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m (Again, replaced template with {{Mechanics}} until we sort that out; also sandbox links replaced (this should be all of them, I hope))
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=Introduction=
+
=Aerial Combat Breakdown=
  
The air combat phase is divided into four.
+
Aerial Combat is one of the ''daytime combat'' intermediary phases. In this phase, the allied and enemy fleets fight each other indirectly for aerial dominance and airstrike potential, granting either fleet substantial advantages in the subsequent combat phases.
  
# Air Control - In this phase, the air control state is determined. This is important for determining if you can perform daytime special attacks and trigger night contact in normal day combat nodes. It also partly determines how many planes you lose.
+
Aerial Combat has the following structure:
# Contact - In this phase, eligible planes will attempt to trigger contact. If triggered, it will increase the damage of your airstrike.
+
* Jet Assault Phase
# Fleet Air Defense - In this phase, both fleets will shoot at the approaching bombers. Any planes shot down in this phase do not change the air control state that is already determined. Anti-Air Cut-Ins are triggered in this phase.
+
* Stage 1 - Battle for Air Superiority
# Airstrike - In this phase, any surviving bombers attack the enemy surface fleet. It is not affected by morale, engagement or formation.
+
* Stage 2 - Fleet Anti-Air Defense
 +
* Stage 3 - Airstrike
  
=Air Control=
+
Other phases that may happen before '''Jet Assault Phase''':
 +
* [[LBAS|Land-based Aerial Support]]
  
Any ship equipped with a plane that has an {{AA}} stat will take part in this phase. The fighter power (FP) of your fleet is compared against the enemy's (EFP) to determine the air control state.
+
If a 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. For more information, check the [[LBAS]] article.
  
<math>\text{Fighter Power} = \sum_{\text{All Slots}} \text{AA}_\text{plane} \times \sqrt{\text{No.}_\text{planes}} + \text{Mod}_\text{proficiency}</math>
+
In case neither fleets meet the requirements, the sub-phase will be skipped.
  
* <math>\text{AA}_\text{plane}</math> is the anti-air stat of the plane.
+
=Jet Assault Phase=
* <math>\text{No.}_\text{planes}</math> is the number of remaining planes in the slot.
 
* <math>\text{Mod}_\text{proficiency}</math> is the plane proficiency bonus.
 
** The value is <math>25</math> for <span style="color:orange">'''>>''' </span> ranked fighters and <math>9</math> for bombers.
 
  
After fighter power is calculated, it is compared according to the following table.
+
Planes that participate in this phase:
 +
* {{JetFighterBomber2}} Jet-type Fighter-Bombers
  
{| class="wikitable"
+
If any carriers on either side are equipped with jet-powered aircraft, the Jet Assault Phase will commence first of all. You may only commence a Jet Assault Phase during a combat where you are allowed to perform an '''Airstrike'''. The Jet Strike follows the same rules as the Stage 3 - Airstrike phase.
 +
 
 +
The defending side is allowed to defend against the Jets following the same rules as the ones from Stage 2 - Fleet AA Defense, however Jets possess increased resistance against enemy anti-air fire specifically during the Jet Assault Phase.
 +
 
 +
Jets are not excluded from the Stage 3 - Airstrike phase, but in exchange they are subject to enemy Anti-Air prior the Jet Strike, and again on Stage 2 - Fleet AA Defense.
 +
 
 +
Additionally, every time the Jet Assault Phase is triggered, {{Steel}} is ''automatically subtracted from your stockpile''.
 +
 
 +
<math>\text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Slot Size} \times \text{Steel Cost} \rceil</math>
 +
 
 +
Steel Cost is 2.6 for {{Equipment/Link|Kikka Kai}} and 2.8 for {{Equipment/Link|Jet Keiun Kai}}.
 +
 
 +
=Stage 1 - Battle for Air Superiority=
 +
 
 +
Planes that participate in this phase:
 +
* {{GreenPlane}} Carrier-based Fighters
 +
* {{BluePlane}}{{DiveBomb icon}}{{JetFighterBomber2}} Carrier-based Bombers
 +
* {{SeaplaneFighter}} Seaplane Fighters
 +
* {{Seaplane}} Seaplane Bombers
 +
 
 +
[[File:Air_Superiority_Aquired.png|thumb|right|Green text at the bottom of the screen indicating an Air Supremacy result.]]
 +
Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is defining the '''Air State''' imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as '''Fighter Power (FP)'''.
 +
 
 +
Fighter Power is defined by each plane equipped in the fleet that participates in this phase.
 +
 
 +
<math>\text{Fighter Power} = \sum^{\text{All planes}} \left(\text{AA}_\text{plane} \times \sqrt{\text{Slot Size}_\text{plane}} \right) + \text{Proficiency}</math>
 +
 
 +
Where:
 +
* <math>\text{AA}_\text{plane}</math> is the {{AA}} stat of the plane.
 +
* <math>\text{Slot Size}_\text{plane}</math> is the number of planes in the slot prior to Stage 1's start.
 +
* <math>\text{Proficiency}</math> is the bonus granted by '''Aircraft Proficiency'''.
 +
 
 +
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:
 +
 
 +
{| class="wikitable" style="margin: auto;"
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:128px;"|Control State
+
!style="text-align: center; border-style: solid; border-width: 1px; width:108px;"|Air State
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Required Fighter Power
+
!style="text-align: center; border-style: solid; border-width: 1px; width:54px;"|Fighter Power Range
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|% Allied Planes Shot Down
+
!style="text-align: center; border-style: solid; border-width: 1px; width:88px;"|Allied Planes Shot Down
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|% Enemy Planes Shot Down
+
!style="text-align: center; border-style: solid; border-width: 1px; width:70px;"|Enemy Planes Shot Down
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Air Contact
+
!style="text-align: center; border-style: solid; border-width: 1px; width:64px;"|Airstrike Contact
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Daytime Special Attacks
+
!style="text-align: center; border-style: solid; border-width: 1px; width:64px;"|Artillery Spotting
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Night Contact
+
!style="text-align: center; border-style: solid; border-width: 1px; width:32px;"|Night Contact
 
|-
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Supremacy (AS+)'''<br>制空権確保!
 
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Supremacy (AS+)'''<br>制空権確保!
 
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\text{FP} \ge 3\text{EFP}</math>
 
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\text{FP} \ge 3\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 2.5 - 5.83
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 3/120 - 7/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 100
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 100%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
Line 40: Line 74:
 
|-
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Superiority (AS)'''<br>航空優勢!
 
|style="text-align: center; border-style: solid; border-width: 1px; color:green;"| '''Air Superiority (AS)'''<br>航空優勢!
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>3\text{EFP} \ge \text{FP} \ge 1.5\text{EFP}</math>
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>3\text{EFP} > \text{FP} \ge 1.5\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 7.5 - 17.5
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 9/120 - 21/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 70
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 80%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied Only
Line 48: Line 82:
 
|-
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Parity (AP)'''<br>''No text''
 
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Parity (AP)'''<br>''No text''
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>1.5\text{EFP} \ge \text{FP} \ge 0.67\text{EFP}</math>
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>1.5\text{EFP} > \text{FP} > \frac{2}{3}\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 12.5 - 29.1
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 15/120 - 35/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 50
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 60%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither (Sorties)<br>
+
|style="text-align: center; border-style: solid; border-width: 1px;"| Neither (Sorties)
Allied and Enemy (Exercises)
+
Allied and Enemy (PvP)
 
|-
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Denial (AD)'''<br>''No text''
 
|style="text-align: center; border-style: solid; border-width: 1px;"| '''Air Denial (AD)'''<br>''No text''
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>0.67\text{EFP} \ge \text{FP} \ge 0.33\text{EFP}</math>
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\frac{2}{3}\text{EFP} \ge \text{FP} > \frac{1}{3}\text{EFP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 17.5 - 40.8
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 21/120 - 49/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 30
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 40%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Allied and Enemy
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
Line 65: Line 99:
 
|-
 
|-
 
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"| '''Air Incapability (AI)'''<br>制空権喪失!  
 
|style="text-align: center; border-style: solid; border-width: 1px; color:red;"| '''Air Incapability (AI)'''<br>制空権喪失!  
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>0.33\text{EFP} \ge \text{FP}</math>
+
|style="text-align: center; border-style: solid; border-width: 1px;"| <math>\frac{1}{3}\text{EFP} \ge \text{FP}</math>
|style="text-align: center; border-style: solid; border-width: 1px;"| 25 - 58.3
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 30/120 - 70/120
|style="text-align: center; border-style: solid; border-width: 1px;"| 0 - 10
+
|style="text-align: center; border-style: solid; border-width: 1px;"| 0% - 10%
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
 
|style="text-align: center; border-style: solid; border-width: 1px;"| Enemy Only
Line 74: Line 108:
 
|}
 
|}
  
'''Important Notes'''
+
After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.
[[file:Air_Superiority_Aquired.png|thumb|right|The text at the bottom during the opening air Phase indicates that Air Supremacy has been aquired]]
+
 
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
 +
!Proportional Air State Shootdown Formulas
 +
|-
 +
|
 +
For each slot of the '''Allied Fleet:'''
 +
 
 +
<math>\text{Plane Loss} = \left \lfloor
 +
 
 +
  \text{Slot Size} \times
 +
  \left[
 +
      \text{random}
 +
      \left(
 +
        0, \frac{\text{Airstate}_\text{mod}}{3}
 +
      \right) + \frac{\text{Airstate}_\text{mod}}{4}
 +
  \right] \times 0.1 \times \text{Jet}_\text{mod}
 +
 
 +
\right \rfloor</math>
 +
 
 +
For each slot of the '''Enemy Fleet:'''
 +
 
 +
<math>\text{Plane Loss} =  \left \lfloor \text{Slot Size} * \left ( 0.035 \times  \text{random} \left [ 0 ,  A \right ]  +  0.065 \times  \text{random} \left [ 0 ,  A \right ] \right ) \right \rfloor</math>
 +
 
 +
Where:
 +
* <math>\text{Slot Size}</math> is the plane's slot size.
 +
* <math>\text{Airstate Mod}</math> is the Air State modifier for each side, with:
 +
** <math>\text{Airstate Mod} = \begin{cases} 1, & \text{ for Air Supremacy} \\ 3, & \text{ for Air Superiority } \\ 5, & \text{ for Air Parity } \\ 7, & \text{ for Air Denial } \\ 10, & \text{ for Air Incapability } \end{cases}</math>
 +
* <math>\text{Jet}_\text{mod}</math> is the Jet-type aircraft modifier. Assumes 0.6 if the plane is a Jet, otherwise assumes 1.
 +
* The random function takes an random integer within the range in a linear distribution.
 +
|}
 +
 
 +
'''Notes:'''
 +
* 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}} 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:
 +
* {{BluePlane}}{{DiveBomb icon}}{{JetFighterBomber2}} Carrier-based Bombers
 +
* {{Seaplane}} Seaplane Bombers
 +
 
 +
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 fleet have no influence.
 +
*** Even sunk ships, or ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
 +
* 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.
 +
 
 +
==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 applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value has the objective of further increase 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" style="width: 100%"
 +
!Adjusted Anti-Air Formulas
 +
|-
 +
|
 +
For the '''Allied Fleet''', the Ship Adjusted AA of each ship is defined by:
 +
 
 +
<math>\text{AdjAA}_\text{ship} = \text{AA}_\text{base} + \sum^{\text{All equip}}
 +
\left(
 +
  \left(
 +
      \text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 +
  \right)
 +
  +
 +
  \left(
 +
      \text{Equip}_\text{★} \times \sqrt{★}
 +
  \right)
 +
\right)</math>
 +
 
 +
While the Fleet Adjusted AA is defined by:
 +
 
 +
<math>\text{AdjAA}_\text{fleet} = 1.54 \times
 +
\left \lfloor
 +
  \text{Formation}_\text{mod} \times \sum^{\text{All ships}}
 +
  \left \lfloor \sum^{\text{All equip}} \left(
 +
      \left(
 +
          \text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 +
      \right)
 +
      +
 +
      \left(
 +
          \text{Equip}_\text{★} \times \sqrt{★}
 +
      \right)
 +
  \right) \right \rfloor
 +
\right \rfloor
 +
</math>
 +
 
 +
For the '''Enemy Fleet''', the Ship Adjusted AA of each ship is defined by:
 +
 
 +
<math>\text{AdjAA}_\text{enemy ship} = \left(
 +
2 \times \sqrt{\text{AA}_\text{base}} + \sum^{\text{All equip}} \left(
 +
\text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 +
\right)
 +
\right)</math>
 +
 
 +
While the Enemy Fleet's Fleet Adjusted AA is defined by:
 +
 
 +
<math>\text{AdjAA}_\text{enemy fleet} = 2 \times
 +
\left \lfloor
 +
  \text{Formation}_\text{mod} \times \sum^{\text{All ships}}
 +
  \left \lfloor \sum^{\text{All equip}}
 +
      \left(
 +
          \text{Equip}_\text{AA} \times \text{Equip}_\text{mod}
 +
      \right)
 +
    \right \rfloor
 +
\right \rfloor
 +
</math>
 +
 
 +
Where:
 +
* <math>\text{AA}_\text{base}</math> is the base {{AA}} stat of the ship (without equipment).
 +
* <math>\text{★}</math> is the improvement level for the equipment.
 +
* <math>\text{Equip}_\text{★mod}</math> is the improvement modifier for the equipment.
 +
** High-Angle Gun Mounts: 3
 +
** Air Radar: 1.5, for Fleet Adjusted AA '''only'''.
 +
** Anti-Air Machine Guns: 4, for Ship Adjusted AA '''only'''.
 +
* <math>\text{Equip}_\text{AA}</math> is the displayed {{AA}} stat of the equipment.
 +
* <math>\text{Formation}_\text{mod}</math> is the Formation modifier.
 +
* <math>\text{Equip}_\text{mod}</math> is the equipment type modifier, with each value used in its respective formula:
 +
 
 +
{| class="wikitable" style="width:600px; margin: auto;"
 +
|-
 +
!Equipment Type
 +
!Ship AA Modifier
 +
!Fleet AA Modifier
 +
|-
 +
!{{GreenGunDP}}{{AntiAircraftFireDirector}}</br>High-angle Mounts, Anti-Aircraft Fire Directors
 +
| style="text-align:center;" |4
 +
| style="text-align:center;" |0.35
 +
|-
 +
!{{GreenGunMG}}</br>Machine Guns & Rocket Launchers
 +
| style="text-align:center;" |6
 +
| style="text-align:center;" |0.2
 +
|-
 +
!{{Radar}}</br>AA Radars
 +
| style="text-align:center;" |3
 +
| style="text-align:center;" |0.4
 +
|-
 +
!{{RedGunLight}}{{RedGunMedium}}{{RedGunHeavy}}{{Seaplane}}</br>Main Gun, Seaplanes
 +
| style="text-align:center;" |0
 +
| style="text-align:center;" |0.2
 +
|-
 +
!{{GreenAmmo}}</br>Type 3 Shell
 +
| style="text-align:center;" |0
 +
| style="text-align:center;" |0.6
 +
|-
 +
!Other Abyssal AA Equipment</br>Including CIC, High-angle Single-Mount
 +
| style="text-align:center;" |0
 +
| style="text-align:center;" |0.2
 +
|}
 +
|}
 +
 
 +
==Proportional and Fixed shootdowns==
 +
 
 +
With the Adjusted AA values calculated, it's now possible to determine the shootdown for each ship. The same ship may defend against multiple bombers at once. For each bomber a ship defends against, it will roll an independent activation of both Prop and Fixed and then decrease the slot by the resulting values.
  
* If the enemy fighter power is 0, it will be automatic AS+. This happens even if you fail the detection phase and no air combat occurs.
+
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
* Because the results of formulas are rounded down, planes mounted in certain slot sizes will not be shot down during the air control phase.
+
!Shootdown Formulas
** AS+: ≤17
+
|-
** AS: ≤5
+
|
** AP: ≤3
+
For an '''Allied Fleet's ship''' defending against Enemy planes:
** AI: ≤2
 
** AD: 1
 
* It is not recommended to attempt to give bombers shootdown protection from small slots because it hampers their damage and they will still get shot down during the anti-air fire phase.
 
* Carriers will participate in the air control phase regardless of damage state.
 
** Sunk carriers are ignored.
 
* A Recent Test<ref>https://bbs.nga.cn/read.php?tid=15861779&page=50&rand=454</ref> has shown a 0.6x multiplier towards own losses for Jet Aircraft. This result still needs to be confirmed as of now.
 
  
=Contact=
+
<math>\text{Prop}= \left \lfloor
[[file:Contact.png|thumb|right|The Tenzan (Murata Squadron) over the enemy Fleet Formation field shows that the plane successfully aquired contact]]
+
\frac{\text{AdjAA}_\text{ship} \times \text{CF}_\text{mod}}{400} \times \text{Slot Size}
To trigger contact, your fleet needs to fulfill two requirements.
+
\right \rfloor
 +
</math>
  
1. There must be at least one reconnaissance seaplane, carrier-based reconnaissance, large flying boat or torpedo bomber in the fleet.
+
<math>\text{Fixed}= \left \lfloor
 +
\frac{ \left( \text{AdjAA}_\text{ship} + \left \lfloor \text{AdjAA}_\text{fleet} \right \rfloor
 +
\right) \times \text{CF}_\text{mod} \times \text{K}_\text{value}}{10}
 +
\right \rfloor
 +
</math>
  
2. Your fleet must obtain AD, AS or AS+.
+
For an '''Enemy Fleet's ship''' defending against Allied planes:
  
When both conditions are fulfilled, the game will first check whether contact is triggered then select the plane that will perform contact.
+
<math>\text{Prop}= \left \lfloor
 +
\frac{\left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} \right \rfloor}{400} \times \text{Slot Size}
 +
\right \rfloor
 +
</math>
  
====Step 1: Contact Trigger====
+
<math>\text{Fixed}= \left \lfloor
 +
\frac{ \left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} + \text{AdjAA}_\text{enemy fleet} \times \text{AA Resist}_\text{fleet}
 +
\right \rfloor}{10.6}
 +
\right \rfloor
 +
</math>
  
To determine if contact is triggered, the adjusted {{LOS}} of all contact-capable planes in the fleet is summed as follows:
+
Where:
  
<math>\text{Contact %} = \sum_{\text{All Slots}} \left[ \sqrt{\text{N}_\text{planes}} \times \text{LOS}_\text{equip} \times \text{Mod}_\text{type} \times \text{Mod}_\text{air control} \right]</math>
+
* <math>\text{AdjAA}</math> are the previously calculated '''Adjusted AA values'''.
 +
* <math>\text{Slot Size}</math> is the attacking plane's slot size.
 +
* <math>\text{CF}_\text{mod}</math> is the Combined Fleet modifier.
 +
** Assumes 1 if Single Fleet.
 +
** 0.72 if the ship is in Combined Fleet's main fleet, 0.48 if the ship is in the Combined Fleet's escort fleet.
 +
* <math>\text{K}_\text{value}</math> is the Anti Air Cut-in (AACI) multiplier.
 +
** Assumes 1 if no AACI triggers.
 +
* <math>\text{AA Resist}_\text{ship}</math> is the attacking plane's '''Ship AA Resist'''.
 +
* <math>\text{AA Resist}_\text{fleet}</math> is the attacking plane's '''Fleet AA Resist'''.
 +
|}
  
* <math>\text{N}_\text{planes}</math> is the number of planes remaining in the slot.
+
===Anti-Air Resistance===
* <math>\text{LOS}_\text{equip}</math> is the base LoS stat of the plane.
 
* <math>\text{Mod}_\text{type}</math> is the plane type modifier. It is <math>0.04</math> for reconnaissance planes and unknown for torpedo bombers.
 
* <math>\text{Mod}_\text{air control}</math> is the air control state modifier.
 
** AS+: <math>1.0</math>
 
** AS: <math>0.6</math>
 
** Modifier for AD is unknown but it is significantly lower.
 
  
'''Important Notes'''
+
Specific planes, in particular ''skilled variants'', ''remarkable aces'' or ''state-of-the-art aircraft'' may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.
* Reconnaissance planes contribute the most to trigger chance. High LOS reconnaissance planes are ideal.
 
** This does not mean you should stack reconnaissance planes to the detriment of combat effectiveness.
 
  
====Step 2: Plane Selection====
+
This property is arbitrary to each aircraft, but loosely fit in the following categories:
  
Once the trigger rate is determined, the game will roll to see if contact is triggered. If it is, it will proceed to the plane selection step. In this step, the game will check all contact-capable planes in order until one succeeds in triggering contact or all checks are exhausted.
+
* '''Extremely high resistance:''' Aircraft that presents a resistance of 0.5/0.5
 +
* '''High resistance:''' Aircraft that presents a resistance of 0.5/0.7
 +
* '''Average resistance:''' Aircraft that presents a resistance of 0.6/0.7
 +
* '''Low resistance:''' Aircraft that presents a resistance of 0.6/1.0
  
The priority for plane selection is:
+
{| class="wikitable mw-collapsible" style="text-align: center; border-width:0.2px; margin: auto;"
* Highest accuracy
+
|-
* Ship position in fleet
+
! colspan="4" style="width:680px; | AA Resist Planes
* Equipment slot equipped
+
|-
 +
!style="width:448px;"|Plane
 +
!style="width:64px;"|Air State Modifier
 +
!style="width:64px;"|Ship AA Modifier
 +
!style="width:64px;"|Fleet AA Modifier
 +
|-
 +
! colspan=4 style="background-color:#AFCDFF;" | {{BluePlane}}{{Night Torpedo Bomber}} Torpedo Bombers
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Type 97 Torpedo Bomber (Tomonaga Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Tenzan Model 12 (Tomonaga Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Type 97 Torpedo Bomber (Murata Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Tenzan Model 12 (Murata Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Ryuusei Kai (CarDiv 1/Skilled)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
! colspan=4 style="background-color:#FFB7B7;" | {{RedPlane}} Dive Bombers
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Type 99 Dive Bomber (Egusa Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Suisei (Egusa Squadron)}}
 +
|1
 +
|0.6
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)}}
 +
|1
 +
|0.6
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
! colspan=4 style="background-color:#C3FFB2;" | {{Seaplane}} Seaplane Bombers
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zuiun (634 Air Group)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zuiun Model 12}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zuiun Model 12 (634 Air Group)}}
 +
|1
 +
|0.6
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zuiun (634 Air Group/Skilled)}}
 +
|1
 +
|0.6
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zuiun Kai Ni (634 Air Group)}}
 +
|1
 +
|0.5
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Zuiun Kai Ni (634 Air Group/Skilled)}}
 +
|1
 +
|0.5
 +
|0.5
 +
|-
 +
! colspan=4 style="background-color:#FAFFB4;" | {{JetFighterBomber1}}{{JetFighterBomber2}} Jet-type Aircraft
 +
|-
 +
|style="text-align: left;;"| {{Equipment/Link|Jet Keiun Kai}}
 +
|0.6
 +
|0.5
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{Equipment/Link|Kikka Kai}}
 +
|0.6
 +
|0.5
 +
|0.5
 +
|-
 +
! colspan=4 style="background-color:#B4F0C6;" | {{Land Based Attack Aircraft}}{{Interceptor Fighter2}} Land-based Aircraft
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Type 1 Land-based Attack Aircraft (Nonaka Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)}}
 +
|1
 +
|0.6
 +
|0.7
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Ginga (Egusa Squadron)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Type 4 Heavy Bomber Hiryuu (Skilled)}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Do 217 E-5 + Hs293 Initial Model}}
 +
|1
 +
|0.6
 +
|1
 +
|-
 +
|style="text-align: left;"| {{EquipmentLink|Do 217 K-2 + Fritz-X}}
 +
|1
 +
|0.6
 +
|1
 +
|}
  
<math>\text{Selection %} = \text{LOS}_\text{equip} \times \text{Mod}_\text{air control}</math>
+
==Anti-Air Cut-in==
 +
[[File:AkizukiAACI.png|thumb|right|Akizuki performing the API 1 (BBR) AACI.]]
 +
Using special equipment setups, ships may perform one of multiple special anti-air maneuvers during Stage 2. These moves are often referred to as AA Cut-ins, or '''AACI''' due to the way the equipment is displayed in the screen before they are performed. Particular AACI are often referred to by their acronym, such as BBR for AACI 5.
  
* The air control state modifier for plane selection is:
+
AACI grants a multiplier to the Fixed Shootdown of all Allied Fleet ships regardless of what ship uses it, referred to as ''K-value''. On top of that effect, AACI will remove a fixed number of planes from each enemy bomber slot. These effects make depleting the entirety of enemy bombers much more feasible.
** AS+: <math>0.07</math>
 
** AS: <math>0.06</math>
 
** AD: <math>0.055</math>
 
  
'''Important Info'''
+
Although several ships can be equipped with a proper AACI setup, '''only one ship can perform an 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 all planes fail to be selected, '''contact will fail to trigger'''. This means there are two points where your fleet can fail contact.
 
* If multiple planes share the same accuracy stat, the one equipped on the ship with the higher position in the fleet is checked first.
 
* If a ship has multiple planes with the same accuracy stat, the one equipped in the higher equipment slot will be checked first.
 
  
====Contact Bonus====
+
If the enemy fleet has a valid setup, it may as well activate an AACI. If that happens, an animation will not be shown, but the effects will function normally.
  
The contact bonus depends on the {{Hit}} of the plane triggering the contact. Numbers in brackets are calculated selection rates assuming AS+.
+
The trigger chance of a given AACI is solely determined by 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.
  
{| class="wikitable"
+
* {{GreenGunBuiltIn}} is a custom icon used to indicate a '''Built-in AAFD High-angle Gun'''.
 +
** The {{GreenGunBuiltIn}} can be a Main Gun or Secondary Gun.
 +
** Any High-angle Gun with {{AA}} stat of 8 or higher is considered a Built-in AAFD High-angle Gun, even if not explicitly stated by the game.
 +
* {{CDMG}} is a custom icon used to indicate a '''Concentrated Deployment Machine Gun''' (also written as '''CDMG''').
 +
** Any Machine Gun with {{AA}} stat of 9 or higher is considered a CDMG, even if not explicitly stated by the game.
 +
* {{Radar}} is used to indicate an '''Air Radar'''.
 +
** Any Radar with {{AA}} stat of 2 or higher is considered an Air Radar, even if not explicitly stated by the game.
 +
{{Anchor|AACI}}
 +
{| class="wikitable mw-collapsible" style="text-align: center; vertical-align: middle; margin: auto;"
 +
! colspan="7"| AACI Patterns
 +
|-
 +
! <!--style="width: 5%;"-->|API value
 +
! style="width: 300px;"|Type
 +
! style="width:80px;"|Shot down<br>per slot
 +
! style="width:64px;"|K-value
 +
! style="width:64px;"|Rate
 +
! <!--style="width: 15%;"-->|User
 +
! <!--style="width: 25%;"-->|Notes
 +
|-
 +
!None
 +
|'''-'''
 +
|'''+1'''
 +
|1.0
 +
|N/A
 +
|Player's fleet only
 +
|Triggers if no other AACI is activated
 +
|-
 +
!1
 +
|nowrap|'''HHR'''<br />{{GreenGunDP}}{{GreenGunDP}}{{Radar}}
 +
|'''+8'''
 +
|nowrap|1.7
 +
|65%
 +
|rowspan="3"|'''{{Ship/Link|Akizuki|Teruzuki|Suzutsuki|Hatsuzuki|text=Akizuki-Class}}'''
 +
|'''HA mount x2 + Radar'''
 +
|-
 +
!2
 +
|nowrap|HR<br />{{GreenGunDP}}{{Radar}}
 +
| +7
 +
|1.7
 +
|58%
 +
|HA mount + Radar
 +
|-
 +
!3
 +
|nowrap|HH<br />{{GreenGunDP}}{{GreenGunDP}}
 +
| +5
 +
|1.6
 +
|50%
 +
|HA mount x2
 +
|-
 +
!4
 +
|nowrap|MSAR<br />{{RedGunHeavy}}{{GreenAmmo}}{{AntiAircraftFireDirector}}{{Radar}}
 +
| +7
 +
|1.5
 +
|52%
 +
|'''Battleships'''
 +
|Large Main Gun + Sanshiki + AAFD + Air Radar
 +
|-
 +
!5
 +
|nowrap|'''BBR'''<br />{{GreenGunBuiltIn}}{{GreenGunBuiltIn}}{{Radar}}
 +
|'''+5'''
 +
|nowrap|1.5
 +
|55%
 +
|'''All'''
 +
|'''Built-in HA mount x2 + Air Radar'''
 +
|-
 +
!6
 +
|nowrap|MSA<br />{{RedGunHeavy}}{{GreenAmmo}}{{AntiAircraftFireDirector}}
 +
| +5
 +
|nowrap|1.45
 +
|40%
 +
|'''Battleships'''
 +
|Large Main Gun + Sanshiki + AAFD
 +
|-
 +
!7
 +
|nowrap|HAR<br />{{GreenGunDP}}{{AntiAircraftFireDirector}}{{Radar}}
 +
| +4
 +
|1.35
 +
|45%
 +
|rowspan="3"|'''All'''
 +
|HA mount + AAFD + Air Radar
 +
|-
 +
!8
 +
|nowrap|BR<br />{{GreenGunBuiltIn}}{{Radar}}
 +
| +5
 +
|nowrap|1.4
 +
|50%
 +
|Built-in HA mount + Air Radar
 +
|-
 +
!9
 +
|nowrap|HA<br />{{GreenGunDP}}{{AntiAircraftFireDirector}}
 +
| +3
 +
|1.3
 +
|40%
 +
|HA mount + AAFD
 +
|-
 +
!10
 +
|nowrap|'''HCR'''<br />{{GreenGunDP}}{{CDMG}}{{Radar}}
 +
|'''+9'''
 +
|1.65
 +
|60%
 +
|rowspan="2"|'''{{Ship/Link|Maya/Kai Ni}}'''
 +
|'''HA + CDMG + Air Radar'''
 +
|-
 +
!11
 +
|nowrap|HC<br />{{GreenGunDP}}{{CDMG}}
 +
| +7
 +
|1.5
 +
|55%
 +
|HA + CDMG
 +
|-
 +
!12
 +
|nowrap|CGR<br />{{CDMG}}{{GreenGunMG}}{{Radar}}
 +
| +4
 +
|1.25
 +
|45%
 +
|'''All'''
 +
|CDMG + AA Gun + Air Radar
 +
|-
 +
!13
 +
|style="background-color:#eaecf0;"|'''Cannot be activated''':
 +
{{GreenGunBuiltIn}}{{CDMG}}{{Radar}}
 +
|style="background-color:#eaecf0;"| +4
 +
|style="background-color:#eaecf0;"|1.35
 +
|style="background-color:#eaecf0;"|35%
 +
|style="background-color:#eaecf0;"|All except {{Ship/Link|Maya/Kai Ni}}
 +
|style="background-color:#eaecf0;"|Built-in HA mount + CDMG + Air Radar
 +
|-
 +
!14
 +
|nowrap|HGR<br />{{GreenGunDP}}{{GreenGunMG}}{{Radar}}
 +
|nowrap| +5
 +
|1.45
 +
|62%
 +
|rowspan="2"|'''{{Ship/Link|Isuzu/Kai Ni}}'''
 +
|HA + AA Gun + Air Radar
 +
|-
 +
!15
 +
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
 +
| +4
 +
|1.3
 +
|55%
 +
|HA + AA Gun
 +
|-
 +
!16
 +
|nowrap|HGR<br />{{GreenGunDP}}{{GreenGunMG}}{{Radar}}
 +
| +5
 +
|1.4
 +
|62%
 +
|nowrap|'''{{Ship/Link|Kasumi/Kai Ni B}}'''<br />'''{{Ship/Link|Yuubari/Kai Ni}}''' (not {{Ship/Link|Yuubari/Kai Ni Toku|text=Toku}}/{{Ship/Link|Yuubari/Kai Ni D|text=D}})
 +
|HA + AA Gun + Air Radar
 +
|-
 +
!17
 +
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
 +
| +3
 +
|1.25
 +
|55%
 +
|'''{{Ship/Link|Kasumi/Kai Ni B}}'''
 +
|HA + AA Gun
 +
|-
 +
!18
 +
|nowrap|C<br />{{CDMG}}
 +
| +3
 +
|1.2
 +
|60%
 +
|'''{{Ship/Link|Satsuki/Kai Ni}}'''
 +
|CDMG
 +
|-
 +
!19
 +
|nowrap|HC<br />{{GreenGunDP}}{{CDMG}}
 +
| +6
 +
|1.45
 +
|58%
 +
|rowspan="2"|'''{{Ship/Link|Kinu/Kai Ni}}'''
 +
|HA + CDMG<br />(Cannot be Built-in HA)
 +
|-
 +
!20
 +
|nowrap|C<br />{{CDMG}}
 +
| +4
 +
|1.25
 +
|65%
 +
|CDMG
 +
|-
 +
!21
 +
|nowrap|HR<br />{{GreenGunDP}}{{Radar}}
 +
| +6
 +
|1.45
 +
|60%
 +
|'''{{Ship/Link|Yura/Kai Ni}}'''
 +
|HA + Air Radar
 +
|-
 +
!22
 +
|nowrap|C<br />{{CDMG}}
 +
| +3
 +
|1.2
 +
|60%
 +
|'''{{Ship/Link|Fumizuki/Kai Ni}}'''
 +
|CDMG
 +
|-
 +
!23
 +
|nowrap|G<br />{{GreenGunMG}}
 +
| +2
 +
|1.05
 +
|80%
 +
|'''{{Ship/Link|UIT-25|I-504|text=UIT-25/I-504}}'''
 +
|AA Gun (Cannot be CDMG)
 +
|-
 +
!24
 +
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
 +
| +4
 +
|1.25
 +
|40%
 +
|'''{{Ship/Link|Tatsuta/Kai Ni}}'''
 +
|HA + AA Gun (Cannot be CDMG)
 +
|-
 +
!25
 +
|GRS<br />{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=40px}}{{Radar}}{{GreenAmmo}}
 +
| +8
 +
|1.55
 +
|60%
 +
|'''{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=Ise-class Kai/Kai Ni}}'''
 +
|{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}} + Air Radar + Sanshiki 
 +
|-
 +
!26
 +
|nowrap|HR<br />{{Equipment/Card|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|size=40px}}{{Radar}}
 +
| +7
 +
|1.4
 +
|55%
 +
|'''{{Ship/Link|Musashi/Kai Ni}}'''
 +
|{{Equipment/Link|10cm Twin High-angle Gun Mount Kai + Additional Machine Guns|text=10cm Twin HA Mount Kai}} + Air Radar
 +
|-
 +
!27
 +
!colspan="6"|Unknown
 +
|-
 +
!28
 +
|GR<br />{{Equipment/Card|12cm 30-tube Rocket Launcher Kai Ni|size=40px}}{{Radar}}
 +
| +5
 +
|1.4
 +
|55%
 +
|'''{{Ship/Link|Ise/Kai Ni|Hyuuga/Kai Ni|text=Ise-class Kai/Kai Ni}} &<br />{{Ship/Link|Musashi/Kai Ni}}'''
 +
|{{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}} + Air Radar 
 +
|-
 +
!29
 +
|nowrap|HR<br />{{GreenGunDP}}{{Radar}}
 +
| +6
 +
|1.55
 +
|60%
 +
|'''{{Ship/Link|Hamakaze/B Kai}} &<br />{{Ship/Link|Isokaze/B Kai}}'''
 +
|HA + Air Radar<br />Using '''Built-in HA mounts''' has a high chance to proc AACI 5/8 instead.
 +
|-
 +
!30
 +
|nowrap|HHH<br />{{GreenGunDP}}{{GreenGunDP}}{{GreenGunDP}}
 +
| +4
 +
|1.3
 +
|45%
 +
|rowspan="2"|'''{{Ship/Link|Tenryuu/Kai Ni}} &'''<br />'''{{Ship/Link|Gotland/Kai}}'''
 +
|HA + HA + HA
 +
|-
 +
!31
 +
|nowrap|HH<br />{{GreenGunDP}}{{GreenGunDP}}
 +
| +3
 +
|1.2
 +
|52%
 +
|HA + HA
 +
|-
 +
!32
 +
|{{QuestRewardEquip|16inch Mk.I Triple Gun Mount Kai + FCR Type 284}}{{QuestRewardEquip|QF 2-pounder Octuple Pom-pom Gun Mount}}<br />'''OR'''<br />{{QuestRewardEquip|20-tube 7inch UP Rocket Launchers}}{{QuestRewardEquip|20-tube 7inch UP Rocket Launchers}}<br />'''OR'''<br />{{QuestRewardEquip|20-tube 7inch UP Rocket Launchers}}{{QuestRewardEquip|QF 2-pounder Octuple Pom-pom Gun Mount}}
 +
| +4
 +
|1.2
 +
|50%
 +
|'''{{Ship/Link|Nelson/Kai|Warspite/Kai|Ark Royal/Kai|Jervis/Kai|Janus/Kai|text=Royal Navy Ships}} &<br /> {{Ship/Link|Kongou/Kai Ni|Hiei/Kai Ni|Kirishima/Kai Ni|Haruna/Kai Ni|text=Kongou-class Kai Ni}}'''
 +
|{{Equipment/Link|16inch Mk.I Triple Gun Mount Kai + FCR Type 284|text=16inch Mk.I Triple + FCR}} + {{Equipment/Link|QF 2-pounder Octuple Pom-pom Gun Mount|text=QF 2-pounder}} <br />'''OR'''<br /> {{Equipment/Link|20-tube 7inch UP Rocket Launchers|text=20-tube 7inch UP}} + {{Equipment/Link|20-tube 7inch UP Rocket Launchers|text=20-tube 7inch UP}} / {{Equipment/Link|QF 2-pounder Octuple Pom-pom Gun Mount|text=QF 2-pounder}}
 +
|-
 +
!33
 +
|nowrap|HG<br />{{GreenGunDP}}{{GreenGunMG}}
 +
| +4
 +
|1.35
 +
|45%
 +
|'''{{Ship/Link|Gotland/Kai}}'''
 +
|HA + AA Gun
 +
|-
 +
!34
 +
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37}}
 +
|'''+8'''
 +
|1.6
 +
|55%
 +
|rowspan="4"|'''{{Ship/Link|Fletcher|Johnston|text=Fletcher-Class}}'''
 +
|
 +
|-
 +
!35
 +
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30}}
 +
|'''+7'''
 +
|1.55
 +
|55%
 +
|rowspan="2"|The {{Equipment/Link|5inch Single Gun Mount Mk.30 Kai|text=Kai}} variant can also be used in place of the {{Equipment/Link|5inch Single Gun Mount Mk.30|text=Base}} variant.
 +
|-
 +
!36
 +
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30}}{{QuestRewardEquip|GFCS Mk.37}}
 +
|'''+7'''
 +
|1.55
 +
|50%
 
|-
 
|-
!style="text-align: center; border-radius: 6px 0 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:64px;"|Accuracy Value
+
!37
!style="text-align: center; border-style: solid; border-width: 1px; background-color:#99CCFF; width:32px;"|Contact Bonus
+
|{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai}}{{QuestRewardEquip|5inch Single Gun Mount Mk.30 Kai}}
!style="text-align: center; border-radius: 0 6px 0 0; border-style: solid; border-width: 1px; background-color:#99CCFF; width:512px;"|Night Contact
+
| +5
 +
|1.45
 +
|40%
 +
|Both HA guns must be {{Equipment/Link|5inch Single Gun Mount Mk.30 Kai|text=Kai}} variant.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 0
+
!38
|style="text-align: center; border-style: solid; border-width: 1px;"| 112%
+
!colspan="6"|Unknown
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber]]/[[Tenzan]]/[[Ryuusei]] (7%); [[Ryuusei Kai]]/[[Type 97 Torpedo Bomber (931 Air Group)]]/[[Tenzan (931 Air Group)]] (14%); [[TBD]]/[[TBF]] (14%)
 
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 1
+
!39
|style="text-align: center; border-style: solid; border-width: 1px;"| 112%
+
|{{QuestRewardEquip|GFCS Mk.37 + 5in Dual Purpose Gun (CD)|image=File:Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
|style="border-style: solid; border-width: 1px;"| [[Tenzan (601 Air Group)]] (14%); [[Ryuusei (601 Air Group)]] (21%); [[Swordfish]] (7%); [[Ryuusei Kai (CarDiv 1)]] (28%); [[Prototype T97E Kai]] (28%); [[Type 0 Recon Seaplane]] (35%); [[Type 98 Recon Seaplane (Night Scout)]] (21%); [[Shiun]] (56%); [[Type 2 Flying Boat]] (84%)
+
| '''+11'''
 +
|1.7
 +
|57%
 +
|rowspan="4"|'''{{Ship/Link|Atlanta|text=Atlanta-class}}'''
 +
|
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 2
+
!40
|style="text-align: center; border-style: solid; border-width: 1px;"| 117%
+
|{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}{{QuestRewardEquip|GFCS Mk.37}}
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber (Skilled)]] (14%); [[Type 97 Torpedo Bomber (Murata Squadron)]], [[Tenzan Model 12 (Murata Squadron)]] (28%); [[Type 97 Torpedo Bomber (931 Air Group / Skilled)]] (21%); [[Ryuusei Kai (CarDiv 1/Skilled)]] (42%); [[TBM-3D]] (14%); [[Prototype T97E Kai Skilled]] (35%); [[Saiun]] (63%); [[Prototype Keiun]] (77%); [[Saiun (East Caroline Air Group)]]/[[Saiun (4th Recon)]] (70%); [[Type 0 Observation Seaplane]]/[[OS2U]]/[[Type 0 Recon SeaPlane Model 11 B]] (42%); [[Ar196 Kai]] (35%); [[Ro.43 Recon Seaplane]]/[[S9 Osprey]] (28%); [[PBY-5A Catalina]] (63%)
+
| '''+11'''
 +
|1.7
 +
|56%
 +
|rowspan="2"|The {{Equipment/Link|GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)|text=GFCS+5inch(CD)}} variant of the gun can also be used.
 
|-
 
|-
|style="text-align: center; border-style: solid; border-width: 1px;"| 3+
+
!41
|style="text-align: center; border-style: solid; border-width: 1px;"| 120%
+
|{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
|style="border-style: solid; border-width: 1px;"| [[Type 97 Torpedo Bomber (Tomonaga Squadron)]]/[[Tenzan Model 12 (Tomonaga Squadron)]] (21%); [[Swordfish Mk. II (Skilled)]] (14%); [[Swordfish Mk.III (Skilled)]] (35%); [[Type 2 Recon Aircraft]] (49%); [[Type 0 Reconnaissance Seaplane Model 11B (Skilled)]] (56%)
+
{{QuestRewardEquip|5in Dual Purpose Gun (CD)|image=File:Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png|link=5inch Twin Dual-purpose Gun Mount (Concentrated Deployment)}}
 +
| '''+10'''
 +
|1.65
 +
|55%
 +
|}
 +
 
 +
'''Notes:'''
 +
 
 +
* '''If a ship fulfils multiple AACI requirements, the API with the highest priority will be checked first.'''
 +
** A single roll is done to check for all AACIs. This means that an AACI with lower priority but higher trigger rate can be activated.
 +
*** The opposite cannot occur.
 +
** For example, Akizuki with a {{GreenGunBuiltIn}}{{GreenGunBuiltIn}}{{Radar}} setup fulfills the requirements of the AACIs with API values 1, 2, 3, 5 and 8, with 1 being the highest priority. Due to this, the only API 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.
 +
* AACI priority is not completely determined, but some have been observed:
 +
** 8 has a lower priority than 7, as both can be triggered by the same ship.
 +
** [[Kinu|Kinu Kai Ni]] can trigger both API 20 and 19.
 +
** The same ship can activate APIs 20, 5 and 29.
 +
* '''If multiple ships trigger AACI, the ship that rolled the highest API number takes priority.'''
 +
 
 +
===Sequential AACIs===
 +
 
 +
The '''Sequential AACIs''' are the Cut-ins introduced with the implementation of [[Johnston]] onwards. So far, they are exclusive to the {{Ship/Link|Fletcher/Kai|Johnston/Kai|text=Fletcher-Class}} and {{Ship/Link|Atlanta/Kai|text=Atlanta-class}}. Different from Original AACIs, from lowest to highest API, each eligible AACI will be rolled independently if the previous roll has failed. If all Sequential rolls fail, an additional Original Type roll is performed. This grants the specific ships with access to Sequential AACIs extremely high trigger rates.
 +
 
 +
Sequential AACIs are APIs '''34, 35, 36, 37, 39, 40 and 41.'''
 +
 
 +
=Stage 3 - Airstrike=
 +
 
 +
Planes that participate in this phase:
 +
* {{Seaplane}} Reconnaissance Seaplanes
 +
* {{YellowPlane}} Carrier-based Reconnaissance Aircraft
 +
* {{BluePlane}}{{DiveBomb icon}}{{JetFighterBomber2}} Carrier-based Bombers
 +
* {{Seaplane}} Seaplane Bombers
 +
 
 +
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:'''
 +
* 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.
 +
* The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
 +
* Submarines are untargetable by Airstrike
 +
 
 +
==Contact==
 +
[[file:Contact.png|thumb|right|Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.]]
 +
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!'')'''.
 +
 
 +
* Contact may be triggered only under specific Air States.
 +
* At least one Carrier-based {{Seaplane}}Reconnaissance Aircraft, {{YellowPlane}}Reconnaissance Seaplane, or {{BluePlane}}Torpedo Bomber must be present.
 +
** {{Seaplane}}Seaplane Bombers '''cannot''' perform contact.
 +
 
 +
===Step 1: Contact Trigger===
 +
 
 +
Each plane that can perform Contact has an independent trigger rate based on the plane's {{LOS}} stat, type, and slot size. The Final Trigger Rate is equal to the sum of all independent trigger rates.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
 +
!Contact Trigger Rate Formula
 
|-
 
|-
 +
|
 +
<math>\text{Contact Rate}= \sum^{\text{All planes}} \left( \sqrt{\text{Slot Size}} \times \text{Plane}_\text{LoS} \times \text{Plane}_\text{mod} \times \text{Air State}_\text{mod} \right)
 +
</math>
 +
 +
Where:
 +
 +
* <math>\text{All planes}</math> refer specifically to all planes that can perform Contact ({{YellowPlane}}{{BluePlane}} and {{Seaplane}}Recon). {{Seaplane}}Bomber '''cannot''' perform contact.
 +
* <math>\text{Slot Size}</math> is the plane's slot size.
 +
* <math>\text{Plane}_\text{LoS}</math> is the plane's displayed {{LOS}} stat.
 +
* <math>\text{Plane}_\text{mod}</math> is the plane's type modifier.
 +
** Assumes 0.04 if the plane is a {{YellowPlane}} or {{Seaplane}}Recon.
 +
** Assumes a much smaller value if the plane is a {{BluePlane}}.
 +
* <math>\text{Air State}_\text{mod}</math> is the Air State modifier.
 +
** Assumes 1 for AS+, 0.6 for AS.
 
|}
 
|}
  
'''Important Notes'''
+
A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.
* The Type 0 11B Skilled is the best plane for triggering contact. Having the best multiplier and a decent chance of being selected. Try to place them on ships at the top of the fleet.
+
 
 +
===Step 2: Aircraft Selection===
 +
 
 +
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:
 +
 
 +
* {{Acc}} stat, starting from highest.
 +
* The Carrier's position in the fleet, starting from Flagship.
 +
* The Equipment slot position, starting from the first.
  
=Fleet Air Defense=
+
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%"
 +
!Aircraft Selection Formula
 +
|-
 +
|
 +
<math>\text{Selection Rate}= \text{Plane}_\text{LoS} \times \text{Air State}_\text{mod}
 +
</math>
  
Following contact, the bombers will face anti-air fire from opposing sides. For more details on the formulas involved and anti-air cut-ins, please see [[Anti-Air Fire]].
+
Where:
  
* To start, each bomber slot is randomly assigned to an opposing ship that will perform the defense.
+
* <math>\text{Plane}</math> refer specifically to a planes that can perform Contact ({{YellowPlane}}{{BluePlane}} and {{Seaplane}}Recon). {{Seaplane}}Bomber '''cannot''' perform contact.
** The same ship can be selected multiple times.
+
* <math>\text{Plane}_\text{LoS}</math> is the plane's displayed {{LOS}} stat.
* Each defending ship has a chance to trigger on, both or neither shoot down actions.
+
* <math>\text{Air State}_\text{mod}</math> is the Air State modifier.
** 50% for proportional shotdown to trigger.
+
** Assumes 0.07 for AS+, 0.06 for AS, and 0.055 for AD.
** 50% for fixed shotdown to trigger.
+
|}
*** This means 25% chance for both to trigger and 25% for neither to trigger.
 
* One bomber from every enemy squadron will be guaranteed to be shot down.
 
** This only applies for active player fleet.
 
** If an anti-air cut-in is triggered, it's fixed shoot down will be added to the one guaranteed shoot down.
 
* Abyssals have their own anti-air formulas that are weaker than the ship girl ones. Please see [[Anti-Air_Fire#Abyssal_Anti-Air|Abyssal Anti-Air]] for details.
 
  
=Airstrike=
+
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.
  
Finally, the remaining bombers will perform an attack on the enemy fleet. For details on how the attack power is calculated, please see [[Damage_Calculations#Airstrike|Damage Calculations]]. Remember that the final attack power is modified by critical hits, contact, enemy armour and the remaining ammo modifier. All of those are '''post-cap'''.
+
If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's {{Acc}} stat.
  
'''Important Notes'''
+
{| class="wikitable" style="margin: auto; width: 500px;"
* Each bomber is randomly assinged one ship to attack.
+
|-
* Damage is unaffected by engagement, formation, damage state, or morale.
+
! scope="col" style="text-align:center;" |Accuracy
* The accuracy of the airstrike is fixed at around 95%.
+
! scope="col" style="text-align:center;" |Damage<br />Modifier
 +
! scope="col" style="text-align:center;" |Example Planes
 +
|-
 +
| style="text-align:center;" | +0
 +
| style="text-align:center;" |112%
 +
|[[Ryuusei Kai]]
 +
|-
 +
| style="text-align:center;" | +1
 +
| style="text-align:center;" |112%
 +
|[[Type 0 Recon Seaplane]], [[Ryuusei (601 Air Group)]], [[Type 2 Flying Boat]]
 +
|-
 +
| style="text-align:center;" | +2
 +
| style="text-align:center;" |117%
 +
|[[Type 0 Observation Seaplane]], [[Saiun]], [[PBY-5A Catalina]], [[Prototype Keiun]]
 +
|-
 +
| style="text-align:center;" | +3 or more
 +
| style="text-align:center;" |120%
 +
|[[Type 2 Recon Aircraft]], [[Tenzan Model 12 (Tomonaga Squadron)]], [[Type 97 Torpedo Bomber (Tomonaga Squadron)]]
 +
|}
  
====Rocket Barrage====
+
==Anti-Air Rocket Barrage==
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise successfully triggers the AARB during opening Air Phase, Choukai is equipped with a T3 Shell and triggers the AA animation of it]]
+
[[File:Anti-Air Rocket Barrage.png|thumb|right|Ise successfully triggers AARB, while Choukai triggers a Type 3 Shell barrage, during Airstrike Stage.]]
 
Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.
 
Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.
  
 
* The ship must be a [[:Category:Seaplane Tenders|AV]], [[:Category:Aviation Battleships|BBV]], [[:Category:Aviation Cruisers|CAV]], [[:Category:Light Carriers|CVL]] or [[:Category:Standard Carriers|CV]].
 
* The ship must be a [[:Category:Seaplane Tenders|AV]], [[:Category:Aviation Battleships|BBV]], [[:Category:Aviation Cruisers|CAV]], [[:Category:Light Carriers|CVL]] or [[:Category:Standard Carriers|CV]].
 
** It '''only''' applies to ships within those categories.
 
** It '''only''' applies to ships within those categories.
* The ship must be equipped with a [[12cm 30 Tube Rocket Launcher Kai 2]].
+
* The ship must be equipped with a {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}.
 +
 
 +
The trigger rate is given by:
  
The trigger chance is:
+
<math>\text{AARB %} = \frac{\text{AdjAA}_\text{ship} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class}</math>
  
<math>\text{Barrage %} = \frac{\text{AA}_{adjusted} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class}</math>
+
Where:
  
* <math>\text{AA}_{adjusted}</math> is the adjusted AA of the ship. For information on how it is calculated, please see [[Anti-Air Fire#Adjusted Anti-Air|Anti-Air Fire]].
+
* <math>\text{AdjAA}_\text{ship}</math> is the previously calculated '''Adjusted AA of the ship'''.
 
* <math>\text{Luck}</math> is the ship's {{Luck}} stat.
 
* <math>\text{Luck}</math> is the ship's {{Luck}} stat.
* <math>\\text{N}_\text{rocket}</math> is the number of 12cm rocket k2 equipped.
+
* <math>\text{N}_\text{rocket}</math> is the number of {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}.
 
* <math>\text{Mod}_\text{Ise-class}</math> is the [[:Category:Ise Class|Ise-class]] bonus of <math>25</math>.
 
* <math>\text{Mod}_\text{Ise-class}</math> is the [[:Category:Ise Class|Ise-class]] bonus of <math>25</math>.
  
When triggered, the ship will slide forward and "噴進弾幕成功" (Rocket Barrage Success) will be displayed over her banner. A flak burst animation will also appear in front of her.
+
When triggered, the ship will slide forward and '''Rocket Barrage Successful (噴進弾幕成功, ''funshindan maku seikō'')''' will be displayed over the ship's card.
  
'''Important Notes'''
+
'''Notes:'''
 
* It is possible to achieve more than 100% activation rate.
 
* It is possible to achieve more than 100% activation rate.
* There are other anti-air barrages for [[Type 3 Shell]]s and a combination of Type 3 Shells and the 12cm rocket k2. Effects and trigger chance are currently unknown.
+
* There are other anti-air barrages for [[Type 3 Shell]]s and a combination of Type 3 Shell and the {{Equipment/Link|12cm 30-tube Rocket Launcher Kai Ni}}. No effects were found for those barrages.
 
 
====Jet Assault====
 
Only [[Jets|jet-powered planes]] will be able to participate in this phase.
 
  
* Damage is calculated like a normal airstrike.
 
* Contact '''does not''' apply to jet assault.
 
* Ships sunk by jet assaults do not participate in the rest of air combat.
 
** However they '''will still contribute''' to Fleet Anti-Air.
 
* It will not take place if aerial combat would not occur. Eg if detection fails.
 
* Jets assigned to a land base will perform their jet assault during the [[LBAS]] phase.
 
  
=See Also=
 
  
 
{{Mechanics}}
 
{{Mechanics}}
 +
[[Category:Game Mechanics]]

Revision as of 08:02, 20 June 2021

Aerial Combat Breakdown

Aerial Combat is one of the daytime combat intermediary phases. In this phase, the allied and enemy fleets fight each other indirectly for aerial dominance and airstrike potential, granting either fleet substantial advantages in the subsequent combat phases.

Aerial Combat has the following structure:

  • Jet Assault Phase
  • Stage 1 - Battle for Air Superiority
  • Stage 2 - Fleet Anti-Air Defense
  • Stage 3 - Airstrike

Other phases that may happen before Jet Assault Phase:

If a 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. For more information, check the LBAS article.

In case neither fleets meet the requirements, the sub-phase will be skipped.

Jet Assault Phase

Planes that participate in this phase:

  • JetFighterBomber2.png Jet-type Fighter-Bombers

If any carriers on either side are equipped with jet-powered aircraft, the Jet Assault Phase will commence first of all. You may only commence a Jet Assault Phase during a combat where you are allowed to perform an Airstrike. The Jet Strike follows the same rules as the Stage 3 - Airstrike phase.

The defending side is allowed to defend against the Jets following the same rules as the ones from Stage 2 - Fleet AA Defense, however Jets possess increased resistance against enemy anti-air fire specifically during the Jet Assault Phase.

Jets are not excluded from the Stage 3 - Airstrike phase, but in exchange they are subject to enemy Anti-Air prior the Jet Strike, and again on Stage 2 - Fleet AA Defense.

Additionally, every time the Jet Assault Phase is triggered, Steel is automatically subtracted from your stockpile.

[math]\displaystyle{ \text{Jet Phase Cost} = \sum^{\text{All Jets}} \lceil \text{Slot Size} \times \text{Steel Cost} \rceil }[/math]

Steel Cost is 2.6 for Kikka KaiKikka Kai and 2.8 for Jet Keiun KaiJet Keiun Kai.

Stage 1 - Battle for Air Superiority

Planes that participate in this phase:

Green text at the bottom of the screen indicating an Air Supremacy result.

Following a possible Jet Phase, the fight for Air Supremacy will begin. The main objective of this phase is defining the Air State imposed on each fleet, by comparing each fleet's Air Power, more commonly referred to as Fighter Power (FP).

Fighter Power is defined by each plane equipped in the fleet that participates in this phase.

[math]\displaystyle{ \text{Fighter Power} = \sum^{\text{All planes}} \left(\text{AA}_\text{plane} \times \sqrt{\text{Slot Size}_\text{plane}} \right) + \text{Proficiency} }[/math]

Where:

  • [math]\displaystyle{ \text{AA}_\text{plane} }[/math] is the Anti-Air stat of the plane.
  • [math]\displaystyle{ \text{Slot Size}_\text{plane} }[/math] is the number of planes in the slot prior to Stage 1's start.
  • [math]\displaystyle{ \text{Proficiency} }[/math] is the bonus granted by Aircraft Proficiency.

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:

Air State Fighter Power Range Allied Planes Shot Down Enemy Planes Shot Down Airstrike Contact Artillery Spotting Night Contact
Air Supremacy (AS+)
制空権確保!
[math]\displaystyle{ \text{FP} \ge 3\text{EFP} }[/math] 3/120 - 7/120 0% - 100% Allied Only Allied Only Allied Only
Air Superiority (AS)
航空優勢!
[math]\displaystyle{ 3\text{EFP} \gt \text{FP} \ge 1.5\text{EFP} }[/math] 9/120 - 21/120 0% - 80% Allied and Enemy Allied Only Allied and Enemy
Air Parity (AP)
No text
[math]\displaystyle{ 1.5\text{EFP} \gt \text{FP} \gt \frac{2}{3}\text{EFP} }[/math] 15/120 - 35/120 0% - 60% Neither Neither Neither (Sorties)

Allied and Enemy (PvP)

Air Denial (AD)
No text
[math]\displaystyle{ \frac{2}{3}\text{EFP} \ge \text{FP} \gt \frac{1}{3}\text{EFP} }[/math] 21/120 - 49/120 0% - 40% Allied and Enemy Enemy Only Allied and Enemy
Air Incapability (AI)
制空権喪失!
[math]\displaystyle{ \frac{1}{3}\text{EFP} \ge \text{FP} }[/math] 30/120 - 70/120 0% - 10% Enemy Only Enemy Only Enemy Only

After determining it, each fleet will lose a random number of planes across all slots based on the imposed Air State.

Proportional Air State Shootdown Formulas

For each slot of the Allied Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Slot Size} \times \left[ \text{random} \left( 0, \frac{\text{Airstate}_\text{mod}}{3} \right) + \frac{\text{Airstate}_\text{mod}}{4} \right] \times 0.1 \times \text{Jet}_\text{mod} \right \rfloor }[/math]

For each slot of the Enemy Fleet:

[math]\displaystyle{ \text{Plane Loss} = \left \lfloor \text{Slot Size} * \left ( 0.035 \times \text{random} \left [ 0 , A \right ] + 0.065 \times \text{random} \left [ 0 , A \right ] \right ) \right \rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{Slot Size} }[/math] is the plane's slot size.
  • [math]\displaystyle{ \text{Airstate Mod} }[/math] is the Air State modifier for each side, with:
    • [math]\displaystyle{ \text{Airstate Mod} = \begin{cases} 1, & \text{ for Air Supremacy} \\ 3, & \text{ for Air Superiority } \\ 5, & \text{ for Air Parity } \\ 7, & \text{ for Air Denial } \\ 10, & \text{ for Air Incapability } \end{cases} }[/math]
  • [math]\displaystyle{ \text{Jet}_\text{mod} }[/math] is the Jet-type aircraft modifier. Assumes 0.6 if the plane is a Jet, otherwise assumes 1.
  • The random function takes an random integer within the range in a linear distribution.

Notes:

  • 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 Anti-Air 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:

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 fleet have no influence.
      • Even sunk ships, or ships that cannot be targeted by airstrikes such as submarines can be chosen to defend against a given bomber.
  • 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.

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 applies weights on different pieces of equipment to further increase its effectiveness against enemy air threats. For the fleet, this value has the objective of further increase the influence of particularly high Anti-Air ships on either side by strengthening the entire fleet's air defense performance.

Adjusted Anti-Air Formulas

For the Allied Fleet, the Ship Adjusted AA of each ship is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{ship} = \text{AA}_\text{base} + \sum^{\text{All equip}} \left( \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) + \left( \text{Equip}_\text{★} \times \sqrt{★} \right) \right) }[/math]

While the Fleet Adjusted AA is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{fleet} = 1.54 \times \left \lfloor \text{Formation}_\text{mod} \times \sum^{\text{All ships}} \left \lfloor \sum^{\text{All equip}} \left( \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) + \left( \text{Equip}_\text{★} \times \sqrt{★} \right) \right) \right \rfloor \right \rfloor }[/math]

For the Enemy Fleet, the Ship Adjusted AA of each ship is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{enemy ship} = \left( 2 \times \sqrt{\text{AA}_\text{base}} + \sum^{\text{All equip}} \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) \right) }[/math]

While the Enemy Fleet's Fleet Adjusted AA is defined by:

[math]\displaystyle{ \text{AdjAA}_\text{enemy fleet} = 2 \times \left \lfloor \text{Formation}_\text{mod} \times \sum^{\text{All ships}} \left \lfloor \sum^{\text{All equip}} \left( \text{Equip}_\text{AA} \times \text{Equip}_\text{mod} \right) \right \rfloor \right \rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{AA}_\text{base} }[/math] is the base Anti-Air stat of the ship (without equipment).
  • [math]\displaystyle{ \text{★} }[/math] is the improvement level for the equipment.
  • [math]\displaystyle{ \text{Equip}_\text{★mod} }[/math] is the improvement modifier for the equipment.
    • High-Angle Gun Mounts: 3
    • Air Radar: 1.5, for Fleet Adjusted AA only.
    • Anti-Air Machine Guns: 4, for Ship Adjusted AA only.
  • [math]\displaystyle{ \text{Equip}_\text{AA} }[/math] is the displayed Anti-Air stat of the equipment.
  • [math]\displaystyle{ \text{Formation}_\text{mod} }[/math] is the Formation modifier.
  • [math]\displaystyle{ \text{Equip}_\text{mod} }[/math] is the equipment type modifier, with each value used in its respective formula:
Equipment Type Ship AA Modifier Fleet AA Modifier
High-Angle GunAnti-Aircraft Fire Director
High-angle Mounts, Anti-Aircraft Fire Directors
4 0.35
Anti-Aircraft Gun
Machine Guns & Rocket Launchers
6 0.2
RADAR
AA Radars
3 0.4
Small Caliber Main GunMedium Caliber Main GunLarge Caliber Main GunSeaplane
Main Gun, Seaplanes
0 0.2
Anti-Aircraft Shell
Type 3 Shell
0 0.6
Other Abyssal AA Equipment
Including CIC, High-angle Single-Mount
0 0.2

Proportional and Fixed shootdowns

With the Adjusted AA values calculated, it's now possible to determine the shootdown for each ship. The same ship may defend against multiple bombers at once. For each bomber a ship defends against, it will roll an independent activation of both Prop and Fixed and then decrease the slot by the resulting values.

Shootdown Formulas

For an Allied Fleet's ship defending against Enemy planes:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\text{AdjAA}_\text{ship} \times \text{CF}_\text{mod}}{400} \times \text{Slot Size} \right \rfloor }[/math]

[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left( \text{AdjAA}_\text{ship} + \left \lfloor \text{AdjAA}_\text{fleet} \right \rfloor \right) \times \text{CF}_\text{mod} \times \text{K}_\text{value}}{10} \right \rfloor }[/math]

For an Enemy Fleet's ship defending against Allied planes:

[math]\displaystyle{ \text{Prop}= \left \lfloor \frac{\left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} \right \rfloor}{400} \times \text{Slot Size} \right \rfloor }[/math]

[math]\displaystyle{ \text{Fixed}= \left \lfloor \frac{ \left \lfloor \text{AdjAA}_\text{enemy ship} \times \text{AA Resist}_\text{ship} + \text{AdjAA}_\text{enemy fleet} \times \text{AA Resist}_\text{fleet} \right \rfloor}{10.6} \right \rfloor }[/math]

Where:

  • [math]\displaystyle{ \text{AdjAA} }[/math] are the previously calculated Adjusted AA values.
  • [math]\displaystyle{ \text{Slot Size} }[/math] is the attacking plane's slot size.
  • [math]\displaystyle{ \text{CF}_\text{mod} }[/math] is the Combined Fleet modifier.
    • Assumes 1 if Single Fleet.
    • 0.72 if the ship is in Combined Fleet's main fleet, 0.48 if the ship is in the Combined Fleet's escort fleet.
  • [math]\displaystyle{ \text{K}_\text{value} }[/math] is the Anti Air Cut-in (AACI) multiplier.
    • Assumes 1 if no AACI triggers.
  • [math]\displaystyle{ \text{AA Resist}_\text{ship} }[/math] is the attacking plane's Ship AA Resist.
  • [math]\displaystyle{ \text{AA Resist}_\text{fleet} }[/math] is the attacking plane's Fleet AA Resist.

Anti-Air Resistance

Specific planes, in particular skilled variants, remarkable aces or state-of-the-art aircraft may present a special AA resistance property. AA resistance is presented in form of "Ship AA Resistance/Fleet AA Resistance", with each value being used in the respective above formulas.

This property is arbitrary to each aircraft, but loosely fit in the following categories:

  • Extremely high resistance: Aircraft that presents a resistance of 0.5/0.5
  • High resistance: Aircraft that presents a resistance of 0.5/0.7
  • Average resistance: Aircraft that presents a resistance of 0.6/0.7
  • Low resistance: Aircraft that presents a resistance of 0.6/1.0
AA Resist Planes
Plane Air State Modifier Ship AA Modifier Fleet AA Modifier
Torpedo BomberNight Torpedo Bomber Torpedo Bombers
Type 97 Torpedo Bomber (Tomonaga Squadron)Type 97 Torpedo Bomber (Tomonaga Squadron) 1 0.6 1
Tenzan Model 12 (Tomonaga Squadron)Tenzan Model 12 (Tomonaga Squadron) 1 0.6 1
Type 97 Torpedo Bomber (Murata Squadron)Type 97 Torpedo Bomber (Murata Squadron) 1 0.6 1
Tenzan Model 12 (Murata Squadron)Tenzan Model 12 (Murata Squadron) 1 0.6 1
Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai)Tenzan Model 12A Kai (Skilled w/ Type 6 Airborne Radar Kai) 1 0.6 1
Ryuusei Kai (CarDiv 1/Skilled)Ryuusei Kai (CarDiv 1/Skilled) 1 0.6 1
Dive Bomber Dive Bombers
Type 99 Dive Bomber (Egusa Squadron)Type 99 Dive Bomber (Egusa Squadron) 1 0.6 1
Suisei (Egusa Squadron)Suisei (Egusa Squadron) 1 0.6 0.7
Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron)Zero Fighter Model 62 (Fighter-bomber / Iwai Squadron) 1 0.6 0.7
Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs)Suisei Model 12 (634 Air Group w/ Type 3 Cluster Bombs) 1 0.6 1
Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs)Suisei Model 12 (w/ Type 31 Photoelectric Fuze Bombs) 1 0.6 1
Seaplane Seaplane Bombers
Zuiun (634 Air Group)Zuiun (634 Air Group) 1 0.6 1
Zuiun Model 12Zuiun Model 12 1 0.6 1
Zuiun Model 12 (634 Air Group)Zuiun Model 12 (634 Air Group) 1 0.6 0.7
Zuiun (634 Air Group/Skilled)Zuiun (634 Air Group/Skilled) 1 0.6 0.7
Zuiun Kai Ni (634 Air Group)Zuiun Kai Ni (634 Air Group) 1 0.5 0.7
Zuiun Kai Ni (634 Air Group/Skilled)Zuiun Kai Ni (634 Air Group/Skilled) 1 0.5 0.5
JetFighterBomber1.pngJetFighterBomber2.png Jet-type Aircraft
Jet Keiun KaiJet Keiun Kai 0.6 0.5 0.7
Kikka KaiKikka Kai 0.6 0.5 0.5
Land-based Attack AircraftLand-based Fighter Land-based Aircraft
Type 1 Land-based Attack Aircraft (Nonaka Squadron)Type 1 Land-based Attack Aircraft (Nonaka Squadron) 1 0.6 1
Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron)Bomb-carrying Type 1 Fighter Hayabusa Model III Kai (65th Squadron) 1 0.6 0.7
Ginga (Egusa Squadron)Ginga (Egusa Squadron) 1 0.6 1
Type 4 Heavy Bomber Hiryuu (Skilled)Type 4 Heavy Bomber Hiryuu (Skilled) 1 0.6 1
Do 217 E-5 + Hs293 Initial ModelDo 217 E-5 + Hs293 Initial Model 1 0.6 1
Do 217 K-2 + Fritz-XDo 217 K-2 + Fritz-X 1 0.6 1

Anti-Air Cut-in

Akizuki performing the API 1 (BBR) AACI.

Using special equipment setups, ships may perform one of multiple special anti-air maneuvers during Stage 2. These moves are often referred to as AA Cut-ins, or AACI due to the way the equipment is displayed in the screen before they are performed. Particular AACI are often referred to by their acronym, such as BBR for AACI 5.

AACI grants a multiplier to the Fixed Shootdown of all Allied Fleet ships regardless of what ship uses it, referred to as K-value. On top of that effect, AACI will remove a fixed number of planes from each enemy bomber slot. These effects make depleting the entirety of enemy bombers much more feasible.

Although several ships can be equipped with a proper AACI setup, only one ship can perform an 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, an animation will not be shown, but the effects will function normally.

The trigger chance of a given AACI is solely determined by 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.

  • High-Angle Gun + AAFD is a custom icon used to indicate a Built-in AAFD High-angle Gun.
    • The High-Angle Gun + AAFD can be a Main Gun or Secondary Gun.
    • Any High-angle Gun with Anti-Air stat of 8 or higher is considered a Built-in AAFD High-angle Gun, even if not explicitly stated by the game.
  • Special MG is a custom icon used to indicate a Concentrated Deployment Machine Gun (also written as CDMG).
    • Any Machine Gun with Anti-Air stat of 9 or higher is considered a CDMG, even if not explicitly stated by the game.
  • RADAR is used to indicate an Air Radar.
    • Any Radar with Anti-Air stat of 2 or higher is considered an Air Radar, even if not explicitly stated by the game.

AACI Patterns
API value Type Shot down
per slot
K-value Rate User Notes
None - +1 1.0 N/A Player's fleet only Triggers if no other AACI is activated
1 HHR
High-Angle GunHigh-Angle GunRADAR
+8 1.7 65% Akizuki-ClassAkizuki
Teruzuki
Suzutsuki
Hatsuzuki
HA mount x2 + Radar
2 HR
High-Angle GunRADAR
+7 1.7 58% HA mount + Radar
3 HH
High-Angle GunHigh-Angle Gun
+5 1.6 50% HA mount x2
4 MSAR
Large Caliber Main GunAnti-Aircraft ShellAnti-Aircraft Fire DirectorRADAR
+7 1.5 52% Battleships Large Main Gun + Sanshiki + AAFD + Air Radar
5 BBR
High-Angle Gun + AAFDHigh-Angle Gun + AAFDRADAR
+5 1.5 55% All Built-in HA mount x2 + Air Radar
6 MSA
Large Caliber Main GunAnti-Aircraft ShellAnti-Aircraft Fire Director
+5 1.45 40% Battleships Large Main Gun + Sanshiki + AAFD
7 HAR
High-Angle GunAnti-Aircraft Fire DirectorRADAR
+4 1.35 45% All HA mount + AAFD + Air Radar
8 BR
High-Angle Gun + AAFDRADAR
+5 1.4 50% Built-in HA mount + Air Radar
9 HA
High-Angle GunAnti-Aircraft Fire Director
+3 1.3 40% HA mount + AAFD
10 HCR
High-Angle GunSpecial MGRADAR
+9 1.65 60% Maya Kai NiMaya Kai Ni HA + CDMG + Air Radar
11 HC
High-Angle GunSpecial MG
+7 1.5 55% HA + CDMG
12 CGR
Special MGAnti-Aircraft GunRADAR
+4 1.25 45% All CDMG + AA Gun + Air Radar
13 Cannot be activated:

High-Angle Gun + AAFDSpecial MGRADAR

+4 1.35 35% All except Maya Kai NiMaya Kai Ni Built-in HA mount + CDMG + Air Radar
14 HGR
High-Angle GunAnti-Aircraft GunRADAR
+5 1.45 62% Isuzu Kai NiIsuzu Kai Ni HA + AA Gun + Air Radar
15 HG
High-Angle GunAnti-Aircraft Gun
+4 1.3 55% HA + AA Gun
16 HGR
High-Angle GunAnti-Aircraft GunRADAR
+5 1.4 62% Kasumi Kai Ni BKasumi Kai Ni B
Yuubari Kai NiYuubari Kai Ni (not TokuYuubari Kai Ni Toku/DYuubari Kai Ni D)
HA + AA Gun + Air Radar
17 HG
High-Angle GunAnti-Aircraft Gun
+3 1.25 55% Kasumi Kai Ni BKasumi Kai Ni B HA + AA Gun
18 C
Special MG
+3 1.2 60% Satsuki Kai NiSatsuki Kai Ni CDMG
19 HC
High-Angle GunSpecial MG
+6 1.45 58% Kinu Kai NiKinu Kai Ni HA + CDMG
(Cannot be Built-in HA)
20 C
Special MG
+4 1.25 65% CDMG
21 HR
High-Angle GunRADAR
+6 1.45 60% Yura Kai NiYura Kai Ni HA + Air Radar
22 C
Special MG
+3 1.2 60% Fumizuki Kai NiFumizuki Kai Ni CDMG
23 G
Anti-Aircraft Gun
+2 1.05 80% UIT-25/I-504UIT-25
I-504
AA Gun (Cannot be CDMG)
24 HG
High-Angle GunAnti-Aircraft Gun
+4 1.25 40% Tatsuta Kai NiTatsuta Kai Ni HA + AA Gun (Cannot be CDMG)
25 GRS
Equipment Card 12cm 30-tube Rocket Launcher Kai 2.pngRADARAnti-Aircraft Shell
+8 1.55 60% Ise-class Kai/Kai NiIse Kai Ni
Hyuuga Kai Ni
12cm 30-tube Rocket Launcher Kai Ni12cm 30-tube Rocket Launcher Kai Ni + Air Radar + Sanshiki 
26 HR
Equipment Card 10cm Twin High-angle Gun Mount Kai + Additional Machine Guns.pngRADAR
+7 1.4 55% Musashi Kai NiMusashi Kai Ni 10cm Twin HA Mount Kai10cm Twin High-angle Gun Mount Kai + Additional Machine Guns + Air Radar
27 Unknown
28 GR
Equipment Card 12cm 30-tube Rocket Launcher Kai 2.pngRADAR
+5 1.4 55% Ise-class Kai/Kai NiIse Kai Ni
Hyuuga Kai Ni
&
Musashi Kai NiMusashi Kai Ni
12cm 30-tube Rocket Launcher Kai Ni12cm 30-tube Rocket Launcher Kai Ni + Air Radar 
29 HR
High-Angle GunRADAR
+6 1.55 60% Hamakaze B KaiHamakaze B Kai &
Isokaze B KaiIsokaze B Kai
HA + Air Radar
Using Built-in HA mounts has a high chance to proc AACI 5/8 instead.
30 HHH
High-Angle GunHigh-Angle GunHigh-Angle Gun
+4 1.3 45% Tenryuu Kai NiTenryuu Kai Ni &
Gotland KaiGotland Kai
HA + HA + HA
31 HH
High-Angle GunHigh-Angle Gun
+3 1.2 52% HA + HA
32
Equipment Card 16inch Mk.I Triple Gun Mount Kai + FCR Type 284.png
16inch Mk.I Triple Gun Mount Kai + FCR Type 284
Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
QF 2-pounder Octuple Pom-pom Gun Mount

OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png
20-tube 7inch UP Rocket Launchers
Equipment Card 20-tube 7inch UP Rocket Launchers.png
20-tube 7inch UP Rocket Launchers

OR
Equipment Card 20-tube 7inch UP Rocket Launchers.png
20-tube 7inch UP Rocket Launchers
Equipment Card QF 2-pounder Octuple Pom-pom Gun Mount.png
QF 2-pounder Octuple Pom-pom Gun Mount
+4 1.2 50% Royal Navy ShipsNelson Kai
Warspite Kai
Ark Royal Kai
Jervis Kai
Janus Kai
&
Kongou-class Kai NiKongou Kai Ni
Hiei Kai Ni
Kirishima Kai Ni
Haruna Kai Ni
16inch Mk.I Triple + FCR16inch Mk.I Triple Gun Mount Kai + FCR Type 284 + QF 2-pounderQF 2-pounder Octuple Pom-pom Gun Mount
OR
20-tube 7inch UP20-tube 7inch UP Rocket Launchers + 20-tube 7inch UP20-tube 7inch UP Rocket Launchers / QF 2-pounderQF 2-pounder Octuple Pom-pom Gun Mount
33 HG
High-Angle GunAnti-Aircraft Gun
+4 1.35 45% Gotland KaiGotland Kai HA + AA Gun
34
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
+8 1.6 55% Fletcher-ClassFletcher
Johnston
35
Equipment Card 5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37.png
5inch Single Gun Mount Mk.30 Kai + GFCS Mk.37
Equipment Card 5inch Single Gun Mount Mk.30.png
5inch Single Gun Mount Mk.30
+7 1.55 55% The Kai5inch Single Gun Mount Mk.30 Kai variant can also be used in place of the Base5inch Single Gun Mount Mk.30 variant.
36
Equipment Card 5inch Single Gun Mount Mk.30.png
5inch Single Gun Mount Mk.30
Equipment Card 5inch Single Gun Mount Mk.30.png
5inch Single Gun Mount Mk.30
Equipment Card GFCS Mk.37.png
GFCS Mk.37
+7 1.55 50%
37
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
5inch Single Gun Mount Mk.30 Kai
Equipment Card 5inch Single Gun Mount Mk.30 Kai.png
5inch Single Gun Mount Mk.30 Kai
+5 1.45 40% Both HA guns must be Kai5inch Single Gun Mount Mk.30 Kai variant.
38 Unknown
39
Equipment Card GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
GFCS Mk.37 + 5in Dual Purpose Gun (CD)
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
+11 1.7 57% Atlanta-classAtlanta
40
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
Equipment Card GFCS Mk.37.png
GFCS Mk.37
+11 1.7 56% The GFCS+5inch(CD)GFCS Mk.37 + 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment) variant of the gun can also be used.
41
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
Equipment Card 5inch Twin Dual-purpose Gun Mount (Concentrated Deployment).png
5in Dual Purpose Gun (CD)
+10 1.65 55%

Notes:

  • If a ship fulfils multiple AACI requirements, the API with the highest priority will be checked first.
    • A single roll is done to check for all AACIs. This means that an AACI with lower priority but higher trigger rate can be activated.
      • The opposite cannot occur.
    • For example, Akizuki with a High-Angle Gun + AAFDHigh-Angle Gun + AAFDRADAR setup fulfills the requirements of the AACIs with API values 1, 2, 3, 5 and 8, with 1 being the highest priority. Due to this, the only API 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.
  • AACI priority is not completely determined, but some have been observed:
    • 8 has a lower priority than 7, as both can be triggered by the same ship.
    • Kinu Kai Ni can trigger both API 20 and 19.
    • The same ship can activate APIs 20, 5 and 29.
  • If multiple ships trigger AACI, the ship that rolled the highest API number takes priority.

Sequential AACIs

The Sequential AACIs are the Cut-ins introduced with the implementation of Johnston onwards. So far, they are exclusive to the Fletcher-ClassFletcher Kai
Johnston Kai
and Atlanta-classAtlanta Kai. Different from Original AACIs, from lowest to highest API, each eligible AACI will be rolled independently if the previous roll has failed. If all Sequential rolls fail, an additional Original Type roll is performed. This grants the specific ships with access to Sequential AACIs extremely high trigger rates.

Sequential AACIs are APIs 34, 35, 36, 37, 39, 40 and 41.

Stage 3 - Airstrike

Planes that participate in this phase:

  • Seaplane Reconnaissance Seaplanes
  • Reconnaissance Aircraft Carrier-based Reconnaissance Aircraft
  • Torpedo BomberTemplate:DiveBomb iconJetFighterBomber2.png Carrier-based Bombers
  • Seaplane Seaplane Bombers

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:

  • 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.
  • The attack is unaffected by the battle's Engagement and the Fleet's Formation, as well as the Carrier's morale and damage state.
  • Submarines are untargetable by Airstrike

Contact

Tenzan Model 12 (Murata Squadron) performing Contact against the Enemy Fleet.

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!).

  • Contact may be triggered only under specific Air States.
  • At least one Carrier-based SeaplaneReconnaissance Aircraft, Reconnaissance AircraftReconnaissance Seaplane, or Torpedo BomberTorpedo Bomber must be present.
    • SeaplaneSeaplane Bombers cannot perform contact.

Step 1: Contact Trigger

Each plane that can perform Contact has an independent trigger rate based on the plane's Line of Sight stat, type, and slot size. The Final Trigger Rate is equal to the sum of all independent trigger rates.

Contact Trigger Rate Formula

[math]\displaystyle{ \text{Contact Rate}= \sum^{\text{All planes}} \left( \sqrt{\text{Slot Size}} \times \text{Plane}_\text{LoS} \times \text{Plane}_\text{mod} \times \text{Air State}_\text{mod} \right) }[/math]

Where:

  • [math]\displaystyle{ \text{All planes} }[/math] refer specifically to all planes that can perform Contact (Reconnaissance AircraftTorpedo Bomber and SeaplaneRecon). SeaplaneBomber cannot perform contact.
  • [math]\displaystyle{ \text{Slot Size} }[/math] is the plane's slot size.
  • [math]\displaystyle{ \text{Plane}_\text{LoS} }[/math] is the plane's displayed Line of Sight stat.
  • [math]\displaystyle{ \text{Plane}_\text{mod} }[/math] is the plane's type modifier.
    • Assumes 0.04 if the plane is a Reconnaissance Aircraft or SeaplaneRecon.
    • Assumes a much smaller value if the plane is a Torpedo Bomber.
  • [math]\displaystyle{ \text{Air State}_\text{mod} }[/math] is the Air State modifier.
    • Assumes 1 for AS+, 0.6 for AS.

A single roll is performed using the Final Trigger Rate. If successful, Contact advances to Step 2.

Step 2: Aircraft Selection

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:

  • Accuracy stat, starting from highest.
  • The Carrier's position in the fleet, starting from Flagship.
  • The Equipment slot position, starting from the first.
Aircraft Selection Formula

[math]\displaystyle{ \text{Selection Rate}= \text{Plane}_\text{LoS} \times \text{Air State}_\text{mod} }[/math]

Where:

  • [math]\displaystyle{ \text{Plane} }[/math] refer specifically to a planes that can perform Contact (Reconnaissance AircraftTorpedo Bomber and SeaplaneRecon). SeaplaneBomber cannot perform contact.
  • [math]\displaystyle{ \text{Plane}_\text{LoS} }[/math] is the plane's displayed Line of Sight stat.
  • [math]\displaystyle{ \text{Air State}_\text{mod} }[/math] is the Air State modifier.
    • Assumes 0.07 for AS+, 0.06 for AS, and 0.055 for AD.

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.

If successful, then Contact will grant an additional damage multiplier based on the selected aircraft's Accuracy stat.

Accuracy Damage
Modifier
Example Planes
+0 112% Ryuusei Kai
+1 112% Type 0 Recon Seaplane, Ryuusei (601 Air Group), Type 2 Flying Boat
+2 117% Type 0 Observation Seaplane, Saiun, PBY-5A Catalina, Prototype Keiun
+3 or more 120% Type 2 Recon Aircraft, Tenzan Model 12 (Tomonaga Squadron), Type 97 Torpedo Bomber (Tomonaga Squadron)

Anti-Air Rocket Barrage

Ise successfully triggers AARB, while Choukai triggers a Type 3 Shell barrage, during Airstrike Stage.

Certain classes of ships have the ability to completely negate airstrike damage when certain conditions are fulfilled.

The trigger rate is given by:

[math]\displaystyle{ \text{AARB %} = \frac{\text{AdjAA}_\text{ship} \times \text{Luck}}{281} + \left( \text{N}_\text{rocket} - 1 \right) \times 15 + \text{Mod}_\text{Ise-class} }[/math]

Where:

  • [math]\displaystyle{ \text{AdjAA}_\text{ship} }[/math] is the previously calculated Adjusted AA of the ship.
  • [math]\displaystyle{ \text{Luck} }[/math] is the ship's Luck stat.
  • [math]\displaystyle{ \text{N}_\text{rocket} }[/math] is the number of 12cm 30-tube Rocket Launcher Kai Ni12cm 30-tube Rocket Launcher Kai Ni.
  • [math]\displaystyle{ \text{Mod}_\text{Ise-class} }[/math] is the Ise-class bonus of [math]\displaystyle{ 25 }[/math].

When triggered, the ship will slide forward and Rocket Barrage Successful (噴進弾幕成功, funshindan maku seikō) will be displayed over the ship's card.

Notes: