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{{CombatPortal}}
   −
The following classes can participate in aerial combat: standard carriers, light carriers, aviation battleships and cruisers, seaplane tenders, carrier submarines, [[Akitsumaru|Akitsumaru Kai]], and certain special enemy vessels.
+
=Aerial Combat Breakdown=
 +
Aerial Combat is one of the [[Day Battle]] intermediary phases. In this phase, allied and enemy fleets indirectly fight each other for aerial dominance and airstrike potential, granting either fleet some substantial advantages in the subsequent combat phases.
   −
==Aerial Combat Stages==
+
Aerial Combat has the following structure:
{| class="wikitable"
+
#LBAS's [[#Jet Assault Phase|Jet Assault]]
 +
#Fleet's [[#Jet Assault Phase|Jet Assault]]
 +
#[[LBAS|Land-Based Aerial Support]]
 +
#[[#Stage 1 - Battle for Air Superiority|Stage 1 - Battle for Air Superiority]]
 +
#[[#Stage 2 - Fleet Anti-Air Defense|Stage 2 - Fleet Anti-Air Defense]]
 +
#[[#Stage 3 - Airstrike|Stage 3 - Airstrike]]
 +
 
 +
If an [[LBAS]] phase happens before the Aerial Combat phase, the enemy fleet state, such as plane slots and Fighter Power used for the subsequent Aerial Combat, is carried over. This can be used to tamper with the Enemy's Aerial Combat initial conditions.
 +
*''See [[LBAS]] for more details.
 +
 
 +
In case neither fleets meet the requirements, the sub-phase will be skipped.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" style="text-align:center"
 +
!colspan=7|Planes in combat phases
 +
|-
 +
!Plane type
 +
!Detection
 +
!Contact
 +
!Airpower
 +
!Opening airstrike
 +
!Day Cut-in
 +
!ASW
 +
|-
 +
|{{Fighter}}{{Night Fighter Aircraft}} [[Fighter]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 +
|-
 +
|{{Torpedo Bomber}}{{Night Torpedo Bomber}} [[Torpedo Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Dive Bomber}} [[Dive Bomber]]s
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 
|-
 
|-
! scope="col" style="text-align:center;" |Stage
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|{{JetFighterBomber1}}{{JetFighterBomber2}} [[:Category:Jet-powered Fighter-Bombers|Jets]]
! scope="col" style="text-align:center;" |Notes
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|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Fighter Combat
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|{{Carrier Recon}} [[Carrier Recon]]s
|Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
+
|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Anti-bomber Combat
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|{{SPR}}{{Night Recon}} [[Seaplane Recon]]s
|Number of bombers shot down by fighters is affected by the result of the previous phase
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|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Anti-Air Cut-In
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|{{SPB}}{{Night SPB}} [[Seaplane Bomber]]s
|An Anti-Air Director may cause heavy damage to enemy bombers
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|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#90ee90"|✔️ <!--Airstrike-->
 +
|style="background-color:#90ee90"|✔️ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 
|-
 
|-
|Fleet Anti-air Defense
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|{{SeaplaneFighter}} [[Seaplane Fighter]]s
|Fleet defends against enemy bombers
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|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#ffb6c1"|❌ <!--ASW-->
 
|-
 
|-
|Bombing
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|{{LFB}} [[Large Flying Boat]]s
|See ''Damage Calculation'' for details
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|style="background-color:#90ee90"|✔️ <!--Detection-->
 +
|style="background-color:#90ee90"|✔️ <!--Contact-->
 +
|style="background-color:#ffb6c1"|❌ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{Autogyro}} [[Rotorcraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 +
|-
 +
|{{ASWPlane}} [[Liaison Aircraft]]
 +
|style="background-color:#ffb6c1"|❌ <!--Detection-->
 +
|style="background-color:#ffb6c1"|❌ <!--Contact-->
 +
|style="background-color:#90ee90"|✔️ <!--Air power-->
 +
|style="background-color:#ffb6c1"|❌ <!--Airstrike-->
 +
|style="background-color:#ffb6c1"|❌ <!--Day Cut-in-->
 +
|style="background-color:#90ee90"|✔️ <!--ASW-->
 
|}
 
|}
   −
===Fighter Combat===
+
=[[Jets|Jet Assault]] Phase=
Formula for calculating fighter power (works for all fleets):
+
 
<center><math>\text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)}</math>
+
Planes that participate in this phase:
</center>
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* {{Template:JetFighterBomber2}},{{Template:JetFighterBomber1}} "Jets" (turbojet propelled fighter-bombers)
 +
 
 +
If any carrier on either side is equipped with [[Jets]], the '''"Jet Assault" (JA)''' Phase will commence first of all. The JA Phase may only commence during battles where '''Airstrikes''' can be performed. The JA follows the same rules as [[#Stage 3 - Airstrike|Stage 3]].
 +
 
 +
The defending side is allowed to defend against the Jets following the same rules as [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]], however, Jets possess great [[#Anti-Air Resistance|Anti-Air Resistance]], specifically during the JA, and enemy [[AACI]] cannot be triggered during this phase either.
 +
 
 +
Jets also take part in the regular [[#Stage 3 - Airstrike|Stage 3]], but in exchange, they are subject to enemy Anti-Air prior to the JA, and again during [[#Stage 2 - Fleet Anti-Air Defense|Stage 2]].
 +
 
 +
'''Steel Cost:''' every time the Jet Assault Phase is triggered, {{Steel}} is ''automatically subtracted from the stockpile''.
 +
 
 +
<math>\text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Plane}_\text{Count} \times \text{Steel Cost} \rceil</math>
 +
 
 +
* <math>\text{Plane}_\text{Count}</math> is the current plane count '''at the start of the battle'''.
 +
* <math>\text{Steel Cost}</math> is the steel cost per plane.
 +
** [[Kikka Kai]]: '''2.6'''
 +
** [[Jet Keiun Kai]]: '''2.8'''
 +
 
 +
=Stage 1 - Battle for Air Superiority=
 +
[[File:Air_Superiority_Aquired.png|thumb|right|Green text at the bottom of the screen indicating an Air Supremacy result.]]
 +
 
 +
Planes that participate in this phase:
 +
* Fighters:
 +
** {{Fighter}}/{{Night Fighter Aircraft}} carrier-based,
 +
** {{SeaplaneFighter}} seaplanes.
 +
** {{IconText|{{ASWPlane}}|Hayabusa|8}} ASW Hayabusa
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
 +
 
 +
Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is to define the '''Air State''' imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as '''Fighter Power (FP)'''.
 +
*The Air State achieved can be critical, especially to trigger certain mechanics like [[Artillery Spotting]]/[[CVCI]], [[#Contact|Contact]], or [[Night Battle#Night Contact and Spotting|Night Contact]].
 +
 
 +
Fighter Power is defined by each plane equipped in the fleet that participates in this phase.
 +
{{Formula
 +
|Title=Fighter Power Formula
 +
|Math=\text{Fighter Power} = \sum^{\text{All planes} } \left[ \left(\text{AA}_\text{Plane} \times \sqrt{\text{Plane}_\text{Count} } \right) + \text{Mod}_\text{proficiency} \right]
 +
|Var=<math>\text{AA}_\text{Plane}</math> is the {{AA}} AA stat of the plane, including [[Improvement]]s.
 +
** [[Visible Bonus]]es are not counted.
 +
* <math>\text{Plane}_\text{Count}</math> is the number of planes in the slot prior to Stage 1's start.
 +
* <math>\text{Mod}_\text{proficiency}</math> is the fighter-power proficiency bonus. For maxed proficiency {{Double Chevron}} planes it is:
 +
** '''25.464''' for {{Fighter}} carrier-based [[Fighter]]s, {{SeaplaneFighter}} [[Seaplane Fighter]]s, and {{IconText|{{ASWPlane}}|Hayabusa|8}} {{Equipment/Link|Type 1 Fighter Hayabusa Model II Kai (20th Squadron)|Type 1 Fighter Hayabusa Model III Kai (Skilled/20th Squadron)|link=Liaison Aircraft|text=ASW Hayabusa}},
 +
** '''9.464''' for {{SPB}} [[Seaplane Bomber]]s,
 +
** '''3.464''' for all other planes.
 +
** See ''[[Plane Proficiency]]'' for more details.
 +
}}
 +
 
 +
After Fighter Power is calculated for each fleet ('''FP''' and '''EFP''' for allied and enemy fleets, respectively), the values are compared, and Air State is determined, based on the following:
   −
Notes regarding this phase:
+
{|class="wikitable" style="text-align:center; margin:auto"
* {{GreenPlane}}Fighter planes and specific {{BluePlane}} Torpedo / {{RedPlane}} Dive / {{Seaplane}}Seaplane bombers with an AA stat participate in the Fighter Combat.
+
!width="130px"|Air State
* Recon planes (both {{YellowPlane}} Carrier-based and {{Seaplane}} Seaplane) will not participate in Fighter Combat.
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!width="54px"|Fighter Power Range
* 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:
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!width="100px"|Allied Planes Shot Down
{| class="wikitable"
+
!width="80px"|Enemy Planes Shot Down
 +
!width="64px"|Airstrike Contact
 +
!width="64px"|Artillery Spotting
 +
!width="120px"|Night Contact
 
|-
 
|-
! scope="col" style="width:190px; text-align:center;" |Fighter Power<br>(FP = Own Fighter Power,<br>EFP = Enemy Fighter Power)
+
|style="color:green"| '''Air Supremacy (AS+)'''<br>制空権確保!
! scope="col" style="width:100px; text-align:center;" |Result
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| <math>\text{FP} \ge 3\text{EFP}</math>
! scope="col" style="width:165px; text-align:center;" |Text Display
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| 3/120 - 7/120
! scope="col" style="width:110px; text-align:center;" | % Shot Down
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| 0 % - 100 %
! scope="col" style="width:100px; text-align:center;" |[[Combat#Contact|Contact]]
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| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Artillery Spotting|Artillery Spotting]]
+
| Allied Only
! scope="col" style="width:100px; text-align:center;" |[[Combat#Night Combat|Night Spotting]]
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| Allied Only
 
|-
 
|-
|FP ≥ 3×EFP<br/> ''or'' Enemy Failed Detection <br/> ''or'' EFP=0 and Planes launched
+
|style="color:green"| '''Air Superiority (AS)'''<br>航空優勢!
|Air Supremacy      (AS+)
+
| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
|<span style="color:green">'''制空権確保!'''</span><br />''Seikuuken Kakuho!''
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| 9/120 - 21/120
| style="text-align:center;" |0~90%
+
| 0 % - 80 %
|Allied only
+
| Allied & Enemy
|Allied only
+
| Allied Only
|Allied only
+
| Allied & Enemy
 
|-
 
|-
|3×EFP > FP ≥ 1.5×EFP
+
| '''Air Parity (AP)'''<br>''No text''
|Air Superiority
+
| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
(AS)
+
| 15/120 - 35/120
|<span style="color:green">'''航空優勢! '''</span><br />''Koukuu Yuusei!''
+
| 0 % - 60 %
| style="text-align:center;" |0~80%
+
| Neither
|Both sides
+
| Neither
|Allied only
+
| Neither
|Both sides
+
|-
 +
| '''Air Denial (AD)'''<br>''No text''
 +
| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
 +
| 21/120 - 49/120
 +
| 0 % - 40 %
 +
| Allied & Enemy
 +
| Enemy Only
 +
| Allied & Enemy
 
|-
 
|-
|1.5×EFP > FP ≥ 2/3×EFP<br> ''or'' '''Aerial Combat Stage did not occur'''
+
|style="color:red"| '''Air Incapability (AI)'''<br>制空権喪失!
|Air Parity
+
| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
|No text displayed
+
| 30/120 - 70/120
| style="text-align:center;" |0~60%
+
| 0 % - 10 %
|Both sides
+
| Enemy Only
|Impossible for either side
+
| Enemy Only
|Impossible for regular combat nodes<br/> Both sides for PvP as well as Night Combat Only nodes
+
| Enemy Only
 +
|}
 +
 
 +
After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Proportional Air State Shootdown Formulas
 +
|-
 +
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
 +
|
 +
For each slot of the '''Allied Fleet:'''
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{Plane Loss} = \left \lfloor
 +
 
 +
  \text{Plane}_\text{Count} \times
 +
  \left(
 +
      \text{random}
 +
      \left[
 +
        0 ; \frac{\text{Mod}_\text{Air State}}{3}
 +
      \right] + \frac{\text{Mod}_\text{Air State}}{4}
 +
  \right) \times 0.1 \times \text{Mod}_\text{Jet}
 +
 
 +
\right \rfloor</math>
 +
|}
 
|-
 
|-
|2/3×EFP > FP ≥ 1/3×EFP
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
|Air Incapability
+
|
|No text displayed
+
For each slot of the '''Enemy Fleet:'''
| style="text-align:center;" |0~40%
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
|Both sides
+
|valign="center"| <math>\text{Plane Loss} = \Big\lfloor \text{Plane}_\text{Count} \times \big( 0.035 \times \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] + 0.065 \times  \text{random} \left[ 0 ; \text{Mod}_\text{Air State} \right] \big) \Big\rfloor</math>
|Enemy only
+
|}
|Both sides
   
|-
 
|-
|FP < 1/3×EFP<br> ''or'' Failed Detection
+
|colspan=2|
|Air Denial
+
;With
|<span style="color:red">'''制空権喪失! '''</span><br />''Seikuuken Soushitsu!''
+
* <math>\text{Plane}_\text{Count}</math> is the plane's count in the slot.
| style="text-align:center;" |0~10%
+
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier for each side, with:
|Enemy only
+
** {{color|green|'''AS+'''}}: 1
|Enemy only
+
** {{color|green|'''AS'''}}: 3
|Enemy only
+
** '''AP''': 5
 +
** {{color|red|'''AD'''}}: 7
 +
** {{color|red|'''AI'''}}: 10
 +
* <math>\text{Mod}_\text{Jet}</math> is '''0.6''' for {{EquipmentLink|Kikka Kai|Jet Keiun Kai|text=Jets|link=Jets}}, '''1''' otherwise.
 +
* The random function takes a random integer within the range in a linear distribution.
 
|}
 
|}
*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.
  −
*[[Combat#Contact|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====
+
;Notes
{| class="wikitable"
+
* Aircraft will be launched regardless of the carrier's state (except Sunk).
 +
* The Air States between the allied and enemy fleets are mirrored. For example, attaining AS+ imposes AI to the enemy fleet.
 +
* If both sides launch no planes, the Air State will be Air Parity.
 +
* By solely using planes with no {{AA}} AA stat, an enemy fleet might start Air Supremacy Combat with 0 total Fighter Power.
 +
** In such case, the allied fleet will attain AS+ even if no planes are launched.
 +
 
 +
=Stage 2 - Fleet Anti-Air Defense=
 +
Planes that participate in this phase:
 +
* Bombers
 +
** {{Dive Bomber}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{JetFighterBomber1}}/{{JetFighterBomber2}} carrier-based,
 +
** {{SPB}} seaplanes.
 +
** {{ASWPlane}} [[Liaison Aircraft]] with {{Dive}} Dive Bombing stat.
 +
 
 +
Following Stage 1, the Fleet AA Defense phase allows each fleet to reduce the incoming Airstrike damage by shooting down enemy planes.
 +
* Each bomber is assigned to a random enemy ship.
 +
** Ships are picked regardless of damage state, ship class, and position in the fleet have no influence.
 +
*** Even ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
 +
*** Sunk ships cannot be chosen to defend<ref>https://twitter.com/Divinity_123/status/1564593185824841729</ref>, but sunk enemy ships can still activate [[#Anti-Air Cut-in|Anti-Air Cut-in]] for the fleet<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>
 +
* When a ship defends against a bomber, it rolls two concurrent but independent events, each with 50 % chance of success:
 +
** The first roll, denominated '''Proportional Shootdown''', or '''Prop''' for short, reduces the slot size by a given % value.
 +
** The second roll, denominated '''Fixed Shootdown''', or '''Fixed''' for short, reduces the slot size by a given X value.
 +
** There is therefore a chance of 25 % to trigger both effects, 25 % to trigger only Prop, 25 % to trigger only Fixed, and 25 % to trigger neither, for each bomber.
 +
** Player-side ships are also guaranteed to shoot down at least +1 plane in addition to this, see [[#Anti-Air Cut-in|Anti-Air Cut-in]] for details.
 +
<references/>
 +
 
 +
==Adjusted Anti-Air==
 +
Adjusted Anti-Air is a set of values derived from each ship and the entire fleet. For a single ship, this value '''Ship Adjusted AA''' applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value '''Fleet Adjusted AA''' has the objective of further increasing the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.
 +
 
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=3|Adjusted Anti-Air Formulas
 
|-
 
|-
! scope="col" style="text-align:center; width:300px;" |Enemy Ship Type
+
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
! scope="col" style="text-align:center;" |Fighter Power
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
! scope="col" style="text-align:center; width:280px;" |Enemy Ship Type
+
|
! scope="col" style="text-align:center;" |Fighter Power
+
'''Allied Fleet:'''
 +
*'''Ship Adjusted AA''' of each ship is defined by<ref>https://docs.google.com/document/d/1tqYyqzdc1RT_fYDKFMcUId0kOZHCdGpVsObm6yt-Yco/edit#heading=h.9md7m3uoezjq</ref>:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"|  <math>\text{AdjAA}_\text{ship} = \text{AA}_\text{ship} + \sum^{\text{All Equip}} \left( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} + \text{AA}_\text{★-Equip} \right)</math>
 +
|}
 +
* Then, if ship has any equipment equipped: <math>\text{AdjAA}_\text{ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 
|-
 
|-
|[[Light Carrier Nu-Class]]
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
| style="text-align:center;" |8
+
|
|Armored Carrier Demon
+
*'''Fleet Adjusted AA''' is defined by:
| style="text-align:center;" |44
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{AdjAA}_\text{fleet} = \frac{2}{1.3} \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} + \text{AA}_\text{★-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 
|-
 
|-
|[[Light Carrier Nu-Class]] Elite
+
!width=20px rowspan=2|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
| style="text-align:center;" |24
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Ship Adj AA</div>
|Armored Carrier Princess
+
|
| style="text-align:center;" |48
+
'''Enemy Fleet'''
 +
*'''Ship Adjusted AA''' of each ship is defined by:
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{AdjAA}_\text{enemy ship} = 2 \times \sqrt{\text{AA}_\text{ship} + \sum^{\text{All Equip}} \text{AA}_\text{Equip}} + \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Ship} )</math>
 +
|}
 +
* Then: <math>\text{AdjAA}_\text{enemy ship} = 2 \times \bigg\lfloor\frac{\text{AdjAA}_\text{enemy ship}}{2}\bigg\rfloor</math> (rounded down to the nearest multiple of 2)
 
|-
 
|-
|[[Light Carrier Nu-Class]] Flagship
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Fleet Adj AA</div>
| style="text-align:center;" |23
+
|
|Floating Fortress
+
*'''Fleet Adjusted AA''' is defined by:
| style="text-align:center;" |27
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{AdjAA}_\text{enemy fleet} = 2 \times \Bigg\lfloor \text{Mod}_\text{Formation} \times \sum^{\text{All Ships}} \bigg\lfloor \sum^{\text{All Equip}} ( \text{AA}_\text{Equip} \times \text{Mod}_\text{Equip-Fleet} ) \bigg\rfloor \Bigg\rfloor</math>
 +
|}
 
|-
 
|-
|[[Standard Carrier Wo-Class]]
+
|colspan=3|
| style="text-align:center;" |10
+
;With
|Escort Fortress
+
* <math>\text{AA}_\text{ship}</math> the base {{AA}} AA stat of the ship.
| style="text-align:center;" |29
+
* <math>\text{AA}_\text{Equip}</math> the {{AA}} AA stat of the equipment
 +
** [[Equipment Bonuses|Visible bonuses]] are included to some extent, but actual amount is unconfirmed<ref>Estimated to be about 0.75-0.8 but not a precise fit: https://twitter.com/nishikkuma/status/1555196188621946884</ref>
 +
* <math>\text{AA}_\text{★-Equip}</math> the "equipment" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{AA}_\text{★-Fleet}</math> the "fleet" {{AA}} AA stat gained from [[Improvement]]s.
 +
* <math>\text{Mod}_\text{Formation}</math> the Formation modifier. ''See [[Combat#Formation Selection|Combat]] for more details.''
 +
* <math>\text{Mod}_\text{Equip-XX}</math> the equipment type modifier, with each value used in their respective formulas:
 +
 
 +
{|class="wikitable" style="margin:auto; text-align:center"
 +
!Equipment Type
 +
!<math>\text{Mod}_\text{Equip-Ship}</math>
 +
!<math>\text{Mod}_\text{Equip-Fleet}</math>
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Elite
+
!{{Green Gun}}{{AntiAircraftFireDirector}}<br>[[High-Angle Gun]]s, {{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AAFD|link_category=Anti-Aircraft Fire Director}}
| style="text-align:center;" |27
+
|4||0.35
|Southern War Demon
  −
| style="text-align:center;" |41
   
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship
+
!{{Air Radar}}<br>[[Air Radar]]s
| style="text-align:center;" |28
+
|3||0.4
|Southern War Princess
  −
| style="text-align:center;" |47
   
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2
+
!{{AA Shell}}<br>{{Equipment/Link|Type 3 Shell|Type 3 Shell Kai|Type 3 Shell Kai Ni|text=AA Shells|link_category=Anti-Aircraft Shells}}
| style="text-align:center;" |84
+
|0||0.6
|[[Northern Princess]] World 3-5
  −
| style="text-align:center;" |76
   
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2<br>(partial red takoyaki planes)
+
!{{RedGunHeavy}}<br>{{EquipmentLink|46cm Triple Gun Mount}}<ref>Other guns like the {{EquipmentLink|Prototype 46cm Twin Gun Mount|46cm Triple Gun Mount Kai|text=46 cm variants}} are untested.</ref>
| style="text-align:center;" |100
+
|0||0.25
|[[Northern Princess]] World 3-5 (HQ < 85)
  −
| style="text-align:center;" |72
   
|-
 
|-
|[[Standard Carrier Wo-Class]] Flagship 2<br>(red takoyaki planes)
+
!{{AA Gun}}<br>[[AA Gun]]s
| style="text-align:center;" |103
+
|6||rowspan=3|0.2
| [[Northern Princess]] World 3-5 Final Form
  −
| style="text-align:center;" |109
   
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship
+
![[:Category:Player equipment|All other equipment]]
| style="text-align:center;" |102
+
|0
|[[Northern Princess]] World 3-5 Final Form (HQ < 85)
  −
| style="text-align:center;" |105
   
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship 2
+
!Other Abyssal AA Equipment<br>Including CIC, HA Single-Guns
| style="text-align:center;" |108
+
|0
|[[Aircraft Carrier Demon]]
+
|}
| style="text-align:center;" |96
+
<references/>
 +
|}
 +
 
 +
==Proportional and Fixed shootdowns==
 +
*'''Ship Adjusted AA''' is used to calculate '''Proportional shootdown'''.
 +
*'''Ship Adjusted AA''' and '''Fleet Adjusted AA''' are used to calculate '''Fixed shootdown'''.
 +
 
 +
{|class="wikitable mw-collapsible mw-collapsed" width="100%"
 +
!colspan=2|Prop/Fixed Shootdown Formulas
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship 2<br>(partial red takoyaki planes)
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Allied Fleet</div>
| style="text-align:center;" |126
+
|
| Anchorage Water Demon
+
'''Allied Fleet's ship''':
| style="text-align:center;" |0
+
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor</math>
 +
|}
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Fixed}= \left \lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value}}{10} \right \rfloor</math>
 +
|}
 +
 
 
|-
 
|-
|[[Standard Carrier Wo-Class]] Kai Flagship 2<br>(red takoyaki planes)
+
!width=20px|<div style="writing-mode:vertical-rl;transform:rotate(180deg); text-align:left;">Enemy Fleet</div>
| style="text-align:center;" |132
+
|
| [[Harbor Princess]]
+
'''Enemy Fleet's ship''':
| style="text-align:center;" |80
+
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Prop}= \left \lfloor \frac{\lfloor\text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship}\rfloor \times \text{Mod}_\text{CF}}{400} \times \text{Plane}_\text{Count} \right \rfloor</math>
 +
|}
 +
 
 +
{|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px"
 +
|valign="center"| <math>\text{Fixed}= \Bigg\lfloor \frac{ \left( \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AAR}_\text{ship} \rfloor + \lfloor \text{AdjAA}_\text{enemy fleet} \times \text{AAR}_\text{fleet} \rfloor \right) \times \text{Mod}_\text{CF} \times \text{K}_\text{value} \times 0.75 }{8} \Bigg\rfloor</math>
 +
|}
 
|-
 
|-
|[[Battleship Re-Class]]
+
|colspan=2|
| style="text-align:center;" |94
+
;With
| [[Harbor_Princess#Stronger_Variant_.28As_seen_in_4-5.29|Harbor Princess]] World 4-5 Final Form
+
* <math>\text{AdjAA}_\text{xx}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted Anti-Air]]'''.
| style="text-align:center;" |53
+
* <math>\text{Plane}_\text{Count}</math> the current number of attacking planes.
 +
* <math>\text{Mod}_\text{CF}</math> the [[Combined Fleet]] modifier, being:
 +
** '''1''' in Single Fleets vs Single Fleet
 +
** '''0.8''' if in Single Fleets vs Combined Fleets[https://twitter.com/Divinity_123/status/1721218789587476633]
 +
** '''0.8''' if the ship is in a CF's main fleet on Surface Nodes
 +
** '''0.72''' if the ship is in a CF's main fleet on Air Raid Nodes
 +
** '''0.48''' if the ship is in a CF's escort fleet
 +
* <math>\text{K}_\text{value}</math> the Anti Air Cut-in (AACI) multiplier.
 +
** '''1''' if no AACI triggers
 +
** See [[#Anti-Air Cut-in|K-value column of AACI Patterns]] for values.
 +
* <math>\text{AAR}_\text{ship}</math> the attacking plane's '''Ship AA Resist'''.
 +
* <math>\text{AAR}_\text{fleet}</math> the attacking plane's '''Fleet AA Resist'''.
 
|-
 
|-
|[[Battleship Re-Class#Elite|Battleship Re-Class Elite]]
+
|colspan=2|
| style="text-align:center;" |107
+
;Notes
 +
*[[Smoke]] effects:
 +
**The smoke affects the allied shootdown but not the enemy shootdown.
 +
**No fixed shootdown above 2 has been observed under a smoke.
 +
**The guaranteed shootdown does not seem to be affected.
 +
**A modifier to the '''Adjusted AA''' is suspected but there is not enough data to confirm it.
 
|}
 
|}
 +
{{Formula
 +
|Title=Guaranteed Shootdown Formula
 +
|Math=\text{Guaranteed}= \lfloor \text{AACI}_\text{shotA} \times \text{AAR}_\text{AACI} \rfloor + \text{AACI}_\text{shotB}
 +
|Var=<math>\text{AAR}_\text{AACI}</math> the attacking plane's '''AACI Resist'''.
 +
**Value is suspected to be equal to <math>\text{AAR}_\text{ship}</math>, but not confirmed for all planes.<ref>https://github.com/noro6/kc-web/blob/main/src/classes/aerialCombat/shootDownInfo.ts#L115</ref>
 +
* <math>\text{AACI}_\text{shotA}</math> and <math>\text{AACI}_\text{shotB}</math> are Anti Air Cut-in (AACI) Shot-down values
 +
** See [[#Anti-Air Cut-in|Shot down per slot column of AACI Patterns]] for values in tooltips.
 +
*** Player fleet uses <math>\text{AACI}_\text{shotA} = 1</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Enemy fleet uses <math>\text{AACI}_\text{shotA} = 0</math>, <math>\text{AACI}_\text{shotB} = 0</math> if no AACI triggered
 +
*** Values for API values after 13 are unconfirmed
 +
|Notes={{Color|red|'''The current formula only works for average AAR}}<ref>https://twitter.com/Divinity_123/status/1721218789587476633</ref>
 +
*For the other AAR:
 +
** Low AAR: No reduction of the Guaranteed Shootdown have been observed,
 +
** High AAR: a reduction of '''3''' have been observed,
 +
** Extremely high AAR: a reduction of '''3''' have been observed.
 +
*** The reduction for the [[Kikka Kai]] is inconsistant between 3 and 4.
 +
<references/>
 +
}}
 +
 +
===Anti-Air Resistance===
 +
{{Category:Planes with Anti-Air Resistance}}
 +
 +
==Anti-Air Cut-in==
 +
[[File:AkizukiAACI.png|thumb|right|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 types
 +
*Each AACI is defined by its '''"ID"''' (its API value), and is arbitrary (''see the [[#AACI|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 '''"[[Node|Aerial Combat Nodes]]"''', AACI can be triggered twice, one per phase.
 +
* Only a ship equipped with proper AACI setups can trigger one (''see the [[#AACI|below table]]''),
 +
* If multiple ships are equipped with AACI setups, each ship will roll their available AACI in '''ID's "Priority Order"''' (''see the [[#AACI|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 [[Stats#Health|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 Assault]]s, [[LBAS]] phases, [[OASW]], or [[Shelling]] phases.
 +
** There is a bug that allows enemy ships to activate AACI even if they were sunk<ref>https://twitter.com/Divinity_123/status/1565631534362664960</ref>.
 +
 +
For the following table:
 +
* {{Large Gun}} is used to indicate any '''[[Large Caliber Main Gun]]'''
 +
* {{Green Gun}} is used to indicate any '''[[High-Angle Gun]]''' (dual-purpose guns/HA guns), including [[:Category:Main High-Angle Gun|Main HA Guns]] and [[:Category:Secondary High-Angle Gun|Secondary HA Guns]],
 +
* {{AA Gun}} is used to indicate any '''[[AA Gun]]''',
 +
* {{AntiAircraftFireDirector}} is used to indicate any '''{{Equipment/Link|Type 91 Anti-Aircraft Fire Director|Type 94 Anti-Aircraft Fire Director|text=AA Fire Directors|link_category=Anti-Aircraft Fire Directors}}''',
 +
* {{AA Shell}}  is used to indicate any '''[[AA Shell]]'''
 +
* {{Radar}} is used to indicate any '''[[Radar]]''', including [[Surface Radar]]s,
 +
* {{Air Radar}} is used to indicate an '''[[Air Radar]]''' (any Radar with {{AA}} AA stat of 2 or higher).
 +
Do note that some setups also required a maximal or minimal base {{AA}} AA stat for the equipment to be counted.
 +
*This exclude any stat gained from [[Fit Bonus]]es or [[Improvement]].
   −
===Bombing===
+
===AACI List===
{| class="wikitable"
+
{{Anchor|AACI}}
 +
{|class="wikitable sortable" style="text-align:center; margin:auto"
 +
! colspan=7|AACI Patterns
 +
|-
 +
! ID
 +
! Priority<br>Order
 +
! width="300px"|Setup
 +
! width="80px"|Shot down<br>per slot
 +
! width="64px"|K-value
 +
! width="64px"|Rate
 +
! Users
 +
|-
 +
!colspan=2|None
 +
|''Triggers if no other AACI is activated
 +
|{{ToolTip|+1|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 0}}
 +
|1.0
 +
|N/A
 +
|Player's fleet only
 +
|-
 +
!1
 +
!11
 +
|{{Green Gun}} {{Green Gun}} {{Radar}}
 +
|{{ToolTip|+8|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 5}}
 +
|1.7
 +
|65 %
 +
|rowspan=3|'''{{Class|Akizuki}}'''
 +
|-
 +
!2
 +
!16
 +
|{{Green Gun}} {{Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 4}}
 +
|1.7
 +
|58 %
 +
|-
 +
!3
 +
!26
 +
|{{Green Gun}} {{Green Gun}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.6
 +
|50 %
 +
|-
 +
!4
 +
!15
 +
|{{Large Gun}} {{AA Shell}} {{AntiAircraftFireDirector}}{{Air Radar}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 5, B <nowiki>=</nowiki> 2}}
 +
|1.5
 +
|52 %
 +
|'''All'''
 +
|-
 +
!5
 +
!27
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.5
 +
|55 %
 +
|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!6
 +
!28
 +
|{{Large Gun}} {{AA Shell}} {{AntiAircraftFireDirector}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 4, B <nowiki>=</nowiki> 1}}
 +
|1.45
 +
|40 %
 +
|'''All'''
 +
|-
 +
!7
 +
!36
 +
|{{Green Gun}} {{AntiAircraftFireDirector}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 2}}
 +
|1.35
 +
|45 %
 +
|rowspan=2|'''All'''<br>''(except {{Class|Akizuki}})''
 +
|-
 +
!8
 +
!33
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 3}}
 +
|1.4
 +
|50 %
 +
|-
 +
!9
 +
!46
 +
|{{Green Gun}} {{AntiAircraftFireDirector}}
 +
|{{ToolTip|+3|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 2}}
 +
|1.3
 +
|40 %
 +
|'''All'''
 +
|-
 +
!10
 +
!6
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+9|A <nowiki>=</nowiki> 3, B <nowiki>=</nowiki> 6}}
 +
|1.65
 +
|60 %
 +
|rowspan=2|'''{{Ship/Link|Maya/Kai Ni}}'''
 +
|-
 +
!11
 +
!9
 +
|{{Green Gun}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
|{{ToolTip|+7|A <nowiki>=</nowiki> 2, B <nowiki>=</nowiki> 5}}
 +
|1.5
 +
|55 %
 +
|-
 +
!12
 +
!40
 +
|{{IconText|{{AA Gun}}|9+ AA|9}} {{IconText|{{AA Gun}}|3+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+4|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 3}}
 +
|1.25
 +
|45 %
 +
|'''All'''
 +
|-
 +
!13
 +
!34
 +
|{{IconText|{{Green Gun}}|8+ AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
 +
|{{ToolTip|+5|A <nowiki>=</nowiki> 1, B <nowiki>=</nowiki> 4}}
 +
|1.35
 +
|35 %
 +
|'''All'''<br>''(except {{Ship/Link|Maya/Kai Ni}})''
 +
|-
 +
!14
 +
!25
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.45
 +
|62 %
 +
|rowspan=2|'''{{Ship/Link|Isuzu/Kai Ni}}'''
 +
|-
 +
!15
 +
!35
 +
|{{Green Gun}} {{AA Gun}}
 +
| +4
 +
|1.3
 +
|55 %
 +
|-
 +
!16
 +
!24
 +
|{{Green Gun}} {{AA Gun}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|62 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}} &<br>{{Ship/Link|Yuubari/Kai Ni}}''' ''(not {{Ship/Link|Yuubari/Kai Ni Toku|Yuubari/Kai Ni D|text=Toku/D}})''
 +
|-
 +
!17
 +
!43
 +
|{{Green Gun}} {{AA Gun}}
 +
| +3
 +
|1.25
 +
|55 %
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}}'''
 +
|-
 +
!18
 +
!44
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Satsuki/Kai Ni}}'''
 
|-
 
|-
! scope="col" style="text-align:center; width:199px;" |Type
+
!19
! scope="col" style="text-align:center; width:530px;" |Basic Attack Power
+
!21
! scope="col" style="text-align:center; width:260px;" |Notes
+
|{{IconText|{{Green Gun}}|7- AA|9}} {{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +6
 +
|1.45
 +
|58 %
 +
|rowspan=2|'''{{Ship/Link|Kinu/Kai Ni}}'''
 
|-
 
|-
|Opening Air Strike
+
!20
|Modifier × (Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25
+
!37
|Number of planes is post anti-bomber combat and fleet anti-air defense<br/> Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
+
|{{IconText|{{AA Gun}}|9+ AA|9}}
*Calculated per slot.
+
| +4
 +
|1.25
 +
|65 %
 
|-
 
|-
====Contact====
+
!21
*Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
+
!22
*When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
+
|{{Green Gun}} {{Air Radar}}
*Trigger conditions:
+
| +6
:*More air control than Air Denial
+
|1.45
:*At least one carrier scout plane, seaplane scout, or torpedo bomber equipped.
+
|60 %
::*Seaplane bombers, [[Type 3 Spotter/Liaison (ASW)|Type 3 Spotter]], and [[Ka-type_Observation_Autogyro|Ka-type Autogyros]] cannot perform contact.
+
|'''{{Ship/Link|Yura/Kai Ni}}'''
:*It's thought that each carrier scout plane, seaplane scout, and/or torpedo bomber slot equipped is given a chance to trigger contact. Once successful, the bonus applied is chosen at random with weighting from all eligible equipped planes.
  −
*Different types of planes have different trigger rates. They are roughly estimated as (if only one is equipped):
  −
{| class="wikitable"
   
|-
 
|-
! scope="col" style="text-align:center;" |Type
+
!22
! scope="col" style="text-align:center;" |Contact Rate
+
!45
 +
|{{IconText|{{AA Gun}}|9+ AA|9}}
 +
| +3
 +
|1.2
 +
|60 %
 +
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
 
|-
 
|-
| Torpedo Bomber
+
!23
| style="text-align:center;" |~2%
+
!47
 +
|nowrap|{{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +2
 +
|1.05
 +
|80 %
 +
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
 
|-
 
|-
| Night Scout
+
!24
| style="text-align:center;" |~5%
+
!38
 +
|nowrap|{{Green Gun}} {{IconText|{{AA Gun}}|3~8 AA|9}}
 +
| +4
 +
|1.25
 +
|40 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni|Tatsuta/Kai Ni|text=''Tenryuu''-class Kai Ni|link_class=Tenryuu}}'''
 
|-
 
|-
| Seaplane Scout
+
!25
| style="text-align:center;" |~20%
+
!10
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}} {{AA Shell}}
 +
| +8
 +
|1.55
 +
|60 %
 +
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}}'''
 
|-
 
|-
| Carrier Scout
+
!26
| style="text-align:center;" |~50%
+
!14
|}
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Air Radar}}
=====Contact Damage Modifier=====
+
| +7
*The damage increase depends on the +accuracy bonus {{Template:Hit}} of the squadron performing contact.
+
|1.4
{| class="wikitable"
+
|55 %
 +
|'''{{Ship/Link|Yamato/Kai|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai|Musashi/Kai Ni|text=''Yamato''-class Kai/Ni|link_class=Yamato}}'''
 +
|-
 +
!27
 +
!19
 +
|{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=70px}} {{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|55 %
 +
|'''{{Ship/Link|Ooyodo/Kai}}'''
 +
|-
 +
!28
 +
!29
 +
|{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=70px}} {{Air Radar}}
 +
| +5
 +
|1.4
 +
|55 %
 +
|'''{{Ship/Link|Ise/Kai|Ise/Kai Ni|Hyuuga/Kai|Hyuuga/Kai Ni|text=''Ise''-class Kai/Ni|link_class=Ise}} &<br>{{Ship/Link|Musashi/Kai|Musashi/Kai Ni|text=Musashi Kai/Ni}}'''
 
|-
 
|-
! scope="col" style="text-align:center;" |Accuracy<br />Bonus
+
!29
! scope="col" style="text-align:center;" |Damage<br />Modifier
+
!23
 +
|{{Green Gun}} {{Air Radar}}
 +
| +6
 +
|1.55
 +
|60 %
 +
|'''{{Ship/Link|Hamakaze/B Kai}} &<br>{{Ship/Link|Isokaze/B Kai}}
 
|-
 
|-
| style="text-align:center;" | +0
+
!30
| style="text-align:center;" |112%
+
!32
 +
|{{Green Gun}} {{Green Gun}} {{Green Gun}}
 +
| +4
 +
|1.3
 +
|45 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}} &<br>{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 
|-
 
|-
| style="text-align:center;" | +1
+
!31
| style="text-align:center;" |112%
+
!41
 +
|{{Green Gun}} {{Green Gun}}
 +
| +3
 +
|1.2
 +
|52 %
 +
|'''{{Ship/Link|Tenryuu/Kai Ni}}'''
 
|-
 
|-
| style="text-align:center;" | +2
+
!32
| style="text-align:center;" |117%
+
!39
 +
|{{Equipment/Card|16inch Mk.I Triple Gun Mount Kai + FCR Type 284|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|QF 2-pounder Octuple Pom-pom Gun Mount|size=70px}}<br>'''OR'''<br>{{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}} {{Equipment/Card|20-tube 7inch UP Rocket Launchers|size=70px}}
 +
| +4
 +
|1.2
 +
|50 %
 +
|'''[[RN|Royal Navy Ships]] &<br> {{Class|Kongou|Kai Ni/B/C}}'''
 
|-
 
|-
| style="text-align:center;" | +3
+
!33
| style="text-align:center;" |120%
+
!31
|}
+
|{{Green Gun}} {{IconText|{{AA Gun}}|4+ AA|9}}
 
+
| +4
=====Notes=====
+
|1.35
*{{Template:YellowPlane}}[[Type_2_Recon_Aircraft|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.
+
|45 %
*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.
+
|'''{{Ship/Link|Gotland/Kai|Gotland/Andra|text=Gotland Kai/Andra}}'''
 
  −
=== Anti-Air Cut-In ===
  −
[[File:Bandicam_2014-11-20_02-55-57-126.avi_snapshot_00.26_-2014.11.20_03.09.34-.jpg|thumb|An 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_.28new_formula.29|Fleet Anti-air Defense formula]], a general consensus suggests the effectiveness scales with the AA stat ({{AA}}) of the ship triggering it.
  −
 
  −
====Requirement====
  −
{| class="wikitable"
   
|-
 
|-
! scope="col" style="text-align:center; width:150px;" |Ship Type<br>''or''<br>specific ship(s)
+
!34
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 1
+
!12
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 2
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}}
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 3
+
| +8
! scope="col" style="text-align:center; width:120px;" |Req'd Equip 4
+
|1.6
! scope="col" style="text-align:center; width:90px;" |Guaranteed Shootdown Bonus
+
|55 %
! scope="col" style="text-align:center; width:250px;" |Notes
+
|rowspan=4|'''{{Class|Fletcher}}'''
 
|-
 
|-
|rowspan="5" style="text-align:center;"|All surface ships<br>(Everything except SS)
+
!35
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
+
!17
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +7
|style="text-align:center;"|-
+
|1.55
|style="text-align:center;"|4
+
|55 %
|style="text-align:center;"|Possible highest activation rate (except setups specific to certain ships)?
   
|-
 
|-
|style="text-align:center;"|HA + AAFD{{GreenGunDP}}
+
!36
|style="text-align:center;"|Air RADAR{{Radar}}
+
!18
|style="text-align:center;"|-
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
|style="text-align:center;"|-
+
| +7
|style="text-align:center;"|4
+
|1.55
|style="text-align:center;"|-
+
|50 %
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!37
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
!30
|style="text-align:center;"|Air RADAR{{Radar}}
+
|{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}} {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=70px}}
|style="text-align:center;"|-
+
| +5
|style="text-align:center;"|3
+
|1.45
|style="text-align:center;"|-
+
|40 %
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!38
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
!1
|style="text-align:center;"|-
+
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
|style="text-align:center;"|-
+
| +11
|style="text-align:center;"|2
+
|1.85
|style="text-align:center;"|-
+
|57 %
 +
|rowspan=4|'''{{Ship/Link|Atlanta|text=''Atlanta''-class|link_class=Atlanta}}'''
 
|-
 
|-
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
+
!39
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
!2
|style="text-align:center;"|Air RADAR{{Radar}}
+
|{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
|style="text-align:center;"|-
+
| +11
|style="text-align:center;"|3
+
|1.7
|style="text-align:center;"|-
+
|57 %
 
|-
 
|-
|rowspan="2" style="text-align:center;"|Battleships<br>(BBV/Fast BB included)
+
!40
|style="text-align:center;"|Heavy Gun{{RedGunHeavy}}
+
!3
|style="text-align:center;"|[[Type 3 Shell]]
+
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37|size=70px}}
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
| +11
|style="text-align:center;"|Air RADAR{{Radar}}
+
|1.7
|style="text-align:center;"|6
+
|56 %
|style="text-align:center;"|Special attacks impossible<br>(both day and night)
   
|-
 
|-
|style="text-align:center;"|Heavy Gun{{RedGunHeavy}}
+
!41
|style="text-align:center;"|[[Type 3 Shell]]
+
!5
|style="text-align:center;"|AAFD {{AntiAircraftFireDirector}}
+
|{{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}<br>'''OR'''<br>{{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}} {{Equipment/Card|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|size=70px}}
|style="text-align:center;"|-
+
| +10
|style="text-align:center;"|4
+
|1.65
|style="text-align:center;"|[[Artillery Spotting]] attacks impossible;<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
+
|55 %
 
|-
 
|-
|rowspan="3" style="text-align:center;"|[[Akizuki]] & [[Teruzuki]]
+
!42
|style="text-align:center;"|HA{{GreenGunDP}}
+
!4
|style="text-align:center;"|HA{{GreenGunDP}}
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
|style="text-align:center;"|RADAR{{Radar}}
+
| +11
|style="text-align:center;"|-
+
|1.65
|style="text-align:center;"|7
+
|64 %
|rowspan="2" style="text-align:center;"|'''Low priority'''<br>Surface RADAR works for these two setups
+
|rowspan=4|'''{{Ship/Link|Yamato/Kai Ni|Yamato/Kai Ni Juu|Musashi/Kai Ni|text=''Yamato''-class Kai Ni|link_class=Yamato}}'''
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!43
|style="text-align:center;"|RADAR{{Radar}}
+
!7
|style="text-align:center;"|-
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
|style="text-align:center;"|-
+
| +9
|style="text-align:center;"|6
+
|1.6
 +
|59 %
 
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!44
|style="text-align:center;"|HA{{GreenGunDP}}
+
!13
|style="text-align:center;"|-
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}} {{IconText|{{AA Gun}}|6+ AA|9}}
|style="text-align:center;"|-
+
| +7
|style="text-align:center;"|4
+
|1.6
|style="text-align:center;"|'''Low priority'''
+
|54 %
 
|-
 
|-
|rowspan="2" style="text-align:center;"|[[Maya#Second Upgrade|Maya Kai Ni]]
+
!45
|style="text-align:center;"|HA{{GreenGunDP}}
+
!20
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
+
|{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=70px}} {{Very Large Radar}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +6
|style="text-align:center;"|-
+
|1.55
|style="text-align:center;"|8
+
|40 %
|style="text-align:center;"|[[Artillery Spotting]] attacks impossible;<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
   
|-
 
|-
|style="text-align:center;"|HA{{GreenGunDP}}
+
!46
|style="text-align:center;"|[[25mm Triple Autocannon Mount (Concentrated Deployment)]]
+
!8
|style="text-align:center;"|-
+
|{{Equipment/Card|35.6cm Twin Gun Mount Kai San (Dazzle Camouflage)|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}<br>'''OR'''<br>{{Equipment/Card|35.6cm Twin Gun Mount Kai Yon|size=70px}} {{IconText|{{AA Gun}}|9+ AA|9}} {{Air Radar}}
|style="text-align:center;"|-
+
| +8
|style="text-align:center;"|6
+
|1.55
|style="text-align:center;"|[[Artillery Spotting|Daytime cut-in attack]] possible (main+sec);<br>[[Combat#Night_Battle_Special_Attacks|Special nighttime attacks]] possible
+
|50 %
 +
|'''{{Ship/Link|Haruna Kai Ni B}}'''
 
|-
 
|-
|style="text-align:center;"|[[Isuzu#Second Upgrade|Isuzu Kai Ni]]
+
!47
|style="text-align:center;"|HA{{GreenGunDP}}
+
!42
|style="text-align:center;"|Autocannon {{GreenGunMG}}
+
|{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{Equipment/Card|25mm Anti-aircraft Autocannon Mount & Machine Guns|size=70px}}<br>'''OR'''<br>{{Equipment/Card|12.7cm Twin Gun Mount Model C Kai 3 H|size=70px}} {{IconText|{{Radar}}|4+ AA|9}}
|style="text-align:center;"|Air RADAR{{Radar}}
+
| +2?
|style="text-align:center;"|-
+
|??
|style="text-align:center;"|3
+
|70? %
|style="text-align:center;"|Isuzu Kai Ni uses this cut-in even if HA is replaced with HA+FD<br>Special attacks impossible<br>(both day and night)
+
|'''{{Ship/Link|Shiratsuyu/Kai Ni}}<br>{{Ship/Link|Shigure/Kai Ni|Shigure/Kai San|text=Shigure Kai Ni/San}}<br>{{Ship/Link|Murasame/Kai Ni}}<br>{{Ship/Link|Harusame/Kai Ni}}
 
|}
 
|}
   −
* HA = All high-angle mounts.
+
;Examples
* HA+FD = [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm Twin High-angle Mount + AAFD]], [[12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director|12.7cm Twin High-angle Mount + AAFD]], [[90mm Single High Angled Gun]]
+
*[[Akizuki]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 1, 2, 3, 13 (in this order).
* AAFD = Anti-Aircraft Fire Director ([[Type 91 Anti-Aircraft Fire Director]], [[Type 94 Anti-Aircraft Fire Director]])
+
**The resulting trigger rate is 95.22 %.
 +
 
 +
*[[Fletcher]] with {{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37|size=36px}}{{Equipment/Card|5inch Single Gun Mount Mk.30 Kai|size=36px}}{{AAFD}} fulfills the requirements of the AACIs 34, 35, 8, 9 (in this order).
 +
**The resulting trigger rate is 93.93 %.
 +
 
 +
*[[Musashi]] with {{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|10cm Twin High-angle Gun Mount Battery Concentrated Deployment|size=36px}}{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=36px}}{{Very Large Radar}} fulfills the requirements of the AACIs 42, 43, 44, 45, 5, 28, 8, 13 (in this order).
 +
**The resulting trigger rate is 99.73 %.
 +
 
 +
*[[Isokaze B Kai]] with {{IconText|{{Green Gun}}|8+ AA|9}}{{IconText|{{Green Gun}}|8+ AA|9}}{{Air Radar}}{{IconText|{{AA Gun}}|9+ AA|9}} fulfills the requirements of the AACIs 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 [[Game Updates/2023/May 26th|26/05/2023]] update, this mechanic is defunct, being available to all ships.
 +
*''See [[Sequential AACI|here]] for more details.
 +
 
 +
'''''Main Sources: [https://docs.google.com/spreadsheets/d/1agGoLv57g5eOXLXtNIKHRoBYy61OQYxibWP6Vi_DMuY/edit#gid=13450409] [https://twitter.com/CC_jabberwock/status/1665406435969097729?s=20]
 +
*Old sources: [https://docs.google.com/spreadsheets/d/1YUppVErQj7P9f9-ddpdR-e7fTaycjSK9-x4GE9ibCrA/edit#gid=1156988467] [https://twitter.com/syoukuretin/status/1535102184530276352] [https://gyazo.com/2472468c10c0dacd28a493a79ff140da]
 +
<references/>
 +
 
 +
=Stage 3 - Airstrike=
 +
 
 +
Planes that participate in this phase:
 +
* {{Seaplane}} Reconnaissance Seaplanes
 +
* {{Carrier Recon}} Carrier-based Reconnaissance Aircraft
 +
* {{Torpedo Bomber}}{{Dive Bomber}}{{JetFighterBomber2}} Carrier-based Bombers
 +
* {{Seaplane}} Seaplane Bombers
 +
* {{ASWPlane}} [[Liaison Aircraft]] with {{Dive}} Dive Bombing stat.
 +
 
 +
With both preliminary phases executed, the final Aerial Combat Stage, Airstrike, is performed. In this phase, each bomber from the Allied Fleet and Enemy Fleet that still possess a slot size higher than 0 selects a ship to attack. The attack target is randomly picked following the same rules as [[Shelling]] target selection. The targeted ship is '''not necessarily''' the ship that has defended against said bomber during Stage 2.
   −
====Notes====
+
See [[Damage_Calculations#Airstrike|Damage Calculations]] for details on airstrike damage.
* Can trigger from either fleet in a [[Combined Fleet]] situation.
  −
* [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm Twin High-angle Mount + AAFD]], [[12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director|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#Second Upgrade|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 [[#Fighter_Combat|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====
+
;Notes
* '''AA stat''' ({{AA}}) 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 ?  ''([http://kankoregouchin.blog.fc2.com/blog-entry-43.html source 1], [http://kankoregouchin.blog.fc2.com/blog-entry-41.html 2])''
+
* Each bomber is assigned to a single ship and performs exactly one attack. The same ship may be selected to be attacked by multiple different bombers.
* '''Air radars''' provide marginal bonuses on AACI:
+
* The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
:* For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??.'' ([http://kankoregouchin.blog.fc2.com/blog-entry-41.html source])''
+
* Submarines are untargetable by Airstrike
:* Type 13 Air radar Kai on Akizuki (and other DDs?) increases the trigger chance by '''~10%'''. When AACI was activated, it also helps with shooting down more bombers. (''[http://kankoregouchin.blog.fc2.com/blog-entry-43.html source]'')
     −
===Fleet Anti-Air Defense (old formula, outdated)===
+
==Contact==
<div class="mw-customtoggle-aad-formula mw-collapsible mw-collapsed">
+
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
''Note: This section's info no longer applies and is preserved as historical information. See [[#Fleet Anti-Air Defense (new formula)|here]] for the current formula. Click the Expand button on the right to see the old formula.''
+
Contact is a special mechanic that increases the damage of '''all bombers''' participating in the Airstrike Phase. Specifically, it may be triggered during Stage 1, but has no effects until Stage 3. When successful, the Squadron performing Contact will be shown on top of the opposing fleet's "Radar", together with the text '''Making contact!''' (触接中!, ''shokusetsu-chū!'').
<div class="mw-collapsible-content">
  −
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:
     −
<center>
+
* Contact may be triggered only under {{color|green|'''AS+'''}}, {{color|green|'''AS'''}}, and {{color|red|'''AD'''}}. It '''cannot''' trigger under '''AP''' and {{color|red|'''AI'''}}.
<math>\text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)}</math>, where <br><math>\text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)}</math>
+
* At least one {{Carrier Recon}} [[Carrier Recon]], {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber]], {{SPR}}/{{Night Recon}} [[SPR|Seaplane Recon]], or {{LFB}} [[Large Flying Boat]] must be present.
</center>
+
** {{SPB}} [[SPB|Seaplane Bombers]] '''cannot''' perform contact.
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)====
+
===Step 1: Contact Trigger===
{| class="wikitable"
+
This step determines if any contact can trigger at all. Each plane that can perform Contact '''except''' {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber|Torpedo Bombers]] contributes an independent trigger rate based on the plane's {{LOS}} LoS stat and slot size. The Final Trigger Rate is determined using the sum of all independent trigger rates, and is also affected by Air State.
|-
+
* If only {{Torpedo Bomber}}/{{Night Torpedo Bomber}} [[Torpedo Bomber|Torpedo Bombers]] are present, there is still a very small chance Contact Trigger can succeed.
! scope="col" |Equipment Type
+
 
! scope="col" style="text-align:center;" |Modifier
+
{{Formula
|-
+
|Title=Contact Trigger Rate Formula<ref name="vita">[[KanColle Kai]] decompile</ref>
|46cm Triple Gun Mount
+
|Math=\text{Contact Rate}= \frac{1 + \sum^{\text{All Planes} } \left( \lfloor \sqrt{\text{Plane}_\text{Count} } \times \text{LoS}_\text{Plane} \rfloor \right)} {\text{Mod}_\text{Air State} }
| style="text-align:center;" |0.25
+
|Var=<math>\text{All Planes}</math> refer only to all planes that can perform Contact ({{Carrier Recon}}/{{SPR}}/{{Night Recon}}/{{LFB}}) '''except''' Torpedo Bombers ({{Torpedo Bomber}}/{{Night Torpedo Bomber}}).
|-
+
* <math>\text{Plane}_\text{Count}</math> is the current plane's slot size.
|High-angle Mounts
+
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
| style="text-align:center;" |0.35
+
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
|-
+
** {{color|green|'''AS+'''}}: 25
|AA Radars
+
** {{color|green|'''AS'''}}: 40
| style="text-align:center;" |0.40
+
** {{color|red|'''AD'''}}: 55
|-
+
}}
|Type 3 Shell
+
 
| style="text-align:center;" |0.60
+
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
|-
+
 
|All other equipment
+
===Step 2: Aircraft Selection===
| style="text-align:center;" |0.20
+
 
|}
+
After a successful Step 1, each plane will roll a Selection rate to be allowed to perform contact. The rolls are performed for each plane independently following a set priority, from highest to lowest. The priority for Aircraft Selection is:
   −
*Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
+
* {{Acc}} Accuracy stat, starting from highest.
*The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
+
* The Carrier's position in the fleet, starting from Flagship.
*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 Equipment slot position, starting from the first.
*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.
  −
|}
  −
</div>
     −
===Fleet Anti-Air Defense (new formula)===
+
{{Formula
'''Note: The formula for this section is for the player's side. The formula for abyssal ships is strongly suggested to be different.'''
+
|Title=Aircraft Selection Formula<ref name="vita"></ref>
 +
|Math=\text{Selection Rate}= \frac{\text{LoS}_\text{Plane} } {\text{Mod}_\text{Air State} }
 +
|Var=<math>\text{Selection Rate}</math> applies only to planes that can perform Contact ({{Carrier Recon}}/{{Torpedo Bomber}}/{{Night Torpedo Bomber}}/{{SPR}}/{{Night Recon}}/{{LFB}}).
 +
* <math>\text{LoS}_\text{Plane}</math> is the plane's displayed {{LOS}} LoS stat.
 +
* <math>\text{Mod}_\text{Air State}</math> is the Air State modifier.
 +
** {{color|green|'''AS+'''}}: 14
 +
** {{color|green|'''AS'''}}: 16
 +
** {{color|red|'''AD'''}}: 18
 +
}}
   −
After plane loss from fighter combat is calculated, for each enemy bomber slot ({{Seaplane}} / {{RedPlane}} / {{BluePlane}}), a random ship (''defending ship'') is assigned to defend against that slot via AA fire.
+
The first Squadron that succeeds to be selected will perform Contact. If all planes fail to be selected, '''Contact will not trigger''', even if Step 1 was successful.
*Fighters {{GreenPlane}} 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''' will be used in calculations for two types of anti-air shootdowns: ''percentage shootdown'' and ''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)
  −
:*[[#Anti-Air_Cut-In|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.''<br>
+
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
Fleet Anti-Air Bonus is currently suggested to only apply to ''fixed shootdown'' calculation.
     −
For each ship, the formula for its weighted anti-air value is calculated as follows:
+
{|class="wikitable" style="margin:auto; text-align:center"
<center><math>\text {Weighted Anti-Air Value} = \text{Ship's Innate Anti-Air Value} + \sum^\text{All equipment slots} \text{[ Equipment Multiplier} \times { \text {Equipment's Anti-Air Value} + 0.7 \times \sqrt{\text{Equipment's Improvement Level}} } \text{ ]}</math>
+
!Accuracy {{Acc}}!!Damage Modifier
</center>
  −
where equipment multiplier is shown in the table below:
  −
{| class="wikitable"
  −
|-
  −
! scope="col" style="text-align:center;" |Equipment Type
  −
! scope="col" style="text-align:center;" |Equipment Modifier
   
|-
 
|-
| High-Angle Gun Mount {{GreenGunDP}}<br>(Both Main and secondary)
+
|0||112 %
| style="text-align:center;" |x4
   
|-
 
|-
| Autocannon {{GreenGunMG}}
+
|1||112 %
| style="text-align:center;" |x6
   
|-
 
|-
| Air RADAR {{Radar}}
+
|2||117 %
| style="text-align:center;" |x3
   
|-
 
|-
| Anti-Aircraft Fire Director {{AntiAircraftFireDirector}}
+
|3+||120 %
| style="text-align:center;" |x4
   
|}
 
|}
   −
Multipliers for equipment not listed are not confirmed at this time.
+
<references/>
 +
 
 +
==Anti-Air Rocket Barrage==
 +
Certain ship types have the ability to trigger an "Anti-Air Rocket Barrage" (AARB), completely negating any airstrike damage.
 +
 
 +
* The '''only''' ships types able to trigger this mechanic are:
 +
** [[BBV]], [[CV]], [[CVB]], [[CVL]], [[CAV]], and [[AV]].
 +
* The ship must be equipped with a '''{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}'''.
 +
** It is often referred to as "RLK2" or "Rosa Kai Ni" for short.
 +
{{Formula
 +
|Title=AARB Trigger Rate Formula
 +
|Math=\text{AARB %} = 100 \times \frac{\text{AdjAA}_\text{ship} + {0.9} \times \text{Luck} }{400 - \left( 40 \times \text{N}_\text{rocket} + \text{AdjAA}_\text{RLK2} + 30 + \text{Mod}_\text{Ise-class} \right)}
 +
|Var=<math>\text{AdjAA}_\text{ship}</math> the previously calculated '''[[#Adjusted Anti-Air|Adjusted AA]] of the ship'''.
 +
* <math>\text{Luck}</math> the ship's {{Luck}} Luck stat.
 +
* <math>\text{N}_\text{rocket}</math> the number of {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} equipped on the ship.
 +
* <math>\text{AdjAA}_\text{RLK2}</math> the '''[[#Adjusted Anti-Air|Adjusted AA]] of the RLK2''', being {{ToolTip|'''48'''|<math>\text{8} \times \text{6}</math>}}.
 +
* <math>\text{Mod}_\text{Ise-class}</math> being '''70''' if the ship is an {{Class|Ise}}, '''0''' otherwise.
 +
}}
   −
<math>\text {Percentage Shootdown (in percent)} = \text {Weighted Anti-Air Value} \div 400</math><br>
+
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise triggers AARB, while Choukai triggers a AA Shell barrage, during the Airstrike Stage.]]
*Alternative suggestion of <math>\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> exists)
  −
<math>\text {Fixed Shootdown (in # of planes)} = \text {Floor(Weighted Anti-Air Value} \div 10 \text{)}</math>
     −
====Example of shootdown calculation====
+
If the AARB triggers on a ship, the ship will slide forward, and '''Rocket Barrage Successful''' (噴進弾幕成功, ''funshindan maku seikō'') will be displayed over its card.
[[Akizuki]] (Innate AA value of 116, equipped with two [[10cm Twin High-angle Mount + Anti-Aircraft Fire Director|10cm HA+FD *+6]] and an [[Type 13 Air RADAR Kai]]) is defending against [[Aircraft Carrier Princess]]'s torpedo bomber slot (with 56 planes). Ignoring all other contributing factors such as Anti-Air Cut-In, fighter combat, and bonus from other members in fleet,<br>
+
*If the ship does not take any damage during the airstrike, the same animation will also be played, even if the AARB failed to trigger or the ship was not targeted by any bomber.
<math>\text {Akizuki's Weighted AA Value} = 116 + 4 \times (10 + 0.7 \times \sqrt{6} ) \times 2 + 3 \times 4 = 221</math><br>
+
*Generally when a ship is targeted by any bomber and takes no damage, the text "'''miss'''" will be displayed over the ship's card, but if the AARB actually triggered, nothing will be displayed instead.
Thus, the values for the shootdown are calculated as follows:<br>
+
 
<math>\text {Akizuki's percentage shootdown} = 221 \div 400 = 0.55 = 55 \%</math><br>
+
;Notes
<math>\text {Akizuki's fixed shootdown} = \text{Floor(} 221 \div 10 \text{)} = 22</math><br>
+
* It is possible to achieve more than 100 % activation rate.
The shootdown takes place in the order of percentage, then fixed, then guaranteed, so there are 4 possible outcomes:
+
* There is another anti-air barrage animation in-game for only {{AA Shell}} [[AA Shell]]s. ''No effects were found for it.''
{| class="wikitable"
+
** The combination of a [[AA Shell]]s and the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni|text=RLK2}} is also supposed to have extra effects. ''No effects were found for it.''
|-
+
** The uselessness/cosmetic-only role of AA Shells in this mechanic might be an historical reference to the real T3 shells, being extremely ineffective in their AA role, and being compared to simple "fireworks".
! scope="col" style="text-align:center;" |Which Shootdown successful?
+
* [[Smoke]]s reduce the AARB trigger rate, either directly or by reducing the '''Adjusted AA'''.
! scope="col" style="text-align:center;" |Shootdown calculation
  −
! scope="col" style="text-align:center;" |Aircraft Carrier Princess's<br>Remaining Torpedo Bombers
  −
|-
  −
| Both Percentage and Fixed Shootdown
  −
| style="text-align:center;" |56x50% (percentage) + 22 (fixed) + 1 (guaranteed)<br>= 30 + 22 + 1 = 53
  −
| style="text-align:center;" |3
  −
|-
  −
| Percentage Shootdown Only
  −
| style="text-align:center;" |56x50% (percentage) + 1 (guaranteed)<br>= 30 + 1 = 31
  −
| style="text-align:center;" |25
  −
|-
  −
| Fixed Shootdown Only
  −
| style="text-align:center;" |22 (fixed) + 1 (guaranteed) = 23
  −
| style="text-align:center;" |33
  −
|-
  −
| Neither
  −
| style="text-align:center;" |1 (guaranteed)
  −
| style="text-align:center;" |55
  −
|}
     −
[[Category:Game Mechanics]]
+
=See Also=
 +
*[[Day Battle|Carrier Day Attacks]]
 +
**[[CVCI]]
 +
*[[Combat/Night Battle#Carrier Night Attacks|Carrier Night Attacks]]
 +
**[[CVNCI]]
 +
{{Mechanics}}
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