@@ -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 @@
|
||||
</div>
|
||||
<p>
|
||||
Front runners have access to the skill <Skill skill={skills.dd} />, which forces a horse who uses it to move outward to a
|
||||
specific distance from the rail. DD almost always ends shortly before the horse has finished accelerating to early race speed,
|
||||
so it does not convert the move lane speed modifier into distance.
|
||||
specific distance from the rail. DD almost always activates while the horse is still accelerating to early race speed, so it
|
||||
does not convert much of the move lane speed modifier into distance (although still on the order of a gold speed skill worth
|
||||
of gain on most medium races).
|
||||
</p>
|
||||
<p>
|
||||
We get advantage from move lane speed modifier by following DD with <Skill skill={skills.pp} /> or <Skill
|
||||
@@ -751,36 +754,68 @@
|
||||
wins, building a team holistically will lead to higher win rates.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="pace-promo">Zero Front</Sec>
|
||||
<p>
|
||||
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, <i>pace promotion</i>.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
If you feel a given CM will have a low population of front runners, you can build specifically <i>for</i> pace promo. Burgh on
|
||||
the GameTora Discord server
|
||||
<a
|
||||
href="https://discord.com/channels/879780247137050684/879780820116721665/1472986531529752637"
|
||||
target="_blank"
|
||||
rel="noopener noreferrer">ran extensive tests</a
|
||||
>
|
||||
and found that <Skill skill={skills.conc} mention /> and <Skill skill={skills.stan} mention /> were the only skills to produce a
|
||||
statistically significant difference in pace promotion ability. More precisely, achieving pace promo is decided by start delay,
|
||||
any target speed skill activating, and <a href="#section-speed">section speed</a> for the first section (i.e. wit stat), in
|
||||
decreasing order of importance. (Notably, contrary to common advice, <Skill skill={skills.gw} mention /> and <Skill
|
||||
skill={skills.shrewd}
|
||||
mention
|
||||
/> are <i>not</i> effective for pace promo.)
|
||||
</p>
|
||||
<p>
|
||||
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 <s
|
||||
>Christmas Oguri Cap</s
|
||||
> a pace chaser is meta for the race, preventing pace promotion could be a reason to run a solo front build instead.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="solo-front">Solo Front</Sec>
|
||||
<p>
|
||||
Because solo fronts essentially don't have access to their <a href="#front-modes">running modes</a>, 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.)
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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 <a href="#lane-combo">lane combos</a> where applicable, to build as much of an early race lead
|
||||
as possible.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
<a href="#gate-skills">Gate skills</a> 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 <Skill
|
||||
skill={skills.cacaoInherit}
|
||||
mention
|
||||
/>
|
||||
and <Skill skill={skills.kfcInherit} mention /> are arguably more appropriate inherits than Angling, but the argument isn't strong
|
||||
if you're still able to hit a good stat line on your runaway.
|
||||
Because runaways get so far ahead during the first half of the race, they essentially disable <a href="#pdm">pace-down mode</a
|
||||
> for everyone. That especially benefits pace chasers, who tend to lose access to pace-up mode with slower pacesetters, and it disfavors
|
||||
late surgers and end closers who normally don't keep up with their pace zones either way but now have to fight better paces.
|
||||
</p>
|
||||
<p>
|
||||
Runaway blockers come with some caveats. Because they're so far ahead during the first half of the race, they essentially
|
||||
disable <a href="#pdm">pace-down mode</a> 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.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="double-front">Double Front</Sec>
|
||||
@@ -815,8 +850,8 @@
|
||||
Building for second place to bunny with NN does not mean manipulating stats and skills to force one of the front runners into
|
||||
second. Both fronts need to be strong enough to be adjacent at late race start, and you have to beat other people's front
|
||||
runners, too. (Especially since VC and <Skill skill={skills.encroaching} mention /> are currently the only consistent accels for
|
||||
long distance.) So, double front for long is ultimately about the same as double front for other distances, just with different
|
||||
goals when choosing the legacy.
|
||||
long distance; front runners are common generally here.) So, double front for long is ultimately about the same as double front
|
||||
for other distances, just with different goals when choosing the legacy.
|
||||
</p>
|
||||
<p>
|
||||
Given that NN is good, it's also worth considering the gold version, <Skill skill={skills.nsm} /><!-- ends with ! -->
|
||||
@@ -846,7 +881,7 @@
|
||||
One type of support that all front runners do automatically is helping to kill position-based pace chaser skills. Such skills
|
||||
have conditions that translate into needing to be in 3rd or 4th, or sometimes 2nd through 4th, to activate. When you're
|
||||
bringing three front runners, if anyone else brings a single other one, they're going to occupy 2-4 naturally. If there happen
|
||||
to be three others, then even late/end win cons like <Skill skill={skills.beyondInherit} mention /> and <Skill
|
||||
to be three others between front and pace, then even late/end win cons like <Skill skill={skills.beyondInherit} mention /> and <Skill
|
||||
skill={skills.pumpInherit}
|
||||
mention
|
||||
/> are dead.
|
||||
@@ -875,7 +910,8 @@
|
||||
<p>
|
||||
SS supports do best on medium and long tracks, because you want to be building <i>everyone</i> 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 <a href={resolve('/race/mspeed')}>mechanical speed calculator</a> for details.
|
||||
between 1200 and 1000 guts can matter enough to justify an extra guts focus on the SS support in miles. See the
|
||||
<a href={resolve('/race/mspeed')}>mechanical speed calculator</a> for details.
|
||||
</p>
|
||||
|
||||
<div class="hidden" id="chariot"></div>
|
||||
|
||||
Reference in New Issue
Block a user