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Difference between revisions of "User:Jigaraphale/Sandbox/11"
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|Math= \text{Trigger %}_\text{Cut-in} = \dfrac{10 + \text{Base}_\text{ship} }{\text{Base}_\text{attack} } \times 100 | |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 | + | |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> | \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. | ||
+ | |||
+ | *<math>\text{Mod}_\text{Flag}</math> being '''15''' if the ship is the flagship, '''0''' otherwise, | ||
*<math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers: | *<math>\text{Mod}_\text{ASx}</math> the [[Air State]] modifiers: | ||
Line 178: | Line 181: | ||
{{!}}} | {{!}}} | ||
− | * <math>\text{ | + | * <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{Fleet} = \left \lfloor \sqrt{\text{ | + | * <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 equipment (excluding [[Visible Bonus]]es), | |
− | + | * <math>\text{Plane}_\text{Count}</math> being the current count of each individual plane slot. | |
− | |||
− | |||
− | |||
}} | }} | ||
=See Also= | =See Also= | ||
{{Mechanics}} | {{Mechanics}} |
Revision as of 22:38, 3 November 2024
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 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 must have attained Air Superiority (AS) or Air Supremacy (AS+) Air State.
- For details on Air State, please refer to Aerial Combat - Stage 1
- The ship must be equipped with at least one ReconSeaplane Recon or BomberSeaplane Bomber on a slot with size higher than 0.
- Seaplane Fighters or Reconnaissance Aircraft do not enable Artillery Spotting.
- Main Suisei Cut-in specifically ignores this condition.
- The ship must be equipped with at least one Main 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
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:
- is used to indicate a Main Gun of any size,
- is used to indicate a "Seaplane" (Recon or Bomber),
- is used to indicate a Secondary Gun of any size,
- is used to indicate an AP Shell,
- is used to indicate a Radar of any type,
- is used to indicate any "634 Air Group" Suiseis
. - is a custom icon used to indicate any Zuiun variant:
Zuiuns |
---|
AAR AAR AAR AAR AAR AAR 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) |
1.35 | ? | 1 | Ise-class Kai Ni only |
120 | 0.83% | |
Main Suisei Cut-in (Suisei CI) |
1.3 | ? | 1 | 130 | 0.77% | ||
Main AP Shell Cut-in (APCI) |
1.5 | 1.2 | 1 | 150 | 0.66% | ||
Secondary AP Shell Cut-in (Sec APCI) |
1.3 | 1.3 | 1 | 140 | 0.71% | ||
Secondary Radar Cut-in (Radar CI) |
1.2 | 1.5 | 1 | 130 | 0.77% | ||
Secondary Cut-in (Sec CI) |
1.1 | 1.3 | 1 | 120 | 0.83% | ||
Double Attack (DA) |
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 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 Carrier-based planes. Similar to Artillery Spotting, using special equipment setups, those ships may perform one of multiple special attacks.
CVCI may be activated during a ship's turn and will override its normal shelling attack.
Trigger Conditions
- The fleet must have attained Air Superiority (AS) or Air Supremacy (AS+) Air State.
- For details on Air State, please refer to Aerial Combat - Stage 1
- 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
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.
- is used to indicate a Torpedo Bomber. In the game, is referred to as Attacker.
- is used to indicate a Dive Bomber. In the game, is referred to as Bomber.
- 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) |
1.25 | 1.2~1.3? | 1 | 125 | 0.86% | |
Bomber-Bomber-Attacker (BBA) |
1.2 | 1.2~1.3? | 1 | 135 | 0.80% | |
Bomber-Attacker (BA) |
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 chip 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 Rates
Trigger rate formula | |||||||||||||
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See Also
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