air Group) (21%); Swordfish (7%); Ryuusei Kai (CarDiv 1) (28%); Prototype T97E Kai (28%); Type 0 Recon Seaplane (35%); Type 98 Recon Seaplane (Night Scout) (21%); Shiun (56%); Type 2 Flying Boat (84%)
2 117% Type 97 Torpedo Bomber (Skilled) (14%); Type 97 Torpedo Bomber (Murata Squadron), Tenzan Model 12 (Murata Squadron) (28%); Type 97 Torpedo Bomber (931 Air Group / Skilled) (21%); Ryuusei Kai (CarDiv 1/Skilled) (42%); TBM-3D (14%); Prototype T97E Kai Skilled (35%); Saiun (63%); Prototype Keiun (77%); Saiun (East Caroline Air Group)/Saiun (4th Recon) (70%); Type 0 Observation Seaplane/OS2U/Type 0 Recon SeaPlane Model 11 B (42%); Ar196 Kai (35%); Ro.43 Recon Seaplane/S9 Osprey (28%); PBY-5A Catalina (63%)
3+ 120% Type 97 Torpedo Bomber (Tomonaga Squadron)/Tenzan Model 12 (Tomonaga Squadron) (21%); Swordfish Mk. II (Skilled) (14%); Swordfish Mk.III (Skilled) (35%); Type 2 Recon Aircraft (49%); Type 0 Reconnaissance Seaplane Model 11B (Skilled) (56%)

Important Notes

  • The Type 0 11B Skilled is the best plane for triggering contact. Having the best multiplier and a decent chance of being selected. Try to place them on ships at the top of the fleet.

Fleet Air Defense

Following contact, the bombers will face anti-air fire from opposing sides. For more details on the formulas involved and anti-air cut-ins, please see Anti-Air Fire.

  • To start, each bomber slot is randomly assigned to an opposing ship that will perform the defense.
    • The same ship can be selected multiple times.
  • Each defending ship has a chance to trigger on, both or neither shoot down actions.
    • 50% for proportional shotdown to trigger.
    • 50% for fixed shotdown to trigger.
      • This means 25% chance for both to trigger and 25% for neither to trigger.
  • One bomber from every enemy squadron will be guaranteed to be shot down.
    • This only applies for active player fleet.
    • If an anti-air cut-in is triggered, it's fixed shoot down will be added to the one guaranteed shoot down.
  • Abyssals have their own anti-air formulas that are weaker than the ship girl ones. Please see Abyssal Anti-Air for details.

Airstrike

Finally, the remaining bombers will perform an attack on the enemy fleet. For details on how the attack power is calculated, please see Damage Calculations. Remember that the final attack power is modified by critical hits, contact, enemy armour and the remaining ammo modifier. All of those are post-cap.

Important Notes

  • Each bomber is randomly assinged one ship to attack.
  • Damage is unaffected by engagement, formation, damage state, or morale.
  • The accuracy of the airstrike is fixed at around 95%.

Rocket Barrage

Ise successfully triggers the AARB during opening Air Phase, Choukai is equipped with a T3 Shell and triggers the AA animation of it

Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.

The trigger chance is:

[math]\displaystyle{ \text{Barrage %} = \frac{\text{AA}_{adjusted} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class} }[/math]

  • [math]\displaystyle{ \text{AA}_{adjusted} }[/math] is the adjusted AA of the ship. For information on how it is calculated, please see Anti-Air Fire.
  • [math]\displaystyle{ \text{Luck} }[/math] is the ship's Luck stat.
  • [math]\displaystyle{ \\text{N}_\text{rocket} }[/math] is the number of 12cm rocket k2 equipped.
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] is the Ise-class bonus of [math]\displaystyle{ 25 }[/math].

When triggered, the ship will slide forward and "噴進弾幕成功" (Rocket Barrage Success) will be displayed over her banner. A flak burst animation will also appear in front of her.

Important Notes

  • It is possible to achieve more than 100% activation rate.
  • There are other anti-air barrages for Type 3 Shells and a combination of Type 3 Shells and the 12cm rocket k2. Effects and trigger chance are currently unknown.

Jet Assault

Only jet-powered planes will be able to participate in this phase.

  • Damage is calculated like a normal airstrike.
  • Contact does not apply to jet assault.
  • Ships sunk by jet assaults do not participate in the rest of air combat.
    • However they will still contribute to Fleet Anti-Air.
  • It will not take place if aerial combat would not occur. Eg if detection fails.
  • Jets assigned to a land base will perform their jet assault during the LBAS phase.

See Also