User:Jigaraphale/Sandbox/13

Anti-Air Cut-in

 
Akizuki performing the ID 1 AACI.

Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as AACI, during Stage 2.

  • AACI are mostly referred to by their "ID" (see the below table).
  • Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.

AACI will:

  • Grant a multiplier to the "Fixed Shootdown" of all allied ships, referred to as the K-value, regardless of what ship triggers it,
  • Remove a fixed number of planes from each enemy bomber slot.

These effects make depleting the entirety of enemy planes much more feasible.

Even is multiple ships are equipped with proper AACI setups, only one ship can perform an AACI per battle.

  • The ship who triggers the AACI will depend on the AACI ID in use, followed by the trigger rolls, thus, for a given fleet & setup, some ships will take priority over others always the same way.
  • If one ship fulfills the requirement for multiple setups at once, then it will be able to roll each individual AACI in "Priority Order" (see the below table).
  • It is possible for all AACI rolls in a fleet to fail, triggering no AACI.
  • If Stage 2 happens multiple times, like in an Air Battle node, then each Air Phase's Stage 2 might roll an AACI.

If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, no animation will be shown, but the effects will function normally.

  • It can activate during the regular airstrike phase, but not during other phases like the Jet Assaults, LBAS phases, OASW, or Shelling phases.
  • There is a bug that allows enemy ships to activate AACI even if they were sunk[1].

The trigger chance of a given AACI is solely determined by its ID (its API value), and is arbitrary. Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS have no bearing in AACI trigger rates. Most trigger chances were datamined from KanColle Vita, and tests in the Browser version corroborated the results.

AACI Table

AACI Patterns
ID Priority
Order
Type Shot down
per slot
K-value Rate Users Notes
None - +1A = 1, B = 0 1.0 N/A Player's fleet only Triggers if no other AACI is activated
1 11       +8A = 3, B = 5 1.7 65% Akizuki-class HA Gun x2 + Radar
2 16     +7A = 3, B = 4 1.7 58% HA Gun + Radar
3 26     +5A = 2, B = 3 1.6 50% HA Gun x2
4 15       Air +7A = 5, B = 2 1.5 52% All Large Main Gun + AA Shell + AAFD + Air Radar
5 27  8+ AA  8+ AA  Air +5A = 2, B = 3 1.5 55% All
(except Akizuki-class)
HA Gun (≥8 AA) x2 + Air Radar
6 28       +5A = 4, B = 1 1.45 40% All Large Main Gun + AA Shell + AAFD
7 36      Air +4A = 2, B = 2 1.35 45% All
(except Akizuki-class)
HA Gun + AAFD + Air Radar
8 33  8+ AA  Air +5A = 2, B = 3 1.4 50% HA Gun (≥8 AA) + Air Radar
9 45     +3A = 1, B = 2 1.3 40% All HA Gun + AAFD
10 6    9+ AA  Air +9A = 3, B = 6 1.65 60% Maya Kai Ni  HA Gun + AA Gun (≥9 AA) + Air Radar
11 9    9+ AA +7A = 2, B = 5 1.5 55% HA Gun + AA Gun (≥9 AA)
12 40  9+ AA  3+ AA  Air +4A = 1, B = 3 1.25 45% All AA Gun (≥9 AA) + AA Gun (≥3 AA) + Air Radar
13 34  8+ AA  9+ AA  Air +5A = 1, B = 4 1.35 35% All
(except Maya Kai Ni )
HA Gun (≥8 AA) + AA Gun (≥9 AA) + Air Radar
14 25      Air +5 1.45 62% Isuzu Kai Ni  HA Gun + AA Gun + Air Radar
15 35     +4 1.3 55% HA Gun + AA Gun
16 24      Air +5 1.4 62% Kasumi Kai Ni B  &
Yuubari Kai Ni  (not Toku/D 
 
)
HA guns + AA Gun + Air Radar
17 42     +3 1.25 55% Kasumi Kai Ni B  HA Gun + AA Gun
18 43  9+ AA +3 1.2 60% Satsuki Kai Ni  AA Gun (≥9 AA)
19 21  7- AA  9+ AA +6 1.45 58% Kinu Kai Ni  HA Gun (≤7 AA) + AA Gun (≥9 AA)
20 37  9+ AA +4 1.25 65% AA Gun (≥9 AA)
21 22    Air +6 1.45 60% Yura Kai Ni  HA Gun + Air Radar
22 44  9+ AA +3 1.2 60% Fumizuki Kai Ni  AA Gun (≥9 AA)
23 46  3~8 AA +2 1.05 80% UIT-25/I-504 
 
AA Gun (3 to 8 AA)
24 38    3~8 AA +4 1.25 40% Tenryuu-class Kai Ni 
 
HA Gun + AA Gun (3 to 8 AA)
25 10    Air   +8 1.55 60% Ise-class Kai/Ni 
 
 
 
RLK2  + Air Radar + AA Shell
26 14    Air +7 1.4 55% Yamato-class Kai Ni 
 
 
10cm Twin HA Mount Kai  + Air Radar
27 19      Air +6 1.55 55% (5%)when accounting for ID 8 rate Ooyodo Kai  10cm Twin HA Mount Kai  + RLK2  + Air Radar
28 29    Air +5 1.4 55% Ise-class Kai/Ni 
 
 
 
&
Musashi Kai/Ni 
 
RLK2  + Air Radar
29 23    Air +6 1.55 60% Hamakaze B Kai  &
Isokaze B Kai 
HA Gun + Air Radar
30 32       +4 1.3 45% Tenryuu Kai Ni  &
Gotland Kai/Andra 
 
HA Gun x3
31 41     +3 1.2 52% Tenryuu Kai Ni  HA Gun x2
32 39    
OR
   
OR
   
+4 1.2 50% Royal Navy Ships &
Kongou-class Kai Ni/B/C
16inch Mk.I Triple + FCR  + QF 2-pounder 
OR
20-tube 7inch UP  + 20-tube 7inch UP  / QF 2-pounder 
33 31    4+ AA +4 1.35 45% Gotland Kai/Andra 
 
HA Gun + AA Gun (≥4 AA)
34 12     +8 1.6 55% Fletcher-class 2 5inch Mk.30 + GFCS Mk.37 
35 17    
OR
   
+7 1.55 55% 5inch Mk.30 + GFCS Mk.37  + 5inch Single Gun Mount Mk.30  / Kai 
36 37      
OR
     
OR
     
+7 1.55 50% 2 5inch Single Gun Mount Mk.30  / Kai  + GFCS Mk.37 
37 30     +5 1.45 40% 2 5inch Single Gun Mount Mk.30 Kai  (not base)
38 1     +11 1.85 57% Atlanta-class  2 GFCS Mk.37 + 5inch Twin CD 
39 2     +11 1.7 57% GFCS Mk.37 + 5inch Twin CD  + 5inch Twin CD 
40 3      
OR
     
OR
     
+11 1.7 56% 2 5inch Twin CD  / GFCS Mk.37 + 5inch Twin CD  + GFCS Mk.37 
41 5    
OR
   
OR
   
+10 1.65 55% 2 5inch Twin CD  / GFCS Mk.37 + 5inch Twin CD 
42 4      Sp  6+ AA +11 1.65 ?% Yamato-class Kai Ni 
 
 
Very large radar 
 
+ 1 or 2 10cm Twin HA Gun CD  + 0 or 1 AA Gun (≥6 AA)
43 7      Sp +9 1.6 ?%
44 13    Sp  6+ AA +7 1.6 ?%
45 20    Sp +6 1.55 ?%
46 8    9+ AA  Air
OR
   9+ AA  Air
8 1.55 49.5% Haruna Kai Ni B  35.6cm Twin K3 (Dazzle)  / 35.6cm Twin K4  + AA Gun (≥9 AA) + Air Radar

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Notes
  • If multiple ships can trigger AACI, the ship that rolls the highest ID number takes priority.
    • If ID numbers are tied, priority goes by fleet slot order from top to bottom.
  • If a single ship fulfills multiple AACI requirements:
    • A single roll is done to check for all AACIs.
    • This means that an AACI with higher priority and higher trigger rate completely blocks lower priority AACI from activating.
      • For example, Akizuki with a  8+ AA 8+ AA Air setup fulfills the requirements of the AACIs with ID 1, 2, 3, 5, and 8, with 1 being the highest priority. Due to this, the only ID that Akizuki can trigger is 1, because a success will activate it, and a failure implies that the roll wouldn't meet the 58%, 50%, 55%, and 50% trigger rates as it has failed to meet a 65% rate roll.
    • Conversely, an AACI with lower priority but higher trigger rate has a chance of occurring, if the roll fails to pass the higher priority AACI.
      • For example, Isokaze B Kai with  8+ AA 8+ AA Air fulfils 5 (55% rate) and 29 (60% rate), with 5 having priority. This means that in total, 5 will occur 55% of the time, and 29 will occur the leftover 5% of the time (60% - 55%).
    • Priority is: (1 > 2 > 3, 10 > 11, 14 > 15, 16 > 17, 19, 21, 25, 42 > 43 > 44 > 45) > 4 > 5 > 6 > 8 > 7 > (26 > 27 > 28, 29) > 9 > (33) > 12 > 13 > (18, 20, 22, 23, 30 > 31 > 24, 32)[2][3]
      • Examples:
        • Kinu Kai Ni can trigger both ID 20 and 19.
        • The same ship can activate IDs 20, 5, and 29.
      • Note: At some point during 2018-2019(?), priority was changed from 7 > 8 to 8 > 7. Prior to this, both 7 and 8 could be triggered with  8+ AA  Air[4], whereas now only 8 can be triggered.


Sequential AACIs

The Sequential AACIs were the AACIs introduced with the implementation of Johnston, allowing to a single ship to roll multiple AACI IDs at once, greatly increasing the trigger rate. Since the 26/05/2023 update, this mechanic is defunct, being available to all ships.

  • See here for more details.


Main Sources: [1] [2]