Board Thread:General Discussion/@comment-25730832-20160520184224/@comment-25637142-20160520212505

SlashZero wrote: There's so much RNG in losing planes I'm not sure how you're ever going to show either way for the interceptor thing.

Maybe repeated sorties to E-5-C easy? I think that composition is consistent, and you wouldn't have to deal with enemy planes. Then you just have to deal with 2 different enemy formations, 3 different enemy ships that can be chosen for fleet AA, and 4 different outcomes for fleet AA after the slots are chosen! Unless you think the difference is made in the fighter battle phase (which would make the most sense) in which case you get to deal with all the previous stuff amplified on top of more air battle RNG.

They are supposed to reduce incoming air raid damage, just set them to boss node, get hit by air raids and retreat. Then count the number of dead planes and damage dealt to each bases.


 * 1) This whole theory is because I noticed a trend when using one air base on air defense with all 3 interceptors. That base resists raid damage considerably better than the other two bases without interceptors.
 * 2) Furthermore, air bases with all pure fighters can still do air defense. There're animations and reduced incoming damage. So, I suspect interception stat must be working elsewhere, perhaps as a kind of passive evasion stat to the base equipping the interceptor while the air defense mode is an active mode that allows pure fighters to perform interception on all bases.
 * 3) Lastly, the "interception" icon is the same as the "evasion" icon. Evasions from normal carrier planes are added to the wielder, I suspect it's also the case for interception. In this regard, the anti-bomb stat might be relevant to actual air defense, since its icon is accuracy.