zenno/doc/frbm: add section on parenting

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