User:Jigaraphale/Sandbox/13
Anti-Air Cut-in
Using special equipment setups, ships may perform one of multiple special Anti-Ait Cut-In mostly referred to as AACI, during Stage 2.
- AACI types
- Each AACI is defined by its "ID" (its API value), and is arbitrary (see the below table).
- They are then mostly referred to by their "ID".
- Some older AACI may be referred to by their abbreviation, such as BBR for AACI 5.
- For all AACI, the "ID" therefore fully determines:
- The setup of the AACI and the ships able to trigger it,
- The "Trigger Rate" and the "Priority Order",
- The "K-value" and "shot down per slot" value,
- AACI effects
- 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 ("shot down per slot").
These effects make depleting the entirety of enemy planes much more feasible.
- AACI triggering
- Only one AACI can be performed per battle,
- On "Aerial Combat Nodes", AACI can be triggered twice, one per phase.
- Only a ship equipped with proper AACI setups can trigger one (see the below table),
- If multiple ships are equipped with AACI setups, each ship will roll their available AACI in ID's "Priority Order" (see the below table).
- If IDs are tied, priority goes by fleet order from top to bottom.
- 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 ID's "Priority Order".
- The trigger rate is unaffected by Stats like the damage status, Fleet AA, Ship AA, Adjusted AA, Air State, or any other parameter like Luck and LoS.
- It is possible for all AACI rolls in a fleet to fail, triggering no 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].
For the following table:
- is used to indicate any Large Caliber Main Gun
- is used to indicate any High-Angle Gun (dual-purpose guns/HA guns), including Main HA Guns and Secondary HA Guns,
- is used to indicate any AA Gun,
- is used to indicate any AA Fire Directors
, - is used to indicate any AA Shell
- is used to indicate any Radar, including Surface Radars,
- Air is used to indicate an Air Radar (any Radar with AA stat of 2 or higher).
Do note that some setups also required a maximal or minimal base AA stat for the equipment to be counted.
- This exclude any stat gained from Fit Bonuses or Improvement.
AACI Patterns | ||||||
---|---|---|---|---|---|---|
ID | Priority Order |
Setup | Shot down per slot |
K-value | Rate | Users |
None | Triggers if no other AACI is activated | +1A = 1, B = 0 | 1.0 | N/A | Player's fleet only | |
1 | 11 | +8A = 3, B = 5 | 1.7 | 65% | Akizuki-class | |
2 | 16 | +7A = 3, B = 4 | 1.7 | 58% | ||
3 | 26 | +5A = 2, B = 3 | 1.6 | 50% | ||
4 | 15 | Air | +7A = 5, B = 2 | 1.5 | 52% | All |
5 | 27 | 8+ AA 8+ AA Air | +5A = 2, B = 3 | 1.5 | 55% | All (except Akizuki-class) |
6 | 28 | +5A = 4, B = 1 | 1.45 | 40% | All | |
7 | 36 | Air | +4A = 2, B = 2 | 1.35 | 45% | All (except Akizuki-class) |
8 | 33 | 8+ AA Air | +5A = 2, B = 3 | 1.4 | 50% | |
9 | 45 | +3A = 1, B = 2 | 1.3 | 40% | All | |
10 | 6 | 9+ AA Air | +9A = 3, B = 6 | 1.65 | 60% | Maya Kai Ni |
11 | 9 | 9+ AA | +7A = 2, B = 5 | 1.5 | 55% | |
12 | 40 | 9+ AA 3+ AA Air | +4A = 1, B = 3 | 1.25 | 45% | All |
13 | 34 | 8+ AA 9+ AA Air | +5A = 1, B = 4 | 1.35 | 35% | All (except Maya Kai Ni ) |
14 | 25 | Air | +5 | 1.45 | 62% | Isuzu Kai Ni |
15 | 35 | +4 | 1.3 | 55% | ||
16 | 24 | Air | +5 | 1.4 | 62% | Kasumi Kai Ni B & Yuubari Kai Ni (not Toku/D ) |
17 | 42 | +3 | 1.25 | 55% | Kasumi Kai Ni B | |
18 | 43 | 9+ AA | +3 | 1.2 | 60% | Satsuki Kai Ni |
19 | 21 | 7- AA 9+ AA | +6 | 1.45 | 58% | Kinu Kai Ni |
20 | 37 | 9+ AA | +4 | 1.25 | 65% | |
21 | 22 | Air | +6 | 1.45 | 60% | Yura Kai Ni |
22 | 44 | 9+ AA | +3 | 1.2 | 60% | Fumizuki Kai Ni |
23 | 46 | 3~8 AA | +2 | 1.05 | 80% | UIT-25/I-504 |
24 | 38 | 3~8 AA | +4 | 1.25 | 40% | Tenryuu-class Kai Ni |
25 | 10 | Air | +8 | 1.55 | 60% | Ise-class Kai/Ni |
26 | 14 | Air | +7 | 1.4 | 55% | Yamato-class Kai Ni |
27 | 19 | Air | +6 | 1.55 | 55% | Ooyodo Kai |
28 | 29 | Air | +5 | 1.4 | 55% | Ise-class Kai/Ni & Musashi Kai/Ni |
29 | 23 | Air | +6 | 1.55 | 60% | Hamakaze B Kai & Isokaze B Kai |
30 | 32 | +4 | 1.3 | 45% | Tenryuu Kai Ni & Gotland Kai/Andra | |
31 | 41 | +3 | 1.2 | 52% | Tenryuu Kai Ni | |
32 | 39 | OR OR |
+4 | 1.2 | 50% | Royal Navy Ships & Kongou-class Kai Ni/B/C |
33 | 31 | 4+ AA | +4 | 1.35 | 45% | Gotland Kai/Andra |
34 | 12 | +8 | 1.6 | 55% | Fletcher-class | |
35 | 17 | OR |
+7 | 1.55 | 55% | |
36 | 37 | OR OR |
+7 | 1.55 | 50% | |
37 | 30 | +5 | 1.45 | 40% | ||
38 | 1 | +11 | 1.85 | 57% | Atlanta-class | |
39 | 2 | +11 | 1.7 | 57% | ||
40 | 3 | OR OR |
+11 | 1.7 | 56% | |
41 | 5 | OR OR |
+10 | 1.65 | 55% | |
42 | 4 | Sp 6+ AA | +11 | 1.65 | 64% | Yamato-class Kai Ni |
43 | 7 | Sp | +9 | 1.6 | 59% | |
44 | 13 | Sp 6+ AA | +7 | 1.6 | 54% | |
45 | 20 | Sp | +6 | 1.55 | 40% | |
46 | 8 | 9+ AA Air OR 9+ AA Air |
+8 | 1.55 | 50% | Haruna Kai Ni B |
- Examples
- Akizuki with 8+ AA 8+ AA Air fulfills the requirements of the AACIs with ID 1, 2, 3, 13 (in this order).
- The resulting trigger rate is 95.22%.
- Fletcher with fulfills 34, 35, 8, 9 (in this order).
- The resulting trigger rate is 93.93%.
- Musashi with Sp fulfills 42, 43, 44, 45, 5, 28, 8, 13 (in this order)
- The resulting trigger rate is 99.73%.
- Isokaze B Kai with 8+ AA 8+ AA Air fulfills 29, 5, 8, 13 (in this order)
- The resulting trigger rate is 94.15%.
- 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.