diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte index aa50b22..49368c7 100644 --- a/zenno/src/routes/doc/frbm/+page.svelte +++ b/zenno/src/routes/doc/frbm/+page.svelte @@ -79,8 +79,10 @@ topRunner: allSkills.get(201271), leadersPride: allSkills.get(201272), moxie: allSkills.get(201282), + shrewd: allSkills.get(201332), eyes: allSkills.get(201441), savvy: allSkills.get(201522), + stan: allSkills.get(201591), lucky7: allSkills.get(201562), gw: allSkills.get(201601), thh: allSkills.get(201611), @@ -446,8 +448,9 @@
Front runners have access to the skill
We get advantage from move lane speed modifier by following DD with
+ While this is a front runner guide, it's still valuable to think about the effects that zero front races have on other styles;
+ which is to say, pace promotion.
+
+ Whichever pace chaser (or late surger if there are also no paces, or end closer if it's all ends) happens to get in front of
+ the pack by the first few dozen meters or so becomes the pace setter for the race. She runs as if she were a front runner with
+ no position keep modes, but she retains the pace chaser coefficients for target speed and acceleration. For this reason, pace
+ chasers tend to see their highest win rates in zero front races.
+
+ If you feel a given CM will have a low population of front runners, you can build specifically for pace promo. Burgh on
+ the GameTora Discord server
+ ran extensive tests
+ and found that
+ On the other hand, if you want to run an end closer or late surger as your ace, but front runners may be rare and
Because solo fronts essentially don't have access to their running modes, they are unlikely to
- build enough of a lead over paces to win, even with Angling.
+ build enough of a lead over paces to win, even with Angling. (This should change to some degree with the release of Grand
+ Live, as solo fronts will get an extra long speed-up zone.)
In particularly front-dominated metas, this is manageable, since you'll have opponent fronts to run against. When any other
- style is viable, which is probably always now that Nishino Flower exists, you'll have matches where your team's solo front is
- truly solo.
+ style is viable, which is probably always now that Nishino Flower exists, you'll have matches where your team's front runner
+ is solo. The best choice for how to design a solo front depends on the rest of your team composition, because ultimately the
+ choice you are faced with is whether to use a runaway blocker.
- For that reason, it is my belief that solo fronts should not be built as aces; they're better left to a support role. And,
- generally, the best support front runners are runaways, to block other teams' front runners from Angling and to keep pace up
- to mitigate PDM on your other horses.
+ In the MANT era, building a runaway that can defeat normal front runners is difficult. For one thing, a runaway existing means
+ that all fronts have access to overtake mode for position keep, which is better than speed-up mode. Moreover, beating their
+ mid race skill list requires some lucky hints in Unity Cup. The ideal runaway blocker has capped power, capped wit, and
+ surface S, along with full gate and lane combos where applicable, to build as much of an early race lead
+ as possible.
- I say that they shouldn't be built as aces, but right now, building a runaway that can block MANT front runners requires all
- the early and mid race skills you can manage.
- Gate skills are especially important, because runaways have a tremendously higher early race target
- speed. If there is a real difference between a correctly built runaway blocker and a runaway ace, it's that
- Runaway blockers come with some caveats. Because they're so far ahead during the first half of the race, they essentially
- disable pace-down mode for everyone. That especially benefits pace chasers, who have more forgiving PDM limits
- in the first place, and it disfavors late surgers and end closers who are less equipped to move forward during position keep.
+ So, if you want to run a composition like one front and two end, it might serve you to choose against building a runaway
+ blocker. This kind of composition probably should build the front runner for the purpose of winning against other front
+ runners, and simply accept that solo front matches will be up to the other two instead. That leaves little room for a
+ dedicated support like a debuffer.
Christmas Oguri Cap a pace chaser is meta for the race, preventing pace promotion could be a reason to run a solo front build instead.
+
Given that NN is good, it's also worth considering the gold version,
SS supports do best on medium and long tracks, because you want to be building everyone for spot struggle on miles and sprints. However, spot struggle is the only mechanic in the game that scales superlinearly with stats, so even the difference - between 1200 and 1000 guts can matter. See the mechanical speed calculator for details. + between 1200 and 1000 guts can matter enough to justify an extra guts focus on the SS support in miles. See the + mechanical speed calculator for details.