zenno/doc/frbm: add section on parenting
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@@ -1079,6 +1079,107 @@
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fronts e.g. due to requiring other nearby horses on the final straight.
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fronts e.g. due to requiring other nearby horses on the final straight.
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</p>
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</p>
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<Sec h={2} id="legacies">Legacies</Sec>
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<p>
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Now that MANT lets well-equipped players make SS horses at will, there are two broad approaches to building veterans for
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inheritance. The first is to take the cards that lead to SS, because that gives white sparks (only) a dramatically higher
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chance to be 2★ or 3★. The other option is to take cards for their skills regardless of their stats, enabling choices like
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Seiun Sky stamina and Silence Suzuka gacha SSR even at LB0, with the goal being to maximize the number of sparks in the short
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term by taking all the relevant gold skills possible.
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</p>
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<p>
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As a general strategy for choosing veterans to keep as parents, it's worth considering that the <i>only</i> quality of
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legacies that tends to improve naturally over time is white spark count. Star levels are always random (and depend on the
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qualities of the veteran herself), but each instance of a given white spark across a horse's legacy improves the chance to
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generate the same spark, if eligible. See
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<a href="https://hakuraku.moe/notes/spark_generation" target="_blank" rel="noopener noreferrer">Hakuraku's analysis</a> for details.
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</p>
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<Sec h={3} id="sparks">Important Sparks</Sec>
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<p>
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Front runners are uniquely capable of making good use of all stat (blue) sparks, since guts is unusually important for them.
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Power sparks are typically still best, and stamina sparks can help to forgo a stamina card or two for 2400m+ builds. Fronts
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have a disproportionate representation of horses with high speed talent, which makes speed sparks a bit less valuable.
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</p>
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<p>
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Pink sparks are more interesting, because – at least until other styles catch up on accels – they're less reliant
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on distance S to win. Building a high affinity legacy tree requires keeping some mile and long sparks on hand. Front sparks
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are better than other style sparks, especially if you do <a href="#triple-front">triple front</a> CM builds using
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<a href="#taiki-shuttle">fixed pace chasers</a>.
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</p>
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<p>Front runners are more reliant than other styles on getting certain skills from inspiration:</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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Building a full <Skill skill={201601} hint="gw" /> legacy is the first step to front runner training. Fronts without it are non-competitive
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even as supports. The cards that give it aren't great for ace builds. There is no gold version of it yet, so getting it from inheritance
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is truly ideal.
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</li>
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<li>
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<Skill skill={200452} hint="pp" /> similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of
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<a href="#lane-combo">lane combo</a>, it isn't applicable to every race, but it's very strong when it is. The white skill is
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better than the gold skill, so it is another ideal inherit.
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</li>
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<li>
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<Skill skill={210052} hint="ignited wit" /> is the stronger lane combo piece. The only sources of it are inheritance and Unity
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Cup; which is to say, the source of it is inheritance. When searching databases for borrows, looking for Ignited WIT is a shortcut
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for listing good front runner legacies, since it's only valuable to fronts and somewhat hard to get even when you focus on it.
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</li>
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<li>
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Almost all green skills are valuable to inherit at one point or another as GW triggers.
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<Skill skill={200012} hint="right" /> and <Skill skill={200022} hint="left" /> are particularly good; one of the two is always
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the best green available for a race.
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<Skill skill={200152} hint="firm" /> is a bit less strong, and slightly superseded by the existence of Narita Top Road, but it
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applies to the majority of CM races. Season greens are great, but a bit narrow; distance greens are good. Weather greens are acceptable,
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but while guts is better on front runners than other styles, it isn't good.
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<Skill skill={200282} hint="comp spirit" /> is good if you like to do <a href="#triple-front">triple front</a> builds,
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because it activates when there are four of the runner's style in CM.
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<Skill skill={201522} hint="savvy" /> is slightly less valuable as an inherit, since it can come from rivals.
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</li>
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<li>
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All generic speed skills that aren't strictly late race are good inherits.
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<Skill skill={202032} hint="risky" /> is the best one by ratio of strength to difficulty to acquire.
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<Skill skill={201611} hint="thh" />, <Skill skill={201661} hint="pto" />, <Skill skill={200462} hint="ramp" />, and <Skill
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skill={200332}
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hint="corner adept"
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/> are also strong, but available as hints or chain skills from some usable-to-good cards.
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</li>
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<li>Obviously, getting front-runner-specific skills from inheritance makes them cheaper and more consistent to get.</li>
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</ul>
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<Sec h={3} id="parents">Parents</Sec>
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<p>
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The primary consideration for choosing parents is the quality of the <a href="#win-cons">inherited uniques</a>. Front runners
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win with consistent inherited acceleration skills more than anyone else.
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</p>
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<p>
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Generally speaking, the horses that are <a href="#umas">good front runners</a> are good front runner parents as well. However, since
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everyone has zero base affinity with themselves, it's a good idea to mix in some other horses that are highly compatible with the
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main competitors, particularly to be grandparents.
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</p>
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<ul class="mb-4 list-disc pl-4">
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<li>
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Seiun Sky, Kitasan Black, and El Condor Pasa (original) are the top tier parents, with the exact choice depending on the
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race.
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</li>
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<li>
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VBourbon is a good second inherit on tracks that don't require something else, for the same reasons that VBourbon herself is
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a top ace.
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</li>
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<li>
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Ines Fujin has a strong inherited unique for Tokyo turf (specifically; but all distances except 1400m), and she has
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excellent compatibility with Mihono Bourbon and Smart Falcon, along with good compatibility with other front runners
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broadly.
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</li>
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<li>
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Mayano Top Gun doesn't have an actual front runner variant (until Halloween Mayano in 2028 or so), but she acts like a front
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runner for affinity. In particular, Maya and Kitasan is the highest base compatibility pair currently in the game.
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</li>
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<li>
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TM Opera O is technically a pace chaser parent, but she still has good compatibility with most front runners, and her unique
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is strong for them.
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</li>
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</ul>
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<Sec h={2} id="stats">Stat Reference</Sec>
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<Sec h={2} id="stats">Stat Reference</Sec>
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<p>
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<p>
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This chapter is an extremely brief reference of what front runner race mechanics each stat and aptitude applies to and how
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This chapter is an extremely brief reference of what front runner race mechanics each stat and aptitude applies to and how
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@@ -1155,10 +1256,7 @@
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For non-fronts, chance to enter pace-up mode, log scaling; but no effect on <a href="#pdm">pace-down mode</a>, which is
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For non-fronts, chance to enter pace-up mode, log scaling; but no effect on <a href="#pdm">pace-down mode</a>, which is
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purely controlled by distance to the pacemaker
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purely controlled by distance to the pacemaker
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</li>
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</li>
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<li>
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<li>Chance to become rushed, inverse log-squared scaling</li>
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Chance to become rushed, log-squared scaling; the race mechanics doc says this is final wit, but Chun insists it's base
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wit—can we get a ruling from Hakuraku?
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</li>
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</ul>
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</ul>
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<Sec h={3} id="stats-surface">Surface (Turf/Dirt) Aptitude</Sec>
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<Sec h={3} id="stats-surface">Surface (Turf/Dirt) Aptitude</Sec>
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