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Difference between revisions of "Aerial Combat"

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|-
 
|-
 
|Opening Air Strike
 
|Opening Air Strike
|Modifier × (Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25
+
|Modifier × [(Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25 ]
 
|Number of planes is post anti-bomber combat and fleet anti-air defense<br/> Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
 
|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
 
*Calculated per slot.
 
*Calculated per slot.

Revision as of 17:06, 22 April 2017

The following classes can participate in aerial combat: standard carriers, light carriers, aviation battleships and cruisers, seaplane tenders, carrier submarines, Akitsumaru Kai, Hayasui, and certain special enemy vessels.

Aerial Combat Stages

Stage Notes
Fighter Combat Battle for air supremacy. Determines if Artillery Spotting and/or Contact are possible.
Anti-bomber Combat Number of bombers shot down by fighters is affected by the result of the previous phase
Anti-Air Cut-In An Anti-Air Director may cause heavy damage to enemy bombers
Fleet Anti-air Defense Fleet defends against enemy bombers
Bombing See Damage Calculation for details

Fighter Combat

Formula for calculating fighter power (works for all fleets):

[math]\displaystyle{ \text {Fighter Power} = \sum^\text{All slots} \text{Floor(} \sqrt{\text{Number planes in slot}} \times \text {Plane anti-air stat} \text{)} }[/math]

Notes regarding this phase:

  • FighterFighter planes (including seaplane fighters) and specific Torpedo Bomber Torpedo / Dive Bomber Dive / SeaplaneSeaplane bombers with an AA stat participate in the Fighter Combat.
  • Recon planes (both Reconnaissance Aircraft Carrier-based and Seaplane Seaplane) will not participate in Fighter Combat.
  • The allied fleet and enemy fleet's fighter powers (as well as whether detection was successful) are checked to determine the result of Fighter Combat:
Fighter Power
(FP = Own Fighter Power,
EFP = Enemy Fighter Power)
Result Text Display % of Friendly Planes Lost to Aerial Combat (does not count enemy ship AA) % of Enemy Planes Shot Down Contact Artillery Spotting Night Spotting
FP greater than 300% Enemy FP
or
EFP = 0 and any aircraft launched
or
Enemy fails detection
Air Supremacy (AS+) 制空権確保!
Seikuuken Kakuho!
Air Superiority Garunteed!
7/256 (2.7%) ~ 15/256 (5.9%) 0~90% Allied only Allied only Allied only
FP 300% to 150% Enemy FP Air Superiority

(AS)

航空優勢!
Koukuu Yuusei!
Air Superiority!
20/256 (7.8%) ~ 45/256 (17.6%) 0~80% Both sides Allied only Both sides
FP 150% to 66% Enemy FP
or
No Aerial Combat (i.e. neither side launches)
Air Parity (No text displayed) 30/256 (11.7%) ~ 75/256 (29.3%) 0~60% Neither side Neither side Impossible for regular combat nodes
Both sides for PvP as well as Night Combat Only nodes
FP 66% to 33% Enemy FP Air Denial (No text displayed) 45/256 (17.6%) ~ 105/256 (41.0%) 0~40% Both sides Enemy only Both sides
FP under 33% Enemy FP
or
Failed Detection
Air Incapability 制空権喪失!
Seikuuken Soushitsu!
Loss of Air Superiority!
65/256 (25.4%) ~ 150/256 (58.6%) 0~10% Enemy only Enemy only Enemy only
  • Priorities in determining result:
  1. Aerial Combat Stage did not occur (i.e. no planes launched; Result: Automatic Aerial Parity)
  2. Enemy Fighter Power = 0 (Result: Automatic Aerial Supremacy)
  3. Enemy Failed Detection (Result: Automatic Aerial Supremacy)
  4. Failed Detection (Result: Automatic Aerial Denial)
  5. Regular determination based on Fighter Power.
  • Note that Aerial Combat Stage is considered to take place even against enemy fleet with only submarines, but the animation is skipped; thus, planes are subject to the usual loss in this case.
  • This calculation does not take into account any anti-air weaponry equipped on ships. Carrier anti-air stat is also not considered.
  • The percentage of planes shot down/lost is calculated per slot.
  • Even if allied planes secure air supremacy, planes can still be lost, and the subsequent anti-air defense stage can eliminate more bombers.
  • Contact can be triggered by having at least 1 carrier scout plane, seaplane scout, and/or torpedo bomber equipped. It increases damage during the bombing phase depending on the accuracy bonus of the squad triggering Contact.


Enemy Ship Fighter Power

Enemy Ship Type Fighter Power Enemy Ship Type Fighter Power
Light Carrier Nu-Class 8 Armored Carrier Demon 44
Light Carrier Nu-Class Elite 24 Armored Carrier Princess 48
Light Carrier Nu-Class Flagship 23 Floating Fortress 27
Standard Carrier Wo-Class 10 Escort Fortress 29
Standard Carrier Wo-Class Elite 27 Southern War Demon 41
Standard Carrier Wo-Class Flagship 28 Southern War Princess 47
Standard Carrier Wo-Class Flagship 2 84 Northern Princess World 3-5 76
Standard Carrier Wo-Class Flagship 2
(partial red takoyaki planes)
100 Northern Princess World 3-5 (HQ < 85) 72
Standard Carrier Wo-Class Flagship 2
(red takoyaki planes)
103 Northern Princess World 3-5 Final Form 109
Standard Carrier Wo-Class Kai Flagship 102 Northern Princess World 3-5 Final Form (HQ < 85) 105
Standard Carrier Wo-Class Kai Flagship 2 108 Aircraft Carrier Demon 96
Standard Carrier Wo-Class Kai Flagship 2
(partial red takoyaki planes)
126 Anchorage Water Demon 0
Standard Carrier Wo-Class Kai Flagship 2
(red takoyaki planes)
132 Harbor Princess 80
Battleship Re-Class 94 Harbor Princess World 4-5 Final Form 53
Battleship Re-Class Elite 107

Bombing

Base Bombing Damage

Type Basic Attack Power Notes
Opening Air Strike Modifier × [(Bomber's Dive Bomb or Torpedo stat) × √(Number of Planes) + 25 ] Number of planes is post anti-bomber combat and fleet anti-air defense
Modifier is 1.0 for dive bombers, either 0.8 or 1.5 (50% chance for either) for torpedo bombers
  • Calculated per slot.

Contact

  • Contact takes place during the Aerial Combat phase. It increases bombing damage for all allied bombers.
  • When successful, an image of the squadron performing contact is shown in the opposing fleet's formation indicator, with the text "触接中".
  • Trigger conditions:
  • More air control than Air Denial
  • At least one carrier recon plane, recon seaplane, or torpedo bomber available (i.e. in a non-zero slot).
  • There are two phases of contact; both must be successful in order for contact to occur.
Contact Phase I: Initiation

There is a check to initiate the contact.

[math]\displaystyle{ \text {Contact Chance (%)} = \text{Aerial Control Modifier} \times \sum^\text{All equipment slots} 4 \times \text {Plane's LOS Value} \times \sqrt{\text{Size of the Slot}} }[/math]
  • Chance is reduced at stages lower than air supremacy. The aerial control modifier is thought to be 0.6 at only air superiority. Other stages currently unknown.
  • Carrier recon plane, recon seaplane, and Type 2 Flying Boat can initiate the contact.
  • It's possible to initiate contact with only torpedo bombers, but the chance is extremely low.
  • If this check succeeds, there is a Phase II check. Failing this check means there is no contact.
Contact Phase II: Choosing the Contact Plane

For each plane that can contact, it has a chance of [math]\displaystyle{ \text 7 \times \text{Plane's LOS Value (%)} }[/math] of being chosen as the contact plane.

  • The only thing affecting the chance is the equipment's LOS. So long as there is 1 or more plane in the slot, it doesn't matter as to how many planes are in that slot.
  • Carrier recon plane, recon seaplane, Type 2 Flying Boat, and torpedo bombers can be chosen to contact.
  • The priority of being chosen as the contact plane goes in the order of the plane's accuracy (higher accuracy has priority, important) and then slot order starting with flagship (not really that important).
  • This check is done in order per slot; once the check is passed on a slot, that plane is chosen to perform the contact and checks on remaining slots are not carried out.
  • So having a lot of lower +accuracy planes will not interfere with the chance of a higher +accuracy plane being chosen to perform contact.
  • If the check fails for all slots, then it's as if the contact established in Phase I never happened; that is, there would be no contact in this case.

Here's an example (priority order shown in bold number in parenthesis):

Ship Order Ship Name Slot 1 Slot 2 Slot 3 Slot 4
1 Junyou Kai Ni Reppuu Reppuu Reppuu Reppuu
2 Yamato Kai 46cm Triple Gun Mount 46cm Triple Gun Mount Type 1 AP Shell Type 0 Observation Seaplane (4)
3 Musashi Kai 46cm Triple Gun Mount 46cm Triple Gun Mount Type 1 AP Shell Shiun (7)
4 Nagato Kai 41cm Twin Gun Mount Prototype 51cm Twin Gun Mount Type 91 AP Shell Type 98 Recon Seaplane (Night Scout) (8)
5 Shoukaku Kai Ni A Tenzan Model 12 (Murata Squadron) (5) Type 97 Torpedo Bomber (Tomonaga Squadron) (1) Type 97 Torpedo Bomber (Tomonaga Squadron) (2) Reppuu Kai
6 Zuikaku Kai Ni A Tenzan Model 12 (Tomonaga Squadron) (3) Tenzan Model 12 (Murata Squadron) (6) Ryuusei Kai (9) Reppuu
  • In this example, the three Tomonaga Squadron planes (with +3 Accuracy) are checked in order, followed by Type 0 Observation Seaplane and the Murata Squadron planes (both with +2 Accuracy), then Shiun and the Night Recon (both with +1 Accuracy), and lastly Ryuusei Kai (+0 Accuracy).
  • Tenzan Tomonaga Squadron has a 35% chance to be chosen to contact, and the Type 97 Tomonaga Squadron has 28% chance, so there is roughly [math]\displaystyle{ 1 - (0.72 \times 0.72 \times 0.65) \approx 0.663 \text{(66.3%)} }[/math] chance for a plane with +3 Accuracy to perform the contact.
  • This equipment example should reach Phase II 100% of the time, so this is also the chance for a contact made with +3 Accuracy.
Contact Damage Modifier
  • The damage increase depends on the +accuracy bonus Accuracy of the squadron performing contact.
Accuracy
Bonus
Damage
Modifier
+0 112%
+1 112%
+2 117%
+3 120%


Notes
  • Reconnaissance AircraftType 2 Recon Aircraft is useful in the case that the bombing damage bonus is desired while not removing the chance for T-disadvantage, due to its high trigger rate.
  • With contact, the maximum attack power of bombing (before defense, critical and ammo) is around 180. With some luck, it's possible to sink even Ru-class Flagships (Armor = 99) in one strike without a critical.

Anti-Air Cut-In

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). There is currently no conclusion on how it's applied onto the Fleet Anti-air Defense formula.

Requirement

Ship Type
or
specific ship(s)
Req'd Equip 1 Req'd Equip 2 Req'd Equip 3 Req'd Equip 4 Guaranteed Shootdown Bonus Notes
All surface ships
(Everything except SS)
HA + AAFDHigh-Angle Gun HA + AAFDHigh-Angle Gun Air RADARRADAR - 4 Possible highest activation rate (except setups specific to certain ships)?
HA + AAFDHigh-Angle Gun Air RADARRADAR - - 4 -
HAHigh-Angle Gun AAFD Anti-Aircraft Fire Director Air RADARRADAR - 3 -
HAHigh-Angle Gun AAFD Anti-Aircraft Fire Director - - 2 -
25mm Triple Autocannon Mount (Concentrated Deployment) Autocannon Anti-Aircraft Gun Air RADARRADAR - 3 -
Battleships
(BBV/Fast BB included)
Heavy GunLarge Caliber Main Gun Type 3 Shell AAFD Anti-Aircraft Fire Director Air RADARRADAR 6 Special attacks impossible
(both day and night)
Heavy GunLarge Caliber Main Gun Type 3 Shell AAFD Anti-Aircraft Fire Director - 4 Artillery Spotting attacks impossible;
Special nighttime attacks possible
Akizuki, Teruzuki, and Hatsuzuki HAHigh-Angle Gun HAHigh-Angle Gun RADARRADAR - 7 Low priority
Surface RADAR works for these two setups
HAHigh-Angle Gun RADARRADAR - - 6
HAHigh-Angle Gun HAHigh-Angle Gun - - 4 Low priority
Maya Kai Ni HAHigh-Angle Gun 25mm Triple Autocannon Mount (Concentrated Deployment) Air RADARRADAR - 8 Artillery Spotting attacks impossible;
Special nighttime attacks possible
HAHigh-Angle Gun 25mm Triple Autocannon Mount (Concentrated Deployment) - - 6 Daytime cut-in attack possible (main+sec);
Special nighttime attacks possible
Isuzu Kai Ni HAHigh-Angle Gun Autocannon Anti-Aircraft Gun Air RADARRADAR - 4 Isuzu Kai Ni uses this cut-in even if HA is replaced with HA+FD
Special attacks impossible
(both day and night)
HAHigh-Angle Gun Autocannon Anti-Aircraft Gun - - 3 Implemented with the Jan 19th, 2016 update
Kasumi Kai Ni B HAHigh-Angle Gun Autocannon Anti-Aircraft Gun Air RADARRADAR - 4 Kasumi Kai Ni B uses this cut-in even if HA is replaced with HA+FD
Special attacks impossible
(both day and night)
Implemented with the Jan 19th, 2016 update
HAHigh-Angle Gun Autocannon Anti-Aircraft Gun - - 2 Implemented with the Jan 19th, 2016 update
Satsuki Kai Ni 25mm Triple Autocannon Mount (Concentrated Deployment) Anti-Aircraft Gun - - 2 Implemented with the Feb 29th, 2016 update
Kinu Kai Ni HAHigh-Angle Gun 25mm Triple Autocannon Mount (Concentrated Deployment) Anti-Aircraft Gun - - 5 Kinu Kai Ni can't use this cut-in if HA is replaced with HA+FD, can also replace Auto Cannon with Bofors or Pom Pom Implemented with the Nov 4th, 2016 update
25mm Triple Autocannon Mount (Concentrated Deployment) Anti-Aircraft Gun - - 3 Bofors or Pom Pom can work as a substitute.
Special attacks impossible
(Daytime)
Implemented with the Nov 4th, 2016 update


Notes

  • Can trigger from either fleet in a Combined Fleet situation.
  • 10cm Twin High-angle Mount + AAFD, 12.7cm Twin High-angle Mount + AAFD and 90mm Single High Angled Gun can substitute for a regular High-angle mount. Their built-in AAFD functions when paired with an Air RADAR.
  • In the above table, Akizuki, Teruzuki, Hatsuzuki all treat HA+FD as regular HA.
  • Slots otherwise empty can be equipped with anything else without disabling the Anti-Air Cut-In.
  • A maximum of 1 ship will perform AACI per battle (regardless of how many ships are capable of doing so).
  • Priorities exist if multiple ships can perform AACI; for example, all of Akizuki/Teruzuki/Hatsuzuki-specific setups have a high bonus but low priority. Because the AACI triggered affects the bonus to bombers shot down, it may be desired to limit the number of ships with AACI setup.
  • Does not affect the determination of Air Superiority.
  • Cannot shoot down pure enemy fighters.
  • For opponents:
  • In Exercises, the enemy can perform AACI, but the cut-in animation will not display even if one was performed.
  • It is not known whether abyssal ships can perform AACI at this time.

Trigger Chance

  • AA stat (Anti-Air) of the ship performing the cut-in (equipment bonuses included) affects trigger rate. The correlation seems to be about +0.4% trigger rate for every point of AA ? (source 1, 2)
  • Air radars provide marginal bonuses on AACI:
  • For HA + AAFD setup, Air radar on CA does not increase the trigger chance on a large scale ??. (source)
  • 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. (source)

Fleet Anti-Air Defense (old formula, outdated)

Note: This section's info no longer applies and is preserved as historical information. See here for the current formula. Click the Expand button on the right to see the old formula.

Each enemy bomber slot is assigned at random to a defending ship. Those ships then, for each assigned enemy slot, have an approximately 50% chance to shoot down enemy planes. The number of planes shot down is given by the equations below:

[math]\displaystyle{ \text{Shot Down} = \text{Floor((Ship AA } + \text{Floor(Fleet Anti-air} \times \text{Formation Modifier))} \times 0.2125\text{)} }[/math], where
[math]\displaystyle{ \text{Fleet Anti-air} = \text{Floor(} \sum^\text{All slots}\text{Equipment AA Bonus} \times \text{Equipment Modifier)} }[/math]

The "Fleet Anti-Air" bonus is the sum of every equipment slot of every ship in the fleet (including the defending ship).

Equipment Modifiers (old formula)

Equipment Type Modifier
46cm Triple Gun Mount 0.25
High-angle Mounts 0.35
AA Radars 0.40
Type 3 Shell 0.60
All other equipment 0.20
  • Any equipment that gives an anti-air bonus will contribute to shooting down enemy bombers.
  • The ship chosen to defend against bombers is not necessarily the ship targeted by that slot.
  • The ship selected to defend is not necessarily the target of the bomber. Any allied ship, including submarines, may be chosen to defend against bombers.
  • The forward sliding and machine gun animations seem to have no correlation with the calculations.
  • These calculations only apply for the allied fleet's anti-air defense; enemy fleets seem to use a different formula.

|}

Fleet Anti-Air Defense (new formula)

Note: The formula for this section is for the player's side. The formula for abyssal ships is strongly suggested to be different.

After plane loss from fighter combat is calculated, for each enemy bomber slot (Seaplane / Dive Bomber / Torpedo Bomber), a random ship (defending ship) is assigned to defend against that slot via AA fire.

  • Fighters Fighter are not subject to AA fire from ships.
  • The ship performing AA fire is not necessarily the same ship that the bomber will attack; the ship performing AA fire may not even be a surface ship.

The defending ship's weighted anti-air value and the fleet's total fleet anti-air value' are calculated and used in the formula for the two types of anti-air shootdowns: percentage shootdown and fixed shootdown.

  • Fleet anti-air value is only used in the calculation for the fixed shootdown.
  • Both shootdowns have 50% chance to succeed; failing means no planes are shot down for that part of the calculation.
  • Percentage shootdown will be done prior to anti-air cut-in and fixed shootdown calculation.
  • Friendly units additionally get a guaranteed shootdown of 1 plane (per slot) after the percentage/fixed shootdowns; this applies even if both percentage shootdown and fixed shootdown fail. (Enemy fleet does not get this 1-plane guarantee)
  • AACI adds to the guaranteed shootdown count if triggered.

There was a bug causing the formation anti-air modifier and fleet anti-air bonus to not function; this was fixed on June 26, 2015.

For each ship, the formula for its weighted anti-air value is calculated as follows:

[math]\displaystyle{ \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]

where equipment multiplier is shown in the table below:

Equipment Type Equipment Multiplier
High-Angle Gun Mount High-Angle Gun
(Both Main and secondary)
x4
Autocannon Anti-Aircraft Gun x6
Air RADAR RADAR x3
Anti-Aircraft Fire Director Anti-Aircraft Fire Director x4

The fleet's fleet anti-air value is calculated as follows: 

[math]\displaystyle{ \text {Fleet Anti-Air Value} = \text {Floor( Formation Modifier} \times \sum^\text{All ships} \text{Ship's Fleet Anti-Air Bonus)} \times 2, }[/math]

where

[math]\displaystyle{ \text {Ship's Fleet Anti-Air Bonus} = \text {Floor( }\sum^\text{All equipment slots} \text {Equipment's Anti-Air Value} \times \text{Equipment Modifier )} }[/math]

The Formation Modifier and the Equipment Modifier are shown below:

Formation Formation Modifier
Line Ahead
Echelon
Line Abreast
x0.77
Double Line x0.91
Diamond x1.2
Equipment Type Equipment Modifier
High-Angle Gun Mount High-Angle Gun
Anti-Aircraft Fire Director Anti-Aircraft Fire Director
x0.35
All other guns Small Caliber Main GunMedium Caliber Main GunLarge Caliber Main GunSecondary Gun
Autocannon Anti-Aircraft Gun
x6
Air RADAR RADAR x0.4
Type 3 Shell Anti-Aircraft Shell x0.6

Multipliers for equipment not listed are not confirmed at this time.

[math]\displaystyle{ \text {Percentage Shootdown (in # of planes)} = \text{Floor(Weighted Anti-Air Value} \times 0.9 \text{)} \div 360 \times \text{Number of Planes in Slot} }[/math]
[math]\displaystyle{ \text {Fixed Shootdown (in # of planes)} = \text {Floor[(Weighted Anti-Air Value + Fleet Anti-Air Value)} \div 10 \text{]} }[/math]

Example of shootdown calculation

Akizuki (Innate AA value of 116, equipped with two 10cm HA+FD *+6 and an Type 13 Air RADAR Kai) is defending against Aircraft Carrier Princess's torpedo bomber slot (with 56 planes). Assuming the formation is Line Ahead and no other AA factors such as Anti-Air Cut-In, fighter combat, and bonus from other members in fleet,
[math]\displaystyle{ \text {Akizuki's Weighted AA Value} = 116 + 4 \times (10 + 0.7 \times \sqrt{6} ) \times 2 + 3 \times 4 = 221 }[/math]
[math]\displaystyle{ \text {Akizuki's Fleet AA Bonus} = \text{Floor(} 10 \times 0.35 \times 2 + 4 \times 0.4 \text{)}= 8 }[/math]
[math]\displaystyle{ \text {Fleet AA Value} = \text {Floor(} 0.77 \times 8 \text{)} \times 2 = 12 }[/math]

Thus, the values for the shootdown are calculated as follows:
[math]\displaystyle{ \text {Akizuki's percentage shootdown} = 221 \times 0.9 \div 360 \times 56 = 30 }[/math]
[math]\displaystyle{ \text {Akizuki's fixed shootdown} = \text{Floor[(} 221 + 12 \text{)} \div 10 \text{]} = 23 }[/math]
The shootdown takes place in the order of percentage, then fixed, then guaranteed, so there are 4 possible outcomes:

Which Shootdown successful? Shootdown calculation Aircraft Carrier Princess's
Remaining Torpedo Bombers
Both Percentage and Fixed Shootdown 30 (percentage) + 23 (fixed) + 1 (guaranteed) = 54 2
Percentage Shootdown Only 30 (percentage) + 1 (guaranteed) = 31 25
Fixed Shootdown Only 23 (fixed) + 1 (guaranteed) = 24 32
Neither 1 (guaranteed) 55

See Also