Aerial Combat
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 | 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
Formula for calculating fighter power (works for all fleets):
Notes regarding this phase:
- Fighter planes (including seaplane fighters) 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 | % of Friendly Planes Lost to Aerial Combat (does not count enemy ship AA) | % of Enemy Planes Shot Down | Contact | Artillery Spotting | Night Spotting |
---|---|---|---|---|---|---|---|
FP greater than 300% Enemy FP or EFP = 0 and any aircraft launched or Enemy fails detection |
Air Supremacy (AS+) | 制空権確保! Seikuuken Kakuho! Air Superiority Garunteed! |
7/256 (2.7%) ~ 15/256 (5.9%) | 0~90% | Allied only | Allied only | Allied only |
FP 300% to 150% Enemy FP | Air Superiority
(AS) |
航空優勢! Koukuu Yuusei! Air Superiority! |
20/256 (7.8%) ~ 45/256 (17.6%) | 0~80% | Both sides | Allied only | Both sides |
FP 150% to 66% Enemy FP or No Aerial Combat (i.e. neither side launches) |
Air Parity | (No text displayed) | 30/256 (11.7%) ~ 75/256 (29.3%) | 0~60% | Neither side | Neither side | Impossible for regular combat nodes Both sides for PvP as well as Night Combat Only nodes |
FP 66% to 33% Enemy FP | Air Denial | (No text displayed) | 45/256 (17.6%) ~ 105/256 (41.0%) | 0~40% | Both sides | Enemy only | Both sides |
FP under 33% Enemy FP or Failed Detection |
Air Incapability | 制空権喪失! Seikuuken Soushitsu! Loss of Air Superiority! |
65/256 (25.4%) ~ 150/256 (58.6%) | 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.
- 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.
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 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 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):
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% of 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). There is currently no conclusion on how it's applied onto the Fleet Anti-air Defense formula.
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, and Hatsuzuki | 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 | - | 4 | Isuzu Kai Ni uses this cut-in even if HA is replaced with HA+FD Special attacks impossible (both day and night) |
HA | Autocannon | - | - | 3 | Implemented with the Jan 19th, 2016 update | |
Kasumi Kai Ni B | HA | Autocannon | Air RADAR | - | 4 | 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 | - | - | 2 | Implemented with the Jan 19th, 2016 update | |
Satsuki Kai Ni | 25mm Triple Autocannon Mount (Concentrated Deployment) | - | - | 2 | Implemented with the Feb 29th, 2016 update | |
Kinu Kai Ni | HA | 25mm Triple Autocannon Mount (Concentrated Deployment) | - | - | 5 | Kinu Kai Ni can't use this cut-in if HA is replaced with HA+FD, can also replace Auto Cannon with Bofors or Pom Pom Implemented with the Nov 4th, 2016 update |
25mm Triple Autocannon Mount (Concentrated Deployment) | - | - | 3 | Bofors or Pom Pom can work as a substitute. Special attacks impossible (Daytime) Implemented with the Nov 4th, 2016 update | ||
Yura Kai Ni | HA | Air RADAR | - | - | 5 | Implemented with the June 23rd, 2017 update |
Luigi Torelli (UIT-25 or higher) | Autocannon Must have an AA between +3 AA to +8 AA |
- | - | - | 1 | Implemented with the Summer 2017 Event |
Tatsuta Kai Ni | HA | Autocannon Must have an AA between +3 AA to +8 AA |
- | - | 3 | Implemented with the January 17th, 2018 update |
Ise Kai Hyuuga Kai Musashi Kai |
12cm 30 Tube Rocket Launcher Kai 2 | Air RADAR | - | - | 4 | Implemented with the December 2017 Rank Reward Can only be used specificlly with Ise Kai, Hyuuga Kai and Musashi Kai and only with the 12cm 30 Tube Rocket Launcher Kai 2 are part of the equipment |
Ise Kai Hyuuga Kai |
12cm 30 Tube Rocket Launcher Kai 2 | Air RADAR | Type 3 Shell | - | 7 |
- 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.
- 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 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
- 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 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)
- 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 modifier is shown in the table below:
Equipment Type | Equipment Modifier |
---|---|
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 |
Anti-Air Rocket Barrage
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 attack 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.
The following ships can trigger this ability:
- All Carrier Types (Light, Standard, and Armored)
- Aviation Battleships
- Aviation Cruisers
- 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 Kai and Hyuuga Kai have a higher of triggering the ability in comparison to other ships.
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:
[math]\displaystyle{ \text {Anti-Air Rocket Barrage Trigger Rate} = \text {(} Adjusted AA + Luck \text{)} \div 282 }[/math][2]
However, Ise-Class aviation battleships have a higher trigger rate and their values are still to be determined.