zenno/doc/frbm: stat reference
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<article class="mx-auto max-w-4xl text-justify">
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<article class="mx-auto max-w-4xl text-justify hyphens-auto">
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<Sec h="1" id="top" class="text-center">Front Runner Black Magic</Sec>
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<Sec h="1" id="top" class="text-center">Front Runner Black Magic</Sec>
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<p>
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<p>
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Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their
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Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and their
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@@ -1070,6 +1070,101 @@
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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="stats">Stat Reference</Sec>
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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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they scale.
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</p>
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<p>There are four types of each stat.</p>
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<ol class="mb-4 list-decimal pl-4">
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<li>
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<i>Raw stat</i> is the number displayed in the horse's info. Once stat caps are raised, any portion of raw stats above 1200 is
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halved.
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</li>
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<li><i>Base stat</i> is raw stat modified by mood.</li>
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<li>
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<i>Adjusted stat</i> is base stat modified by surface conditions (for speed and power), track stat thresholds (for speed), and
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style proficiency (for wit).
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</li>
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<li><i>Final stat</i> or just <i>stat</i> is adjusted stat plus the effects of green skills.</li>
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</ol>
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<p>
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For example, a 1200 wit style S horse in great mood with the corresponding savvy skill at level 1 has 1200 raw wit, 1248 base
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wit, 1372 adjusted wit, and 1412 (final) wit.
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</p>
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<p>
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<i>Linear scaling</i> means that a given increase to a stat produces the same change in the mechanical value regardless of the
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stat value.
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<i>Root scaling</i> means that the mechanical value scales with the square root, 0.6 power, or 0.7 power of the stat, which
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means the increase becomes smaller as the stat grows.
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<i>Log scaling</i> means it scales with the logarithm of the stat; this is the fastest diminishing scaling type.
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<i>Log-linear scaling</i> means it scales with the stat value multiplied by its logarithm.
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<i>Negative scaling</i> of any type means that the mechanic instead decreases as the stat increases.
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<i>Inverse scaling</i> means it scales with the multiplicative inverse of the stat, i.e. <span class="font-mono">1/x</span>.
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Inverse scaling is negative scaling by definition, which means that negative inverse scaling (e.g. skill activation chance)
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flips back to positive.
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</p>
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<Sec h="3" id="stats-speed">Speed</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li>Spurt speed, root scaling</li>
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<li>Late race speed when not spurting, root scaling</li>
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</ul>
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<Sec h="3" id="stats-stamina">Stamina</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li>HP, linear scaling</li>
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</ul>
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<Sec h="3" id="stats-power">Power</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li>Move lane modifier (<a href="#lane-combo">lane combo</a>), root scaling</li>
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<li><a href="#uphills">Uphill target speed loss</a>, negative inverse scaling</li>
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<li>Acceleration, root scaling</li>
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<li>Lane change target speed (i.e. the horizontal rather than forward speed of changing lanes), linear</li>
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</ul>
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<Sec h="3" id="stats-guts">Guts</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li>Spurt speed, root scaling (roughly 5% of the effect of the speed stat)</li>
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<li>Minimum speed, root scaling</li>
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<li>HP consumption multiplier during last spurt, inverse root scaling</li>
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<li>Target speed gain from spot struggle, root scaling</li>
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<li>Duration of spot struggle, root scaling</li>
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<li>Target speed gain from dueling, root scaling</li>
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<li>Acceleration gain from dueling, root scaling</li>
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</ul>
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<Sec h="3" id="stats-wit">Wit</Sec>
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<ul class="mb-4 list-disc pl-4">
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<li><a href="#section-speed">Section speed</a>, log-linear scaling</li>
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<li>Chance to enter <a href="#downhills">downhill accel mode</a>, linear scaling</li>
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<li>Chance to accept a spurt speed and delay when not full spurting, linear scaling</li>
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<li>Chance to activate skills, negative inverse scaling, base stat</li>
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<li>Chance to enter <a href="#front-modes">speed-up and overtake modes</a> during position keep, log scaling</li>
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<li>
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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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</li>
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<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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<Sec h="3" id="stats-surface">Surface (Turf/Dirt) Aptitude</Sec>
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<p>Surface aptitude is a multiplier on acceleration. (Not the power stat, for the purposes of other mechanics using power.)</p>
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<Sec h="3" id="stats-distance">Distance Aptitude</Sec>
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<p>Distance aptitude is a multiplier on spurt speed. At distance E and below, it is also a multiplier on acceleration.</p>
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<Sec h="3" id="stats-style">Style Aptitude</Sec>
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<p>
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Style aptitude directly multiplies wit in the computation of the wit stat, which means it affects everything in <a
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href="#stats-wit">the wit section</a
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> except for mechanics that use base wit.
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</p>
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<Sec h="2" id="cm">My CM Teams</Sec>
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<Sec h="2" id="cm">My CM Teams</Sec>
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<Sec h="3" id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
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<Sec h="3" id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
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