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Difference between revisions of "Aerial Combat"
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There is a check to initiate the contact. | 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{ | + | <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> |
</center> | </center> | ||
Line 206: | Line 206: | ||
:*It's possible to initiate contact with only torpedo bombers, but the chance is extremely low. | :*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. | *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 ===== | ||
+ | For each plane that can 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 will be chosen to perform the contact and the remaining slots will not be checked. | ||
+ | :*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: | ||
+ | {| 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% off the time, so this is also the chance for a contact made with +3 Accuracy. | ||
=====Contact Damage Modifier===== | =====Contact Damage Modifier===== |
Revision as of 11:57, 22 February 2016
The following classes can participate in aerial combat: standard carriers, light carriers, aviation battleships and cruisers, seaplane tenders, carrier submarines, Akitsumaru Kai, Hayasui, and certain special enemy vessels.
Aerial Combat Stages
Stage | Notes |
---|---|
Fighter Combat | Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible. |
Anti-bomber Combat | Number of bombers shot down by fighters is affected by the result of the previous phase |
Anti-Air Cut-In | An Anti-Air Director may cause heavy damage to enemy bombers |
Fleet Anti-air Defense | Fleet defends against enemy bombers |
Bombing | See Damage Calculation for details |
Fighter Combat
Formula for calculating fighter power (works for all fleets):
Notes regarding this phase:
- Fighter planes and specific Torpedo / Dive / Seaplane bombers with an AA stat participate in the Fighter Combat.
- Recon planes (both Carrier-based and Seaplane) will not participate in Fighter Combat.
- 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:
Fighter Power (FP = Own Fighter Power, EFP = Enemy Fighter Power) |
Result | Text Display | % Shot Down | Contact | Artillery Spotting | Night Spotting |
---|---|---|---|---|---|---|
FP ≥ 3×EFP or Enemy Failed Detection or EFP=0 and Planes launched |
Air Supremacy (AS+) | 制空権確保! Seikuuken Kakuho! |
0~90% | Allied only | Allied only | Allied only |
3×EFP > FP ≥ 1.5×EFP | Air Superiority
(AS) |
航空優勢! Koukuu Yuusei! |
0~80% | Both sides | Allied only | Both sides |
1.5×EFP > FP ≥ 2/3×EFP or Aerial Combat Stage did not occur |
Air Parity | No text displayed | 0~60% | Both sides | Impossible for either side | Impossible for regular combat nodes Both sides for PvP as well as Night Combat Only nodes |
2/3×EFP > FP ≥ 1/3×EFP | Air Incapability | No text displayed | 0~40% | Both sides | Enemy only | Both sides |
FP < 1/3×EFP or Failed Detection |
Air Denial | 制空権喪失! Seikuuken Soushitsu! |
0~10% | Enemy only | Enemy only | Enemy only |
- 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 applies for both sides' respective outcomes, and is calculated per slot.
- For example, securing Air Superiority means allied planes shoot down up to 80% of enemy planes, and the enemy under Air Incapability will shoot down up to 40%.
- As this is applied per slot, 80% of one enemy bomber group can be shot down while a second has 0% shot down.
- 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.
- Even if allied planes secure air supremacy, planes can still be lost (up to 10%), and the subsequent anti-air defense stage can eliminate more bombers.
Enemy Ship Fighter Power
Enemy Ship Type | Fighter Power | Enemy Ship Type | Fighter Power |
---|---|---|---|
Light Carrier Nu-Class | 8 | Armored Carrier Demon | 44 |
Light Carrier Nu-Class Elite | 24 | Armored Carrier Princess | 48 |
Light Carrier Nu-Class Flagship | 23 | Floating Fortress | 27 |
Standard Carrier Wo-Class | 10 | Escort Fortress | 29 |
Standard Carrier Wo-Class Elite | 27 | Southern War Demon | 41 |
Standard Carrier Wo-Class Flagship | 28 | Southern War Princess | 47 |
Standard Carrier Wo-Class Flagship 2 | 84 | Northern Princess World 3-5 | 76 |
Standard Carrier Wo-Class Flagship 2 (partial red takoyaki planes) |
100 | Northern Princess World 3-5 (HQ < 85) | 72 |
Standard Carrier Wo-Class Flagship 2 (red takoyaki planes) |
103 | Northern Princess World 3-5 Final Form | 109 |
Standard Carrier Wo-Class Kai Flagship | 102 | Northern Princess World 3-5 Final Form (HQ < 85) | 105 |
Standard Carrier Wo-Class Kai Flagship 2 | 108 | Aircraft Carrier Demon | 96 |
Standard Carrier Wo-Class Kai Flagship 2 (partial red takoyaki planes) |
126 | Anchorage Water Demon | 0 |
Standard Carrier Wo-Class Kai Flagship 2 (red takoyaki planes) |
132 | Harbor Princess | 80 |
Battleship Re-Class | 94 | Harbor Princess World 4-5 Final Form | 53 |
Battleship Re-Class Elite | 107 |
Bombing
Base Bombing Damage
Type | Basic Attack Power | Notes |
---|---|---|
Opening Air Strike | Modifier × (Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25 | Number of planes is post anti-bomber combat and fleet anti-air defense Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
|
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, and 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
There is a check to initiate the contact.
- 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.
- 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
For each plane that can can contact, it has a chance of [math]\displaystyle{ \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 will be chosen to perform the contact and the remaining slots will not be checked.
- 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:
Ship Order | Ship Name | Slot 1 | Slot 2 | Slot 3 | Slot 4 |
---|---|---|---|---|---|
1 | Junyou Kai Ni | Reppuu | Reppuu | Reppuu | Reppuu |
2 | Yamato Kai | 46cm Triple Gun Mount | 46cm Triple Gun Mount | Type 1 AP Shell | Type 0 Observation Seaplane (4) |
3 | Musashi Kai | 46cm Triple Gun Mount | 46cm Triple Gun Mount | Type 1 AP Shell | Shiun (7) |
4 | Nagato Kai | 41cm Twin Gun Mount | Prototype 51cm Twin Gun Mount | Type 91 AP Shell | Type 98 Recon Seaplane (Night Scout) (8) |
5 | Shoukaku Kai Ni A | Tenzan Model 12 (Murata Squadron) (5) | Type 97 Torpedo Bomber (Tomonaga Squadron) (1) | Type 97 Torpedo Bomber (Tomonaga Squadron) (2) | Reppuu Kai |
6 | Zuikaku Kai Ni A | Tenzan Model 12 (Tomonaga Squadron) (3) | Tenzan Model 12 (Murata Squadron) (6) | Ryuusei Kai (9) | 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]\displaystyle{ 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% off the time, so this is also the chance for a contact made with +3 Accuracy.
Contact Damage Modifier
Accuracy Bonus |
Damage Modifier |
---|---|
+0 | 112% |
+1 | 112% |
+2 | 117% |
+3 | 120% |
Notes
- 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.
- 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.
Anti-Air Cut-In
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). Although there's currently no conclusion on how it's applied onto the Fleet Anti-air Defense formula, a general consensus suggests the effectiveness scales with the AA stat () of the ship triggering it.
Requirement
Ship Type or specific ship(s) |
Req'd Equip 1 | Req'd Equip 2 | Req'd Equip 3 | Req'd Equip 4 | Guaranteed Shootdown Bonus | Notes |
---|---|---|---|---|---|---|
All surface ships (Everything except SS) |
HA + AAFD | HA + AAFD | Air RADAR | - | 4 | Possible highest activation rate (except setups specific to certain ships)? |
HA + AAFD | Air RADAR | - | - | 4 | - | |
HA | AAFD | Air RADAR | - | 3 | - | |
HA | AAFD | - | - | 2 | - | |
25mm Triple Autocannon Mount (Concentrated Deployment) | Autocannon | Air RADAR | - | 3 | - | |
Battleships (BBV/Fast BB included) |
Heavy Gun | Type 3 Shell | AAFD | Air RADAR | 6 | Special attacks impossible (both day and night) |
Heavy Gun | Type 3 Shell | AAFD | - | 4 | Artillery Spotting attacks impossible; Special nighttime attacks possible | |
Akizuki & Teruzuki | HA | HA | RADAR | - | 7 | Low priority Surface RADAR works for these two setups |
HA | RADAR | - | - | 6 | ||
HA | HA | - | - | 4 | Low priority | |
Maya Kai Ni | HA | 25mm Triple Autocannon Mount (Concentrated Deployment) | Air RADAR | - | 8 | Artillery Spotting attacks impossible; Special nighttime attacks possible |
HA | 25mm Triple Autocannon Mount (Concentrated Deployment) | - | - | 6 | Daytime cut-in attack possible (main+sec); Special nighttime attacks possible | |
Isuzu Kai Ni | HA | Autocannon | Air RADAR | - | ? | Isuzu Kai Ni uses this cut-in even if HA is replaced with HA+FD Special attacks impossible (both day and night) |
HA | Autocannon | - | - | ? | Implemented with the Jan 19th, 2016 update | |
Kasumi Kai Ni B | HA | Autocannon | Air RADAR | - | ? | Kasumi Kai Ni B uses this cut-in even if HA is replaced with HA+FD Special attacks impossible (both day and night) Implemented with the Jan 19th, 2016 update |
HA | Autocannon | - | - | ? | Implemented with the Jan 19th, 2016 update |
- HA = All high-angle mounts.
- HA+FD = 10cm Twin High-angle Mount + AAFD, 12.7cm Twin High-angle Mount + AAFD, 90mm Single High Angled Gun
- AAFD = Anti-Aircraft Fire Director (Type 91 Anti-Aircraft Fire Director, Type 94 Anti-Aircraft Fire Director)
Notes
- Can trigger from either fleet in a Combined Fleet situation.
- 10cm Twin High-angle Mount + AAFD, 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.
- Slots otherwise empty can be equipped with anything else without disabling the Anti-Air Cut-In.
- If Isuzu Kai Ni is equipped with her special setup but with an HA+FD instead of regular HA, she will still use her special setup which has a lower bonus than the universal HA+FD w/ Air RADAR AACI.
- 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-specific setups have 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 Air Superiority.
- Cannot shoot down pure enemy fighters.
- For opponents:
- In Exercises, enemy can perform AACI, but the cut-in animation will not display even if one was performed.
- It is not known whether abyssal ships can perform AACI at this time.
Trigger Chance
- AA stat () of the ship performing the cut-in (equipment bonuses included) affects trigger rate. The correlation seems to be about +0.4% trigger rate for every point of AA ? (source 1, 2)
- Air radars provide marginal bonuses on AACI:
Fleet Anti-Air Defense (old formula, outdated)
Note: This section's info no longer applies and is preserved as historical information. See here for the current formula. Click the Expand button on the right to see the old formula.
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:
[math]\displaystyle{ \text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)} }[/math], where
[math]\displaystyle{ \text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)} }[/math]
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)
Equipment Type | Modifier |
---|---|
46cm Triple Gun Mount | 0.25 |
High-angle Mounts | 0.35 |
AA Radars | 0.40 |
Type 3 Shell | 0.60 |
All other equipment | 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.
|}
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 ( / / ), a random ship (defending ship) is assigned to defend against that slot via AA fire.
- Fighters are not subject to AA fire from ships.
- 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 calculation for 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)
- 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.
For each ship, the formula for its weighted anti-air value is calculated as follows:
where equipment multiplier is shown in the table below:
Equipment Type | Equipment Multiplier |
---|---|
High-Angle Gun Mount (Both Main and secondary) |
x4 |
Autocannon | x6 |
Air RADAR | x3 |
Anti-Aircraft Fire Director | x4 |
The fleet's fleet anti-air value is calculated as follows:
where
The Formation Modifier and the Equipment Modifier are shown below:
Formation | Formation Modifier |
---|---|
Line Ahead Echelon Line Abreast |
x0.77 |
Double Line | x0.91 |
Diamond | x1.2 |
Equipment Type | Equipment Modifier |
---|---|
High-Angle Gun Mount Anti-Aircraft Fire Director |
x0.35 |
All other guns Autocannon |
x6 |
Air RADAR | x0.4 |
Type 3 Shell | x0.6 |
Multipliers for equipment not listed are not confirmed at this time.
[math]\displaystyle{ \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]
[math]\displaystyle{ \text {Fixed Shootdown (in # of planes)} = \text {Floor[(Weighted Anti-Air Value + Fleet Anti-Air Value)} \div 10 \text{]} }[/math]
Example of shootdown calculation
Akizuki (Innate AA value of 116, equipped with two 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,
[math]\displaystyle{ \text {Akizuki's Weighted AA Value} = 116 + 4 \times (10 + 0.7 \times \sqrt{6} ) \times 2 + 3 \times 4 = 221 }[/math]
[math]\displaystyle{ \text {Akizuki's Fleet AA Bonus} = \text{Floor(} 10 \times 0.35 \times 2 + 4 \times 0.4 \text{)}= 8 }[/math]
[math]\displaystyle{ \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:
[math]\displaystyle{ \text {Akizuki's percentage shootdown} = 221 \times 0.9 \div 360 \times 56 = 30 }[/math]
[math]\displaystyle{ \text {Akizuki's fixed shootdown} = \text{Floor[(} 221 + 12 \text{)} \div 10 \text{]} = 23 }[/math]
The shootdown takes place in the order of percentage, then fixed, then guaranteed, so there are 4 possible outcomes:
Which Shootdown successful? | Shootdown calculation | Aircraft Carrier Princess's Remaining Torpedo Bombers |
---|---|---|
Both Percentage and Fixed Shootdown | 30 (percentage) + 23 (fixed) + 1 (guaranteed) = 54 | 2 |
Percentage Shootdown Only | 30 (percentage) + 1 (guaranteed) = 31 | 25 |
Fixed Shootdown Only | 23 (fixed) + 1 (guaranteed) = 24 | 32 |
Neither | 1 (guaranteed) | 55 |
See Also
|