KanColle Wiki
(→‎Night Battle Special Attacks: Updated based on wikiwiki and other (in-line) sources)
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===Support Expedition===
 
===Support Expedition===
 
*In [[World 5]] and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on [[Expedition#Support_Expeditions|Support Expeditions]]. The type of supporting fire depends on the composition of the expedition fleet.
 
*In [[World 5]] and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on [[Expedition#Support_Expeditions|Support Expeditions]]. The type of supporting fire depends on the composition of the expedition fleet.
===Opening Torpedo salvo===
+
===Opening Torpedo Salvo===
*The Opening Torpedo Salvo is fired by Submarines over level 10, ships with the {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]], [http://kancolle.wikia.com/wiki/Abukuma Abukuma Kai Ni]) equipped, and the Enemy [[Battleship Re-Class]].
+
*The Opening Torpedo Salvo is fired by submarines over level 10, ships with the {{Template:TorpedoWeapon}}[[Type A Ko-hyoteki]] ([[:Category:Torpedo Cruisers|CLTs]], [[:Category:Seaplane Tenders|AVs]], [[::Category:Submarines|SS]], [http://kancolle.wikia.com/wiki/Abukuma Abukuma Kai Ni]) equipped, and the Enemy [[Battleship Re-Class]].
 
**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
**Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
 
**Unlike in the Closing Torpedo phase, moderately damaged ships can still launch torpedoes.
 
**Unlike in the Closing Torpedo phase, moderately damaged ships can still launch torpedoes.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
 
*The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.
 
   
 
===Engagement Form Modifier===
 
===Engagement Form Modifier===

Revision as of 13:32, 17 January 2016

Combat Stages

For most combat engagements, the battle will begin in day combat and follow the following set of stages. Several stages will not occur unless certain conditions are met. For Event maps, a Combined Fleet mechanic has been implemented which follows a modified combat order.

Aerial Combat nodes will have two Aerial Combat stages but no other stages.

Night Battle nodes would start battle with Night Combat phase. Very occasionally a few of those node can then enter Day Combat phase if certain criteria are met.

Stage Notes
Formation Selection With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage, hit rate, and defense.
Detection Requires planes or high detection stat (usually from RADAR).
Success increases accuracy and evasion.
Failure prevents participation of allied planes in the aerial combat phase.
Aerial Combat Participants: CVLs, CVs, BBVs, CAVs, AVs, SSVs

Requires any type of offensive plane (torpedo bombers and dive bombers for CVLs and CVs, and seaplane bombers for BBVs, CAVs, AVs, and SSVs) equipped as equipment on either side.
If a side achieves Air Superiority or Supremacy in this stage, that side can use Artillery Spotting.

Opening Stages

Expedition Supporting Fire

Supporting Fire from Sortie Support Expeditions. This has an aspect of randomness and may not trigger.

Opening Torpedo Salvo

Participants: [[::Category:Submarines|SS]] over level 10, ships equipped with Torpedo-based WeaponType A Ko-hyoteki (CLTs, AVs, [[::Category:Submarines|SS]], Abukuma Kai Ni) and enemy Battleship Re-Class Elite. All participants fire their torpedoes simultaneously.

Engagement Form

The orientation of the allied and enemy fleets is displayed. This affects both fleets equally.

Day Combat

Shelling, 1st Round (Range Order)

Participants: All ships except SS. Firing order alternates between allied and enemy sides starting with allied. For each side, ships with higher range have priority. The firing order is composed of only ships that are able to take part and is set at the start of each shelling phase. Any ships sunk or incapacitated before their turn results in a lost turn for the side it is on.

Shelling, 2nd Round (Lineup Order)

Participants: All ships except SS. Firing order alternates between sides, prioritizing ships at the top of the list.

Only occurs when either side has a BB, BBV, or the enemy has one of the special ship classes (鬼 Oni/Ogress, 姫 Hime/Princess) which acts like a BB/BBV: Destroyer Princess (駆逐棲姫) does not, while Battleship Princess (戦艦棲姫) does. The distinction between Bosses that do and those that do not trigger this phase is not always clear from their names.

Closing Torpedo Salvo

Participants: DDs, CLs, CLTs, CAs, CAVs, SS, AVs, Bismarck drei, Battleship Re-Class

Like the opening torpedo salvo, all participants attack simultaneously.

Night Combat Participants: All ships except CVLs and CVs (with the exception of Graf Zeppelin).

Enemy Standard Carrier Wo-Class and Light Carrier Nu-Class of flagship level or higher can attack at night.

Must not be critically damaged to participate.

The first slot allied ship attacks, then the first slot enemy ship attacks, and so on. Similar to shelling phase, if a ship is sunk or critically damaged, the game will skip its turn.

Formation Selection

With 4 or more ships in a fleet, a fleet formation must be selected before combat. The selected formation affects ship damage and hit rate.

Formation Modifier

Formation Formation Icon Surface Damage Modifier Anti-sub Damage Modifier Night Battle Modifier Anti-air Modifier Day Shelling Hit Rate Anti-sub Hit Rate Day Torpedo Hit Rate Night Battle Hit Rate[1] Torpedo Evasion Rate Flagship Protection Rate
Line Ahead
単縦陣?
Formation 1: Line Ahead 100% 60% 100% 77% Medium Low High High Medium? Low
Double Line
複縦陣?
Formation 2: Double Line 80% 80% 100% 91% High

[2]

Medium Medium Medium Medium? Medium
Diamond
輪形陣?
Formation 3: Diamond 70% 120% 100%? 120% Medium Medium Very Low  Low Low? High
Echelon
梯形陣?
Formation 4: Echelon 60% 100% 100% 77% High ? Low Low Low High
Line Abreast
単横陣?
Formation 5: Line Abreast 60% 130% 100% 77% High High Very Low Medium High? Medium
  • The surface damage modifier applies to both shelling and torpedo attacks, but does not affect Aerial Combat or Anti-Submarine attacks.
  • Evasion modifier only applies to the daytime shelling phase, and not to air or torpedo attacks and night battles.
  • Diamond Formation is only selectable as a formation with 5+ ships.
  • Flagship protection is the situation where a non-flagship ship protects the flagship from being damaged by receiving the attack instead.
  • Line Ahead has the highest offensive power for surface combat. It is the default choice for encounters after the 3rd battle node to preserve firepower because of the remaining ammo penalty.
  • Line Ahead formation is also the default when there are less than four ships in the players' fleet.
  • Double Line is generally a good formation for heavy BB/CV fleets. There is a significant accuracy increase that benefits the typically lower accuracy carriers, while BB often still have enough firepower.
  • Diamond has the best anti-air modifier and flagship protection, and is almost as good as Line Abreast for anti-sub purposes. A good alternative to Line Abreast when facing mixed surface-sub fleets.
  • Diamond formation is only available when the players' fleet has at least five or more ships.
  • Echelon has not been tested extensively, but it is hypothesized to be a defensive formation for submarines; subs profit from the slightly heightened torpedo accuracy when compared to Diamond and Line Abreast, both common defensive formations.
  • Line Abreast is the best formation for anti-sub purposes. It has also been shown to increase evasion rates, mostly against an enemy fleet which is in Double Line.

Detection

Success Failed
Combat detect success Combat detect fail
Effects
Accuracy Evasion Up[citation needed] Failure prevents participation of allied planes in the Aerial Combat Phase.
Fleet LOS affects Detection rate.

Scout plane can be lost in this stage if there is a lack of LOS, disabling Artillery Spotting. If there are no more recon planes in that slot of the ship who sent the scout, the plane's rank will be reset.

Despite the animation show detection affect Accuracy and Evasion, some claim that it is not the actual case[citation needed], though it is too difficult to test.

Aerial Combat

Main article: Aerial Combat
Combat parity and incapability

Aerial combat is a phase where both friendly fleet and opponents send their planes out at the same time, shoot down each others' planes, determine air control status and contact, then both fleets start their anti-air defense against bombers and remaining bombers would then launch attack on enemy ships. See Aerial Combat page for details.

Opening Stages

The Opening Stages of combat proceed in order with the Supporting Expedition effect, the Opening Torpedo salvo, then the display of the engagement form

Support Expedition

  • In World 5 and Event Maps, the Sortie fleet can receive a salvo of Support fire from fleets deployed on Support Expeditions. The type of supporting fire depends on the composition of the expedition fleet.

Opening Torpedo Salvo

  • The Opening Torpedo Salvo is fired by submarines over level 10, ships with the Torpedo-based WeaponType A Ko-hyoteki (CLTs, AVs, [[::Category:Submarines|SS]], Abukuma Kai Ni) equipped, and the Enemy Battleship Re-Class.
    • Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
    • Unlike in the Closing Torpedo phase, moderately damaged ships can still launch torpedoes.
  • The Opening stages finish with the display of the Engagement form, the orientation of the two fleets.

Engagement Form Modifier

Form Damage Modifier Chance Chance with Saiun Combat Screens
Crossing the T (Advantage)
T字戦有利 (T Ji-sen Yuuri?)
120% 15% 15% Combat greent
Parallel Engagement
同航戦 (Doukousen?)
100% 45% 45% Combat parallel
Head-on Engagement
反航戦 (Hankousen?)
80% 30% 40% Combat headon
Crossing the T (Disadvantage)
T字戦不利 (T Ji-sen Furi?)
60% 10% 0% Combat redt
  • Please note that all engagement forms affect both sides equally, including crossing the T (Advantage or Disadvantage).
  • Night battle and aerial combat are not affected by engagement forms. Torpedo salvos are affected by engagement forms.
  • Equipping a Reconnaissance AircraftSaiun effectively makes what would have been Crossing the T (Disadvantage) become Head-on Engagement.
  • It is speculated that the Engagement form also impacts accuracy.

Day Combat

  • Day Combat consists of up to 3 phases: 1st Shelling, 2nd Shelling, Closing Torpedo
  • CVLs and CVs must be in good or lightly damaged condition in order to participate in shelling phases, with the exception of Armored Aircraft Carriers (e.g. Taihou, Shoukaku Kai Ni A and Zuikaku Kai Ni A) who can still attack while moderately damaged. More than zero non-fighter-plane equipment is also mandatory. Note that LHA is not restricted by this.

First Shelling Phase

  • During the first shelling stage, the order of fire is determined by the ship's maximum range.
    • Ships are arranged in order from Very Long → Long → Medium → Short → Very Short range.
    • The shelling order alternates from allied ships to enemy ships if able. If two ships on the same side have the same range, the ship that attacks first from between them is chosen randomly.

Second Shelling Phase

  • The second shelling phase moves from the top to the bottom of the combat line.
    • Ships unable to attack at all in the shelling phase (i.e. submarines) will be skipped, but those normally able to attack but rendered unable to (e.g. damaged carriers) will still take actionless turns.

Closing Torpedo

  • The Closing Torpedo salvo is fired by all SS(V), DD, CL(T), CA(V), AV, Bismarck drei, and the enemy Battleship Re-Class.
    • Torpedoes are fired from all ships simultaneously, and accuracy is affected by the selected Formation type.
    • Ships must not be moderately or heavily damaged to participate.

Night Combat

  • Night battle damage depends on both the Firepower and Torpedo stats for attack power. Consequently, DDs, CLs, CLTs and CAs have drastically increased strength at night.
  • Any vessel at night must not be heavily damaged (red) before attacking in order to participate in night battle.
  • Certain combinations of weapon equipment (Main Guns, Secondary Guns, Torpedoes) will cause Cut-In or Double Attacks at night, greatly increasing accuracy and/or firepower
  • If night combat nodes are anticipated, it can be very helpful to utilize specialized night battle equipment such as Star Shells and Searchlight. Type 98 Recon Seaplane (Night Scout) is also an option.
  • Evasion of submarines are greatly increased in regular Night Battles, so they cannot take more than scratch damage. In battles starting at night and Combined Fleet sorties, submarines do not get the Evasion boost, so they will take damage as normal.
  • Formation damage modifiers and Engagement Form damage modifiers do not apply in Night Battle (i.e. they are always 100%).
    • As an exception, in nodes that begin with Night Battle and in Combined Fleet Night Battle, Formation and Engagement Form anti-sub damage modifiers apply.
      • The Engagement Form is not explicitly shown in Night Battle nodes.
  • The animation for ships equipped with 2 different torpedoes may be different but the damage output is still the same.


Damage Calculations

Main article: Damage Calculation

Main Formula

Damage =
Basic Attack Power
x
Pre-Cap Modifiers
x
Post-Cap Modifiers
-
Enemy Armor x 0.7
-
0.6 x Random Number
(between 0 and (Enemy Armor - 1))
[3]
x
Remaining Ammo Modifier
Notes:
  • If the result is less than 1, it becomes scratch damage, which does 6-14% of current target HP, rounded down (can be rounded to 0).
  • If the pre-cap damage (Basic Attack Power x Pre-Cap Modifiers) exceeds a certain cap value, any extra damages would be square-rooted.
  • This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.

Basic Attack Power

The Basic Attack Power's formula vary under different case, see Basic Attack Power section on Damage Calculation page for details.

Pre-Cap Modifiers

These are the factors directly applied to your ship's attack power.

Effects from the modifiers are multiplied cumulatively.

Attack Power Cap

There is a soft cap of 150 in Day Battle, 300 in Night Battle, and 100 in ASW battle. Read this link for details.

Post-Cap Modifiers

In damage calculation, Post-cap modifiers apply after the cap, but before enemy armor reduction. Thus they are very effective approach to boost your damage output (esp. against heavy armor enemies).

Currently, the post-cap modifiers are from:

Remaining Ammo Modifier

Remaining ammo of your ship affect their attack power, see Damage_Calculation#Remaining Ammo Modifier for details.

Player Ship Protection Mechanisms

While the above formulas and statements are generally true for damage taken by a player's ships, there are additional limits that apply to friendly units only. These protection mechanisms are important for game balance and to protect your fleet from sinking.

  • For ships entering battle at chuuha (orange) or higher HP:
    • Damage taken cannot reduce HP below 1.
      • Any further hits will become misses.
    • For flagships, as well as ships with 20 morale or more (i.e. not red face):
      • If damage taken exceeds a ship's current HP, then instead of taking full damage, the damage of the current attack is limited to 50%-79% (rounded down) of current HP.
        • For multi-hit attacks, such as night battle torpedo cut-in attacks, each hit is calculated separately.
        • This can occasionally help ships avoid taiha (red HP), because it narrows the range of damage where it is possible to be hit into taiha.
        • For ships with at full hp and an odd hp total, it is occasionally possible to stop damage at lightly damaged.

Accuracy and Evasion

Main article: Accuracy and Evasion

There are still many things unknown about Accuracy and Evasion, but all the known factors that might affect them have been listed in the Accuracy and Evasion page.

Combat Equipment Setup

Main article: Equipment Guide

Anti-Air Cut-in

Anti-Air Cut-In
This section mainly discuss about way to setup Anti-Air Cut-In for your fleet. See Aerial Combat#Anti-Air Cut-In for further descriptions about its effect.
Bandicam 2014-11-20 02-55-57-126.avi snapshot 00.26 -2014.11.20 03.09

An Anti-Air Cut-In with Akizuki (Type H.H.R*, api_1)

With one of the following setups, your ship may perform an AA cut-in before encountering the enemy bombers, help shoot down more planes during the aerial phase. Note that AACI does NOT help you gain Air superiority.
Requirement:

One of the following sets:

  1. Heavy Main GunLarge Caliber Main Gun, Type 3 Shell Anti-Aircraft Shell, plus Anti-Aircraft Fire Director (AAFD) Anti Aircraft Fire Director
    • Can be supplemented with an AA RADAR Radar (Surface Radar with AA stat might work too as from equipment used by Air Defense Princess.
    • Only available for BB(V)s.
  2. High-Angle mount (main gun or secondaryHigh-angle Gun, plus AAFDAnti Aircraft Fire Director
    • Can be supplemented with an AA RADAR Radar
    • Achievable by any surface ship.
  3. 10cm Twin High-angle Mount + AAFD, plus AA RADARRadar
    • Can be supplemented with another HA mount capable of AACI
    • Only available for DD & CL(T).
  4. 25mm Triple Autocannon Mount (Concentrated Deployment), plus AA Gun (any) Anti-aircraft Point-defense Weapon and AA RADAR Radar
    • Achievable by any surface ship.
  5. 12.7cm Twin High-angle Mount + Anti-Aircraft Fire Director or 90mm Single High-angle Gun Mount, plus AA RADARRadar
    • Can be supplemented with another HA mount capable of AACI
    • Achievable by any surface ship except DDs.
  • Akizuki and Teruzuki have a built-in AA fire director, which allows them to trigger AACI without an AAFD with the following setup
    • High-Angle mount (any) High-angle Gun plus either or both:
      • RADAR (any kind) Radar
      • High-Angle mount (any) High-angle Gun
  • Maya Kai 2 may trigger AACI with a unique setup:
  • Isuzu Kai 2 may trigger AACI with a follow setup:
    • High-Angle mount (any) High-angle Gun, plus AA Gun (any) Anti-aircraft Point-defense Weapon, plus AA RADARRadar


Effect:
  • Provide an AoE blast on all the incoming enemy bombers, from the ship who is triggering it. (source)
  • It is hypothesized that when AACI was triggered, it flatly kills a certain number (2~8) of planes per enemy bomber slot. (source: [1], [2], [3])
    • The most effective set ups belong to Maya Kai-2 (H.C,R*,, or HA mount, 25mm Autocannon mount (Concentrated.Deployment), + Air Radar)
    • Followed by Akizuki (H.H.R*, or HA mount, HA mount + Air Radar)
    • Effects from 90mm Single HA Mount is currently unknown.


Trigger Chance:
  • AA stat (Anti-Air) of the ship performing the cut-in (equipment bonuses included) affects trigger rate.
  • Independent of fleet total AA stat.
  • Various equipment set ups provide different activation chances. (source).
    • Akizuki (H.H.R) is possibly the one with the highest proc rate. (~67%)

Special Attacks

Day Battle Special Attacks (Artillery Spotting)

Main article: Artillery Spotting
Artillery Spotting
Artillery spotting allows your ship with seaplanes to double attack (DA) and cut-in (CI) during day battle.
KanColle-140425-17422431

Cut-in Type Observed Fire using 1Main 1Sec & Type 91 AP shell

Requirement
  • Air superiority (AS) or greater achieved in aerial combat phase
  • Not in heavily damaged (大破) state
  • Ship is carrying at least 1 seaplaneSeaplane. (i.e. slots are not all at 0 remaining)
  • Certain equipment setup (see below)
Set up and Attack Modes

Different set ups provide chances to trigger various modes of attack.

Attack Mode Prerequisite The Remaining Slot Damage Modifier Trigger Chance
Double Attack Large Caliber Main GunLarge Caliber Main GunSeaplane Any auxiliary equipment 120% x 2 ~50%
Double Attack Large Caliber Main GunLarge Caliber Main GunSeaplane Radar 120% x 2 Additional 3%~10% ?
Double Attack Large Caliber Main GunLarge Caliber Main GunSeaplane Seaplane 120% x 2 Additional ~6% ?
Cut-In Large Caliber Main GunAuxiliary GunSeaplane Any auxiliary equipment 110% ~50%
Cut-In ( Radar ) Large Caliber Main GunAuxiliary GunSeaplaneRadar - 110%......(Sec.Gun)

120%......(Radar)

Additional 22%~30% ?
Cut-In ( AP Shell ) Large Caliber Main GunAuxiliary GunSeaplaneArmor Piercing Ammunition - 110%......(Sec.Gun)

130%......(AP Shell)

Additional ~20%
Mixed Attack (AP) Large Caliber Main GunLarge Caliber Main GunSeaplaneArmor Piercing Ammunition - 120% x 2.....(DA)

150%...........(CI)

~70% (Total)
Mixed Attack (Sec.Gun) Large Caliber Main GunLarge Caliber Main GunSeaplaneAuxiliary Gun - 120% x 2.....(DA),

110%...........(CI)

~70% (Total)
  • Lists of Large Caliber Main GunMain gun and Auxiliary GunSecondary gun.
    KanColle-140425-16133343

    Cut-in Type Mixed Attack Observed Fire with 2 Main & Type 91 AP Shell.

  • These are the basic setups used in the game. You don't need to exactly follow the placement (1st slot = main, 3rd slot = seaplane, etc) as long as those equipment are equipped on the same ship.
  • Any other setup variation will NOT change the attack mode or damage modifier. Feel free to add another auxiliary equipment when possible.
  • Mixed Attacks provide chances for both day battle DA and CI.
  • When either CI or DA is not triggered by chance, the ship will just do a normal single attack, dealing 100% damage.
  • Trigger chances were estimated under the following conditions: AS+ & FLoS = 300; Placement: Non-flagship.
  • The enemy is capable of doing Artillery Spotting on your fleet, both DA & CI.
  • For more info on the Day Special Attack mechanics, you may visit page Artillery Spotting.


Trigger Chance of Artillery Spotting
  • The flagship has ~15% higher chance in triggering Artillery Spotting.
  • Losing Air Supremacy (AS+) to Air Superiority (AS) will lower the trigger chances by ~12%. Higher penalty for mixed attack.
  • Higher fleet total LoS (Line of Sight) will slightly increase the chances, around 5% ~ 10% per 100 additional FLoS. Notice that FLoS equals to the sum of LoS stats from all the ships in your fleet. Bonuses from equipment are included in the calculation.
  • Equipment set up will affect the chances (see the table above)

Night Battle Special Attacks

Night Battle Cut-In/Double Attack

Night battle special attacks allow your ship to double attack (DA) and cut-in (CI) at night. Compared to artillery spotting, these special attacks are less demanding on equipment setups, and give different bonuses. Note that it is important to realize the differences between the two types of special attack and know when to use which.

Requirements
  • Not in heavily damaged (大破) state
  • Certain equipment setups (see below)
Setups and Attack Types

Different setups have chances to trigger different modes of attack. Attack modes are ONLY determined by the prerequisites. Also, feel free to add any auxiliary equipment (AP shellArmor Piercing Ammunition, seaplaneSeaplane, AA gunAnti-aircraft Point-defense Weapon, etc.).on the remaining slots.

Attack Mode Prerequisite Notes on the Remaining Slots Damage Modifier Trigger Chance
Double Attack Large Caliber Main GunLarge Caliber Main Gun No additional Torpedo-based Weapon,Large Caliber Main Gun or Auxiliary Gun. 120% x 2 ~99%
Double Attack Large Caliber Main GunAuxiliary Gun Additional Auxiliary Gun allowed. 120% x 2 ~99%
Double Attack Auxiliary GunAuxiliary Gun Additional Auxiliary Gun or Torpedo-based Weapon allowed. 120% x 2 ~99%
Cut-In (Mixed) Large Caliber Main GunTorpedo-based Weapon Additional Large Caliber Main Gun orAuxiliary Gun allowed. 130% x 2 Luck based
Cut-in (Sec. Gun) Large Caliber Main GunLarge Caliber Main GunAuxiliary Gun No additional Large Caliber Main Gun 175% Luck based
Cut-in (Main Gun) Large Caliber Main GunLarge Caliber Main GunLarge Caliber Main Gun + Any 200% Luck based
Cut-in (Torpedo) Torpedo-based WeaponTorpedo-based Weapon + Any 150% x 2 Luck based
  • When your set up fulfills the prerequisite for multiple attack modes, the one closer to the bottom of the list will be considered.
  • Note the night battle damage cap (300) applies after these modifiers.
  • If two simultaneous attacks are made with cutins, the total damage is displayed together but the Damage Cap (and Enemy Armor reduction) is applied separately to each attack.
  • When either DA or CI is not triggered by chance, the ship will just do a normal single attack.
Night Double Attack Chance

Has a very high (~99%) and relatively consistent activation chance (source). Activation rate is not dependent on luck. This typically results in more consistent and higher average damage than cut-in setup for ships with normal luck values.

Night Cut-in chance:

It is currently known that Night Cut-in chance is affected by the type of cut-in attack used, luck, health, flagship position, Searchlight activation, Star Shell activation, and Skilled Lookouts. Note that there is a cap for luck on cut-in chance.

Probability calculation

  • As most investigations on cut-in chance are performed with torpedo cut-ins and high-level ships as flagship, these values are most accurate for those conditions.
  • Recent data suggests level may be an important factor in determining cut-in chance, but no extensive investigations have been reported yet.

Cut-in Type Factors

Type

Type Modifier

Luck Cap

Torpedo 70 60
Mixed 70 ~70
Main Gun 40 ~55

Other Modifiers

Modifier

Value

Placement Flagship +12.5
Other 0
Health Little or no damage 0
Minor damage (小破 Shouha) 0
Moderate damage (中破 Chuuha) +20
Searchlight Allied +5
Enemy -10
Star Shell Allied +5
Enemy -10
  • Skilled Lookouts seem to give a luck-type bonus to activation chance, as the cut-in chance bonus is negligible near and above the cap. (source)
    • The exact bonus is still unclear, but the end result seems to be about 3-4% increase in cut-in chance if significantly below the cap.
  • The effect of luck over the caps is negligible.

Anti-Sub Warfare

Any enemy submarines will force Destroyers, Light Cruisers, Torpedo Cruisers, Training Cruisiers and Hayasui to target them. It also applies to Aviation Heavy Cruisers, Aviation Battleships, Seaplane Tender, Light Carrier and Akitsumaru equipped with seaplane bombers, Ka-type Observation Autogyro or Type 3 Spotter/Liaison (ASW). Cut-In and Double Attacks are ignored. In normal Night Battles, ASW damage is scratch damage only. In battles starting at night, Formation Modifiers apply.

Overweight Penalty

Since a certain update, using main guns larger than what's fit for the ship class would incur certain level of accuracy penalty, For instance, using 41cm or above guns on Kongou-class. More research needs to be done to show to actual effect.[4]

Land-base Boss

Main article: Installation Type

Land-base bosses, also known as installation-type bosses, have a number of special properties:

  • Land-base bosses cannot be targeted by torpedoes in day battle.
  • Carriers with dive bombers equipped cannot target these enemies.
  • In night battle, only the firepower portion of the (firepower + torpedo) attack power formula will be counted.
  • Type 3 Shells give bonus damage against them, and are regarded as the main counter against the high armor these enemies often possess. The damage formula is FirepowerFirepower × 2.5.
  • WG42 also gives a damage bonus, a flat +75 damage applied to firepower before modifiers & cap but after Type 3 Shell.
  • Instead of the usual lightly damaged (小破), moderately damaged (中破), heavily damaged (大破) and sunk (轟沈) indications, there is instead disordered (混乱), damaged (損害), destroyed (損壊) and demolished (破壊). Functionally, the two series of damage indications are equivalent.

Setup

Common Setups

  • Common ship equipment setups for different ship type and their purpose
Common Setup
  • Destroyers
    • As destroyers do not have the ability to field seaplanes, have low firepower but high torpedo stats, and few equipment slots, their use in fleets is generally to meet composition requirements. Their common setups focus on Anti-Sub Warfare, Night Torpedo, or Fleet Anti-Air Support
    • A Mixture of SONAR and Depth Charges (SonarDepth Charges) make your destroyers effective, accurate sub killers when enemy fleets contain Submarines.
    • On destroyers with high luck (Ayanami, Shigure, Yukikaze), 2 or 3 pieces of Torpedo Equipment (Torpedo-based WeaponTorpedo-based WeaponTorpedo-based Weapon) will often trigger a potent Torpedo Cut-In attack in Night Battle.
    • When facing maps with many enemy fleets with carriers, destroyers can provide a considerable amount of fleet AA support using high-angle mounts High-angle Gun and anti-air cut-in setups to reduce incoming bomber damage.
    • On destroyers with low luck it is advisable to use 2 main guns + anything other than torpedoes or main gun, this will trigger Double Attack at night battles.
  • Light Cruisers
    • Light Cruisers gain access to the Medium size Main guns to buff their firepower as well as seaplanes (with a few exceptions with regards to seaplanes, those being CLTs, Isuzu Kai Ni, Yuubari and both of the Tenryuu class), making Artillery Spotting setups feasible and effective against moderately armored enemy vessels.
    • For light cruisers facing enemy fleets, a setup with 2 Main guns and a Seaplane (Intermediate Caliber Main GunIntermediate Caliber Main GunSeaplane) offers a potent double attack in both daytime Artillery Spotting and Night Battle.
    • For fleets without air power, one medium main gun and two 15.5cm Triple Gun Mounts (Intermediate Caliber Main GunAuxiliary GunAuxiliary Gun) will maximize firepower while maintaining double attacks in Night Battle
    • The special class of the Torpedo Cruisers deserves some mention here: their specialty lies in their torpedoes and should almost always be equipped with a Torpedo-based WeaponType A Ko-hyoteki (to enable opening torpedo strikes). To diversify their damage output, typically two medium main guns and/or 15.5cm Triple Gun Mounts are equipped to increase shelling damage and enable Night Battle Double Attacks (Intermediate Caliber Main GunAuxiliary GunTorpedo-based Weapon).
      • Before a Torpedo Cruiser's final remodel, due to limited slots it's advisable to use Type A Ko-hyoteki and a torpedo (Torpedo-based WeaponTorpedo-based Weapon) to make the most of their preemptive attack.
  • Heavy Cruisers
    • Heavy Cruisers see the introduction of 4 slot setups after remodeling and all of them feature the ability to launch seaplanes for artillery spotting. While they are still limited to the Medium main guns, their higher firepower and armor can make them solid combatants when Battleships are unavailable or overkill.
    • The go-to setup for most situations will be the 2 main guns, RADAR, seaplane setup (Intermediate Caliber Main GunIntermediate Caliber Main GunRadarSeaplane) which provides day and night double attack potential.
    • Certain Event bosses take additional damage when a ship is equipped with Type 3 Shells. As heavy cruisers have access to these, a Heavy Cruiser may find swapping the RADAR for a Type 3 Shell (Intermediate Caliber Main GunIntermediate Caliber Main GunAnti-Aircraft ShellSeaplane) to be effective against such targets (see Airfield Princess).
    • In the case of a battle occurring with Night Battle first, one option is to replace the RADAR and seaplane with two torpedoes Intermediate Caliber Main GunIntermediate Caliber Main GunTorpedo-based WeaponTorpedo-based Weapon, which will lose the day battle special attacks but give the chance for powerful two-torpedo cut-in attacks.
  • Battleships
    • Battleships feature a selection of Heavy Main Guns and massive resulting firepower in addition to the potent Armor Piercing shells which can cause brutal critical hits. Setups for battleships are similar to those of heavy cruisers, with one notable addition.
    • The Armor Piercing Shells that battleships have access to allows for the highly effective 2 Main gun, AP Shell, Seaplane setup (Large Caliber Main GunLarge Caliber Main GunArmor Piercing AmmunitionSeaplane) which has a more effective Artillery Spotting Cut-In, while providing better stats than secondary guns.
    • Note: Official tweets state that overuse of cannons larger than what a BB is meant for will make it "overweight" and incur a "minor" accuracy penalty. (I.e. Too many 46cm or even 41cm cannons on Fast Battleships such as Kongou-class and Bismarck.)
    • As with Heavy Cruisers, the Type 3 Shell setup (Large Caliber Main GunLarge Caliber Main GunAnti-Aircraft ShellSeaplane) is effective against installation-type/land base enemies.
  • Carriers
    • Planes. Enough Fighters to achieve Air Superiority or Supremacy, fill out with Torpedo Bombers on larger slots for preemptive bombing damage and/or Dive Bombers on smaller slots for shelling damage.
    • Torpedo Bombers and Dive Bombers are roughly equivalent to each other. While Torpedo Bombers have the advantage in the preemptive aerial bombing, their damage are dependent on number of surviving planes, making air superiority very important for them. In cases where Air Superiority is not feasible, using more Dive Bombers may prove more effective.
    • It is possible to equip Secondary Guns like the 15.5cm Triple Gun Mount or the special SCAMP to increase the carrier's range and put it higher in the Range Order shelling phase, which can be very useful for prioritizing the CV(L) damage when in a DD heavy fleet.
    • To save bauxite (especially in exercises against other fleets), a combination of two 15.5cm Triple Gun Mount and/or SCAMP with a Saiun and a single bomber in the 4th slot can allow powerful shelling attacks at the cost of opening airstrike potency (Auxiliary GunAuxiliary GunReconnaissance AircraftDive Bomber).

Full Setup List

  • What follows is an extensive list of possible equipment setups related to Artillery Spotting and Night Battle attacks.
  • Yellow: Cut-In or Double Attack Possible


Two Slots
Equipment Day Battle Modifier Night battle Modifier
As no 2 slot setup can trigger special attacks during the day,
2 slot setups are primarily night combat focused.
Seaplane Seaplane - - Single Attack 100% Single Attack 100%
Intermediate Caliber Main Gun Seaplane - - Single Attack 100% Single Attack 100%
Auxiliary Gun Seaplane - - Single Attack 100% Single Attack 100%
Torpedo-based Weapon Seaplane - - Single Attack 100% Single Attack 100%
Radar Seaplane - - Single Attack 100% Single Attack 100%
Armor Piercing Ammunition Seaplane - - Single Attack 100% Single Attack 100%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun - - Single Attack 100% Double Attack 120% x 2
Intermediate Caliber Main Gun Auxiliary Gun - - Single Attack 100% Double Attack 120% x 2
Intermediate Caliber Main Gun Torpedo-based Weapon - - Single Attack 100% Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Radar - - Single Attack 100% Single Attack 100%
Intermediate Caliber Main Gun Armor Piercing Ammunition - - Single Attack 100% Single Attack 100%
Auxiliary Gun Auxiliary Gun - - Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Torpedo-based Weapon - - Single Attack 100% Single Attack 100%
Auxiliary Gun Radar - - Single Attack 100% Single Attack 100%
Auxiliary Gun Armor Piercing Ammunition - - Single Attack 100% Single Attack 100%
Torpedo-based Weapon Torpedo-based Weapon - - Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedo-based Weapon Radar - - Single Attack 100% Single Attack 100%
Torpedo-based Weapon Armor Piercing Ammunition - - Single Attack 100% Single Attack 100%
Radar Radar - - Single Attack 100% Single Attack 100%
Radar Armor Piercing Ammunition - - Single Attack 100% Single Attack 100%
Armor Piercing Ammunition Armor Piercing Ammunition - - Single Attack 100% Single Attack 100%
Three Slots
Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Seaplane - Double Attack 120% x 2 Double Attack 120% x 2
Intermediate Caliber Main Gun Auxiliary Gun Seaplane - Cut-In 110% Double Attack 120% x 2
Intermediate Caliber Main Gun Torpedo-based Weapon Seaplane - Single Attack 100% Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Radar Seaplane - Single Attack 100% Single Attack 100%
Intermediate Caliber Main Gun Armor Piercing Ammunition Seaplane - Single Attack 100% Single Attack 100%
Auxiliary Gun Auxiliary Gun Seaplane - Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Torpedo-based Weapon Seaplane - Single Attack 100% Single Attack 100%
Auxiliary Gun Radar Seaplane - Single Attack 100% Single Attack 100%
Auxiliary Gun Armor Piercing Ammunition Seaplane - Single Attack 100% Single Attack 100%
Torpedo-based Weapon Torpedo-based Weapon Seaplane - Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedo-based Weapon Radar Seaplane - Single Attack 100% Single Attack 100%
Torpedo-based Weapon Armor Piercing Ammunition Seaplane - Single Attack 100% Single Attack 100%
Radar Radar Seaplane - Single Attack 100% Single Attack 100%
Radar Armor Piercing Ammunition Seaplane - Single Attack 100% Single Attack 100%
Armor Piercing Ammunition Armor Piercing Ammunition Seaplane - Single Attack 100% Single Attack 100%
Night Combat Focus
For Night Combat setups, see Day Combat 4 slot setups below and ignore the seaplane.
The Day attack will be a Single Attack at 100%.
Four Slots
Equipment Day Battle Modifier Night battle Modifier
Day Combat Focus
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Intermediate Caliber Main Gun Seaplane Double Attack 120% x 2 Cut-In (Gun) 200%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Auxiliary Gun Seaplane Double or Cut-In 120% x 2 or 110% Cut-In (Gun) 175%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Torpedo-based Weapon Seaplane Double Attack 120% x 2 Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Radar Seaplane Double Attack 120% x 2 Double Attack 120% x 2
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Armor Piercing Ammunition Seaplane Double or Cut-In 120% x 2 or 150% Double Attack 120% x 2
Intermediate Caliber Main Gun Auxiliary Gun Auxiliary Gun Seaplane Cut-In 110% Double Attack 120% x 2
Intermediate Caliber Main Gun Auxiliary Gun Torpedo-based Weapon Seaplane Cut-In 110% Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Auxiliary Gun Radar Seaplane Cut-In 120% Double Attack 120% x 2
Intermediate Caliber Main Gun Auxiliary Gun Armor Piercing Ammunition Seaplane Cut-In 130% Double Attack 120% x 2
Intermediate Caliber Main Gun Torpedo-based Weapon Torpedo-based Weapon Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Intermediate Caliber Main Gun Torpedo-based Weapon Radar Seaplane Single Attack 100% Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Torpedo-based Weapon Armor Piercing Ammunition Seaplane Single Attack 100% Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Radar Radar Seaplane Single Attack 100% Single Attack 100%
Intermediate Caliber Main Gun Radar Armor Piercing Ammunition Seaplane Single Attack 100% Single Attack 100%
Intermediate Caliber Main Gun Armor Piercing Ammunition Armor Piercing Ammunition Seaplane Single Attack 100% Single Attack 100%
Auxiliary Gun Auxiliary Gun Auxiliary Gun Seaplane Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Auxiliary Gun Torpedo-based Weapon Seaplane Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Auxiliary Gun Radar Seaplane Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Auxiliary Gun Armor Piercing Ammunition Seaplane Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Torpedo-based Weapon Torpedo-based Weapon Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedo-based Weapon Torpedo-based Weapon Torpedo-based Weapon Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedo-based Weapon Torpedo-based Weapon Radar Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedo-based Weapon Torpedo-based Weapon Armor Piercing Ammunition Seaplane Single Attack 100% Cut-In (Torpedo) 150% x 2
Night Combat Focus
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Intermediate Caliber Main Gun Intermediate Caliber Main Gun Single Attack 100% Cut-In (Gun) 200%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Intermediate Caliber Main Gun Auxiliary Gun Single Attack 100% Cut-In (Gun) 200%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Intermediate Caliber Main Gun Torpedo-based Weapon Single Attack 100% Cut-In (Gun) 200%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Auxiliary Gun Auxiliary Gun Single Attack 100% Cut-In (Gun) 175%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Auxiliary Gun Torpedo-based Weapon Single Attack 100% Cut-In (Gun) 175%
Intermediate Caliber Main Gun Intermediate Caliber Main Gun Torpedo-based Weapon Torpedo-based Weapon Single Attack 100% Cut-In (Torpedo) 150% x 2
Intermediate Caliber Main Gun Auxiliary Gun Auxiliary Gun Auxiliary Gun Single Attack 100% Double Attack 120% x 2
Intermediate Caliber Main Gun Auxiliary Gun Auxiliary Gun Torpedo-based Weapon Single Attack 100% Cut-In (Mixed) 130% x 2
Intermediate Caliber Main Gun Auxiliary Gun Torpedo-based Weapon Torpedo-based Weapon Single Attack 100% Cut-In (Torpedo) 150% x 2
Intermediate Caliber Main Gun Torpedo-based Weapon Torpedo-based Weapon Torpedo-based Weapon Single Attack 100% Cut-In (Torpedo) 150% x 2
Auxiliary Gun Auxiliary Gun Auxiliary Gun Auxiliary Gun Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Auxiliary Gun Auxiliary Gun Torpedo-based Weapon Single Attack 100% Double Attack 120% x 2
Auxiliary Gun Auxiliary Gun Torpedo-based Weapon Torpedo-based Weapon Single Attack 100% Cut-In (Torpedo) 150% x 2
Auxiliary Gun Torpedo-based Weapon Torpedo-based Weapon Torpedo-based Weapon Single Attack 100% Cut-In (Torpedo) 150% x 2
Torpedo-based Weapon Torpedo-based Weapon Torpedo-based Weapon Torpedo-based Weapon Single Attack 100% Cut-In (Torpedo) 150% x 2

Template:VictoryConditions

Additional Explanation/Details

  1. Source: 艦これ-チラ裏検証- / 夜戦陣形と命中回避 (Jan 1, 2015). Click here for a translated version of the article. Currently the hit rates only apply on nodes starting with night battle (eg. 5-3-C). In addition, please be aware that given limited sample sizes from the exp't, the measured hit rates by using different formations are NOT differing on a large scale, thus using "higher / lower" not simply "high / low".
  2. Source: 半製造BSアレコレ雑記帳 / 「艦これ」砲撃命中率について・複縦陣 中間報告 (Dec 5, 2014). If more relevant sources are discovered please add them in.
  3. [1]
  4. User blog:Homuhomu123/Shelling Accuracy Test Results (Source to be cited)