As far as I understand there are two factors at play here, caliber/armor thickness and firepower/hitpoints calculations.
Splitting of the attacks should not affect the caliber calculations, so this one is irrelevant
During the attack resolution the game rolls a number from 0 to attack power for attacker and from 0 to hitpoints for defender and compares the two to determine if a hit was made.
The monitor in question can have different number of hitpoints depending on linear tech, design roll and various bonuses, but let's say it has 4K hard hitpoints.
If my calculations are correct at 1056 hard attack you have on average 13.2% chance to score a hit. Two attacks give you double that (yes, there are more complicated chances to hit both attacks or neither, but in the long run it averages out). A single 2325 hard attack should give you 29.1% chances of scoring a hit, which sounds better.
Also I doubt that's all there is to it since there's also the hit effect resolution (e.g. whether it's a kill, rout, pin or no effect). It's possible that having a higher attack roll increases chances of that the hit becomes a kill, but I have no idea how that calculation works.
Actually the numbers in screenshot look strange since the new model has less than a half of the attack of the old one. I.e. even if you just multiply the firepower by number of attacks the new model looks worse. (if it had just half of the attack of the old one, attacking the poor monitor would give you on average the same number of hits).
So either it's a bug or the game takes into account some factor favoring many small attacks that I'm missing here. (many small attacks are better in preventing breakthroughs but it shouldn't be relevant for an aircraft)
< Message edited by Zanotirn -- 4/4/2021 2:43:26 PM >