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Difference between revisions of "Combat/Artillery Spotting"

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(→‎Trigger Rates: formula formating)
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=Trigger Rates=
 
=Trigger Rates=
Artillery Spotting and Aircraft Carrier Cut-ins share the same trigger rate formula. The chance of successfully rolling a Cut-in and performing the attack is given by:
+
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.
  
<math>\text{CI %} = \left[ \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \right] \times 100</math>
+
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!Trigger Rates
 +
|-
 +
|
 +
The chance for a ship to roll a cut-in and perform it is given by:
 +
 
 +
<math>\text{CI %} = \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \times 100</math>
  
 
Where:
 
Where:
  
 
<math>\text{Base}_\text{ship} = \left \lfloor  
 
<math>\text{Base}_\text{ship} = \left \lfloor  
10 + \lfloor\sqrt{\text{Luck}} \rfloor + \text{AirState}_\text{1} + \text{Flagship}_\text{mod}  
+
10 + \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{AS1} + \text{Mod}_\text{Flag}  
 
+
 
+
 
\left \lfloor  
 
\left \lfloor  
 
\left(
 
\left(
\text{Fleet}_\text{LoS} + \text{AirState}_\text{2} \times \text{Ship}_\text{LoS}
+
\text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship}
 
\right)
 
\right)
\right \rfloor \times \text{AirState}_\text{3}
+
\right \rfloor \times \text{Mod}_\text{AS3}
 
\right \rfloor  
 
\right \rfloor  
 
</math>
 
</math>
  
* <math>\text{AirState}_\text{1}</math> is the 1st Air State modifier.
+
With:
** Assumes 10 for AS+, 0 for AS.
+
* <math>\text{Mod}_\text{ASx}</math> the Air State modifiers:
* <math>\text{AirState}_\text{2}</math> is the 2nd Air State modifier.
+
{|class="wikitable"
** Assumes 1.6 for AS+, 1.2 for AS.
+
!Mod!!AS!!AS+
* <math>\text{AirState}_\text{3}</math> is the 3rd Air State modifier.
+
|-
** Assumes 0.7 for AS+, 0.6 for AS.
+
|<math>\text{Mod}_\text{AS1}</math>||0||10
* <math>\text{Flagship}_\text{mod}</math> is the flagship modifier.
+
|-
** Assumes 15 if the ship is the flagship, 0 otherwise.
+
|<math>\text{Mod}_\text{AS2}</math>||1.2||1.6
* <math>\text{Ship}_\text{LoS}</math> is the sum of the ship equipment's displayed LoS value.
+
|-
* <math>\text{Fleet}_\text{LoS}</math> is given by the following formula:
+
|<math>\text{Mod}_\text{AS3}</math>||0.6||0.7
 
+
|}
<math>\text{Fleet}_\text{LoS} = \left \lfloor \sqrt{\text{Total}_\text{LoS}} + \frac{\text{Total}_\text{LoS}}{10} \right \rfloor</math>
 
 
 
Where <math>\text{Total}_\text{LoS} = \sum^{\text{All ships}}\text{Base}_\text{LoS} + \sum^{\text{All Recons/Bombers}}\text{Equip}_\text{LoS} \times \lfloor\sqrt{\text{SlotSize}}\rfloor</math>
 
  
* <math>\text{Base}_\text{LoS}</math> is the ship's base LoS value without any equipment.
+
* <math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise,
* <math>\text{Equip}_\text{LoS}</math> is the equipment's displayed LoS value.
+
* <math>\text{LoS}_\text{Ship}</math> the Sum of the equipment's displayed LoS values (including [[Visible Bonus]]es) on the attacking ship,
 +
* <math>\text{Fleet}_\text{LoS} = \left \lfloor \sqrt{\text{Total}_\text{LoS}} + \frac{\text{Total}_\text{LoS}}{10} \right \rfloor</math>
 +
** Where <math>\text{Total}_\text{LoS} = \sum^{\text{All ships}}\text{Base}_\text{LoS} + \sum^{\text{All Recons/Bombers}}\text{Equip}_\text{LoS} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor</math>
 +
*** <math>\text{Base}_\text{LoS}</math> being the ships' base LoS value without any equipment,
 +
*** <math>\text{Equip}_\text{LoS}</math> being the displayed LoS value of Recons/Bombers (including [[Visible Bonus]]es) currently in the fleet.
 +
*** <math>\text{Plane}_\text{Count}</math> being the count of each individual Recons/Bombers currently in the fleet.
  
<math>\text{Base}_\text{attack}</math> is the Value used by each type of Cut-in:
 
  
 +
<math>\text{Base}_\text{attack}</math> is the "Value" used by each type of Cut-in:
 
{|class="wikitable"
 
{|class="wikitable"
 
!<math>\text{Base}_\text{attack}</math>
 
!<math>\text{Base}_\text{attack}</math>
 
!Value
 
!Value
!% per Base Value
+
!''% per Base Value
 
|-
 
|-
 
!colspan=3|Artillery Spotting
 
!colspan=3|Artillery Spotting
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|-
 
|-
 
|Bomber-Attacker||150||0.66%
 
|Bomber-Attacker||150||0.66%
 +
|}
 
|}
 
|}
  
 
=See Also=
 
=See Also=
 
{{Mechanics}}
 
{{Mechanics}}

Revision as of 07:28, 9 February 2023

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 target another ship and attack it with Surface Shelling.
    • ASW shelling has no Artillery Spotting setups.
  • 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
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
Main Suisei Cut-in
(Suisei CI)
Large Caliber Main GunDive BomberDive Bomber 1.3 ? 1
Main AP Shell Cut-in
(APCI)
Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor-Piercing Shell 1.5 1.2 1
Secondary AP Shell Cut-in
(Sec APCI)
Large Caliber Main GunSecondary GunSeaplaneArmor-Piercing Shell 1.3 1.3 1
Secondary Radar Cut-in
(Radar CI)
Large Caliber Main GunSecondary GunSeaplaneRADAR 1.2 1.5 1
Secondary Cut-in
(Sec CI)
Large Caliber Main GunSecondary GunSeaplane 1.1 1.3 1
Double Attack
(DA)
Large Caliber Main GunLarge Caliber Main GunSeaplane 1.2 1.1 2
  • 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 chip 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.
    • Installations cannot be attacked by CVCI.

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
Fighter-Bomber-Attacker
(FBA)
FighterDive BomberTorpedo Bomber 1.25 1.2~1.3? 1
Bomber-Bomber-Attacker
(BBA)
Dive BomberDive BomberTorpedo Bomber 1.2 1.2~1.3? 1
Bomber-Attacker
(BA)
Dive BomberTorpedo Bomber 1.15 1.2~1.3? 1
  • 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 chip damage instead.


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

  • Planes may be equipped in any order, but the plane in the First Slot is denominated the Captain (regardless of plane type), and grants bonuses based on whether or not it is present in the cut-in being performed.
    • 0.15 if the Captain is participating, 0 otherwise.
  • Instead of adding the Aircraft Proficiency's Critical Damage modifiers, the average Critical Damage modifier of the participating planes is used instead.
    • 0 for no proficiency, up to ~0.106 if all participating planes are ❱❱ .

The final Critical Damage modifier is given by:

[math]\displaystyle{ \text{Critical}_\text{mod} = 1.5 \times \left(1 + \text{Proficiency}_\text{average bonus} + \text{Captain}_\text{bonus} \right) }[/math]

With a maximum value of ~1.884 (1.5 x ~1.256).

Trigger Rates

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 Rates

The chance for a ship to roll a cut-in and perform it is given by:

[math]\displaystyle{ \text{CI %} = \dfrac{\text{Base}_\text{ship}}{\text{Base}_\text{attack}} \times 100 }[/math]

Where:

[math]\displaystyle{ \text{Base}_\text{ship} = \left \lfloor 10 + \lfloor \sqrt{\text{Luck}} \rfloor + \text{Mod}_\text{AS1} + \text{Mod}_\text{Flag} + \left \lfloor \left( \text{LoS}_\text{Fleet} + \text{Mod}_\text{AS2} \times \text{LoS}_\text{Ship} \right) \right \rfloor \times \text{Mod}_\text{AS3} \right \rfloor }[/math]

With:

  • [math]\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{Mod}_\text{Flag} }[/math] being 15 if the ship is the flagship, 0 otherwise,
  • [math]\displaystyle{ \text{LoS}_\text{Ship} }[/math] the Sum of the equipment's displayed LoS values (including Visible Bonuses) on the attacking ship,
  • [math]\displaystyle{ \text{Fleet}_\text{LoS} = \left \lfloor \sqrt{\text{Total}_\text{LoS}} + \frac{\text{Total}_\text{LoS}}{10} \right \rfloor }[/math]
    • Where [math]\displaystyle{ \text{Total}_\text{LoS} = \sum^{\text{All ships}}\text{Base}_\text{LoS} + \sum^{\text{All Recons/Bombers}}\text{Equip}_\text{LoS} \times \lfloor\sqrt{\text{Plane}_\text{Count}}\rfloor }[/math]
      • [math]\displaystyle{ \text{Base}_\text{LoS} }[/math] being the ships' base LoS value without any equipment,
      • [math]\displaystyle{ \text{Equip}_\text{LoS} }[/math] being the displayed LoS value of Recons/Bombers (including Visible Bonuses) currently in the fleet.
      • [math]\displaystyle{ \text{Plane}_\text{Count} }[/math] being the count of each individual Recons/Bombers currently in the fleet.


[math]\displaystyle{ \text{Base}_\text{attack} }[/math] is the "Value" used by each type of Cut-in:

[math]\displaystyle{ \text{Base}_\text{attack} }[/math] Value % per Base Value
Artillery Spotting
Main Zuiun Cut-in 120 0.83%
Main Suisei Cut-in 130 0.77%
Main AP Shell Cut-in 150 0.66%
Secondary AP Shell Cut-in 140 0.71%
Secondary Radar Cut-in 130 0.77%
Secondary Cut-in 120 0.83%
Double Attack 130 0.77%
Aircraft Carrier Cut-ins
Fighter-Bomber-Attacker 125 0.86%
Bomber-Bomber-Attacker 135 0.80%
Bomber-Attacker 150 0.66%

See Also