zenno/doc/frbm: updates for 7-1 patch
This commit is contained in:
@@ -3,6 +3,8 @@
|
||||
import type { ComputedAreas, ComputedSeries, HorizontalRule } from '$lib/chart';
|
||||
import {
|
||||
AptitudeLevel,
|
||||
conservePowerAccel,
|
||||
distance,
|
||||
downhillAccelEnterChance,
|
||||
frontModeEnterChance,
|
||||
HORSE_LENGTH,
|
||||
@@ -89,8 +91,11 @@
|
||||
loneWolf: allSkills.get(201641),
|
||||
slipstream: allSkills.get(201651),
|
||||
pto: allSkills.get(201661),
|
||||
headon: allSkills.get(201902),
|
||||
risky: allSkills.get(202032),
|
||||
runaway: allSkills.get(202051),
|
||||
fr: allSkills.get(202462),
|
||||
burningPOW: allSkills.get(210031),
|
||||
burningWIT: allSkills.get(210051),
|
||||
ignitedWIT: allSkills.get(210052),
|
||||
radiant: allSkills.get(210061),
|
||||
@@ -209,6 +214,12 @@
|
||||
y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1], 1.04, paceUpEnterChance(x)),
|
||||
},
|
||||
]);
|
||||
const fcSeries: ComputedSeries[] = $derived([
|
||||
{ label: 'Front Runner', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.FrontRunner, x) },
|
||||
{ label: 'Pace Chaser', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.PaceChaser, x) },
|
||||
{ label: 'Late Surger', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.LateSurger, x) },
|
||||
{ label: 'End Closer', y: (x) => conservePowerAccel(distance(raceLen), RunningStyle.EndCloser, x) },
|
||||
]);
|
||||
</script>
|
||||
|
||||
<Article>
|
||||
@@ -233,6 +244,28 @@
|
||||
</p>
|
||||
{/snippet}
|
||||
|
||||
<Sec h={2} id="7-1">1 Jul Balance Update</Sec>
|
||||
<p>A quick summary of how the 1 Jul balance update affects front runners:</p>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>
|
||||
Pace chasers and late surgers gained access to much more consistent accel skills. Still not as good as Angling, but good
|
||||
enough that front runners can be considered substantially nerfed.
|
||||
</li>
|
||||
<li>
|
||||
<a href="#full-charge">Conserving Power/Fully Charged</a> is in, along with stat uncaps, which means that about 1270 power
|
||||
(base + skills) is now worth a perfectly timed 0.1 accel skill on front runners. The exact mechanics of conserving power
|
||||
aren't yet known, but front runners show a <i>negative correlation</i> between guts stat and probability of activating full charge.
|
||||
As good as spot struggle may be in sprint, a perfect accel is always going to be better, so we are now actively minimizing guts.
|
||||
</li>
|
||||
<li>
|
||||
A solo front no longer loses access to speed-up mode. However, having watched a few dozen replays, it seems that while a
|
||||
solo front is typically about 2 to 4 meters ahead of the best pace at position keep end, the best front in multi-front is
|
||||
typically about 6 to 10 meters ahead. Solo front still overwhelmingly benefits other styles. The main impact of the position
|
||||
keep changes in practice seems to be that pace promotion can happen <i>even if there are front runners in the lobby</i>,
|
||||
which means you can't skimp on gate skills when running solo front as a pace promo blocker.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<Sec h={2} id="me">About Me</Sec>
|
||||
<p>
|
||||
About three weeks after Global launched, my friend told me to get a job, so I sent him a screenshot of me clicking the install
|
||||
@@ -259,14 +292,6 @@
|
||||
some of the information from the race mechanics doc in chart form, but I will generally leave out exact mechanic numbers and
|
||||
conditions; the doc is already the place for that information.
|
||||
</p>
|
||||
<p>
|
||||
Also worth mentioning is that I've been unemployed for over two years, with a computer science degree that is increasingly
|
||||
difficult for an anti-AI person to apply. If this article helps you, I'd be tremendously grateful if you could <a
|
||||
href="https://ko-fi.com/zephyrtronium"
|
||||
target="_blank"
|
||||
rel="noopener noreferrer">drop me some spare change</a
|
||||
>.
|
||||
</p>
|
||||
|
||||
<Sec h={2} id="mechanics">Race Mechanics</Sec>
|
||||
<p>
|
||||
@@ -371,9 +396,8 @@
|
||||
</p>
|
||||
<p>
|
||||
The running modes for front runners are speed-up (+4% target speed for first among that front type) and overtake (+5% for
|
||||
not-first). Entering these modes requires meeting certain conditions relating to positioning, which collectively can be read
|
||||
as "solo fronts are heavily penalized." (With the 1.5 anni balance patch, we expect that solo fronts will be given more
|
||||
forgiving running mode conditions.) They also require passing a wit check, with the same chance for both modes.
|
||||
not-first). Entering these modes requires meeting certain conditions relating to positioning. They also require passing a wit
|
||||
check, with the same chance for both modes.
|
||||
</p>
|
||||
<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
|
||||
<StatChart
|
||||
@@ -392,14 +416,14 @@
|
||||
whenever a horse gets what their style defines as too close to first place.
|
||||
</p>
|
||||
<p>
|
||||
Watch a MANT late surger with 1000+ power and wit in a daily legend race. As long as they don't get blocked, they should <a
|
||||
Watch a UC late surger with 1200+ power and wit in a daily legend race. As long as they don't get blocked, they should <a
|
||||
href="#section-speed">slide forward</a
|
||||
> throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest
|
||||
of the late surgers, often near the back of the group. That's PDM.
|
||||
</p>
|
||||
<p>
|
||||
On styles with PDM, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
|
||||
conservation. The thing that really makes front runners good is that they don't have to worry about that – they aren't
|
||||
conservation. The thing that really makes front runners strong is that they don't have to worry about that – they aren't
|
||||
subject to PDM at all. Their mid race speed skills always gain distance.
|
||||
</p>
|
||||
|
||||
@@ -411,7 +435,8 @@
|
||||
</p>
|
||||
<p>
|
||||
Spot struggle provides a target speed bonus that scales with the guts stat. If it isn't cut short, which will approximately
|
||||
never happen, its duration also scales with the guts stat. Unlike skills, its duration <i>does not</i> scale with race distance.
|
||||
never happen outside of sprint, its duration also scales with the guts stat. Unlike skills, its duration <i>does not</i> scale with
|
||||
race distance.
|
||||
</p>
|
||||
<div class="mb-4 grid h-60 w-full grid-cols-2 md:h-96">
|
||||
<StatChart stat={Stat.Guts} y={ssBoostSeries} yLabel="Speed Bonus (m/s)" range={[0, 0.4]} />
|
||||
@@ -421,7 +446,7 @@
|
||||
Spot struggle also greatly increases HP consumption. For normal front runners, the rate is slightly less than Rushed. For
|
||||
runaways, it's more than double Rushed. (This is the reason people say you can't get enough stamina for runaways on Global.)
|
||||
Actually getting Rushed during spot struggle dramatically increases HP consumption, much more than just adding them together;
|
||||
red-light green-light pretty much guarantees that horse won't spurt.
|
||||
red-light green-light pretty much guarantees that horse won't full spurt.
|
||||
</p>
|
||||
<p>
|
||||
In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than
|
||||
@@ -429,6 +454,47 @@
|
||||
multiple gold speed skills in total distance gained. See the <a href={resolve('/race/mspeed')}>mechanical speed calculator</a> for
|
||||
precise analysis.
|
||||
</p>
|
||||
<p>
|
||||
However, while the details aren't yet known, it appears that spot struggle reduces <a href="#full-charge">conserved power</a>,
|
||||
which means that front runners who spot struggle are less likely to full charge, and the probability falls as the spot
|
||||
struggle duration rises.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="full-charge">Conserve Power & Fully Charged</Sec>
|
||||
<p>
|
||||
New in the 1 Jul balance patch is the conserve power mechanic. Horses with base power plus power passive skills greater than
|
||||
1200 effectively gain access to a free perfectly-timed accel skill, Fully Charged. The effectiveness of full charge varies
|
||||
with running style and distance, but it is greatest for front runners at all distances.
|
||||
</p>
|
||||
<div class="mb-24 h-60 w-full md:mb-20 md:h-96">
|
||||
<StatChart
|
||||
class="mx-auto mb-12 h-full w-full max-w-3xl md:mb-10"
|
||||
stat={Stat.Power}
|
||||
y={fcSeries}
|
||||
yLabel="Accel Bonus (m/s²)"
|
||||
range={[0, 0.25]}
|
||||
plotOptions={{ color: { legend: true } }}
|
||||
/>
|
||||
<div class="mx-auto flex w-full md:max-w-2xl">
|
||||
<label class="my-auto hidden flex-none pr-2 text-right text-sm md:inline" for="secSpeedRaceLen">Race Length</label>
|
||||
<input
|
||||
class="my-auto max-w-40 flex-1 md:flex-2"
|
||||
type="range"
|
||||
id="secSpeedRaceLen"
|
||||
min="1000"
|
||||
max="3600"
|
||||
step="100"
|
||||
bind:value={raceLen}
|
||||
/>
|
||||
<span class="my-auto flex-none pl-2 text-sm">{raceLen}m</span>
|
||||
</div>
|
||||
</div>
|
||||
<p>
|
||||
The exact mechanics of conserving power are unclear at this time. What has been confirmed is that rushed and <a
|
||||
href="#spot-struggle">spot struggle</a
|
||||
> both reduce the chance for it to fire. Since spot struggle duration scales with guts, it appears that taking high guts to benefit
|
||||
from the strength of spot struggle has become likely to deprive you of an even stronger mechanic.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="lane-combo">Lane Combo</Sec>
|
||||
<p>
|
||||
@@ -674,7 +740,7 @@
|
||||
<Sec h={3} id="spurt-skills">Spurt Skills</Sec>
|
||||
<p>
|
||||
Because they are post-Angling, skills that activate in the final spurt are typically less interesting to front runners.
|
||||
Notable exceptions are <Skill skill={skills.barcaroleInherit} /> and, on Tokyo turf, <Skill
|
||||
Notable exceptions are <Skill skill={skills.fr} />, <Skill skill={skills.barcaroleInherit} /> and, on Tokyo turf, <Skill
|
||||
skill={skills.inesInherit}
|
||||
/><!-- skill name ends with ! -->
|
||||
These are good inherits for those who don't have easy access to <Skill skill={skills.cacaoInherit} mention /> and <Skill
|
||||
@@ -708,8 +774,8 @@
|
||||
</p>
|
||||
<p>
|
||||
Eyes especially has the potential to be threatening, since it's roughly unconditional. However, it hits others <i>in vision</i
|
||||
>, which is essentially always a range of 20m. Debuffers are typically built with very little stamina and power, so Eyes is
|
||||
almost never going to reach front runners, especially the front who got Angling.
|
||||
>, which is essentially always a range of 20m, or 8 lengths. Debuffers are typically built with very little stamina and power,
|
||||
so Eyes is almost never going to reach front runners, especially the front who got Angling.
|
||||
</p>
|
||||
<p>
|
||||
The other category of skills to think about is other horses' uniques.
|
||||
@@ -753,6 +819,10 @@
|
||||
Obviously, CM is run in teams of three. While spamming the highest stats you can manage is a valid strategy that will get
|
||||
wins, building a team holistically will lead to higher win rates.
|
||||
</p>
|
||||
<p>
|
||||
N.B. This section has only partially been updated for the 1 Jul balance patch, which means that some of the advice especially
|
||||
relating to runaways and spot struggle is out of date. A full update here probably won't come until after CM17 Virgo Cup.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="pace-promo">Zero Front</Sec>
|
||||
<p>
|
||||
@@ -790,21 +860,20 @@
|
||||
<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. (This should change to some degree with the release of Grand
|
||||
Live, as solo fronts will get an extra long speed-up zone.)
|
||||
build enough of a lead over paces to win, even with Angling. (This changed a bit with the 1 Jul balance patch, as solo fronts
|
||||
now get an extra-long speed-up range, but it doesn't appear that they're maintaining much of a gap over paces in practice.)
|
||||
</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 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.
|
||||
style is viable, which is always now that <Skill skill={skills.headon} mention /> is buffed, 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>
|
||||
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.
|
||||
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. Her speed stat doesn't particularly matter, because her
|
||||
job is to block, not to win.
|
||||
</p>
|
||||
<p>
|
||||
Because runaways get so far ahead during the first half of the race, they essentially disable <a href="#pdm">pace-down mode</a
|
||||
@@ -826,12 +895,12 @@
|
||||
<p>
|
||||
There is still a difference between dual ace double front and double front with an ace and a backup. The ideal stat lines and
|
||||
skill lists will be the same between the two styles, but character choice will be different. In particular, dual ace wants
|
||||
both to have strong speed uniques – VBourbon, SMaru, Ines Fujin on Tokyo turf.
|
||||
both to have strong speed uniques – VBourbon or SMaru.
|
||||
</p>
|
||||
<p>
|
||||
With an ace and a backup, the ace is the one with the speed unique, and the other is a horse who gambles on winning mid race
|
||||
and turns that into a first place finish. Seiun Sky is the strongest such option; as an own unique rather than inherited,
|
||||
Angling gives so much perfectly timed accel that speed inherits give her more lengths than other accel skills.
|
||||
Angling gives so much perfectly timed acceleration that speed inherits give her more lengths than other accel skills.
|
||||
</p>
|
||||
<p>
|
||||
Since your two front runners are both meant to be winners, making your third horse a support type is likely to give the best
|
||||
@@ -853,12 +922,6 @@
|
||||
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 ! -->
|
||||
NSM is a better skill for the long double front build, but for now, the only way to get it while running MANT is from Yukino Bijin
|
||||
Wit. That card's numbers are not great. It's still possible to get a good stat line using her, but it will take more careers to
|
||||
get there than to just get NN from Fine Motion.
|
||||
</p>
|
||||
<p>
|
||||
If you're feeling adventurous, runaway is another consideration for double (and triple) front on long distances. Your ace
|
||||
(hopefully) still gets VC, but the runaway paces up the race. As mentioned in the <a href="#solo-front">solo front</a>
|
||||
@@ -888,10 +951,10 @@
|
||||
</p>
|
||||
<p>
|
||||
The fact that triple front tries to occupy positions 3-4 lets you do some very interesting team comps where you run pace
|
||||
chasers as front runners. E.g., I ran Taiki Shuttle as front in dirt CM and Curren Chan as front in sprint CM. This is not
|
||||
terribly consistent because they're readily equipped to get into first just as easily as third, but then they just get Angling
|
||||
instead and follow the normal front runner game plan. If you see people talking about a pace chaser being especially strong
|
||||
for a given CM, consider running them as a front runner in a triple front build instead.
|
||||
chasers as front runners. E.g., I ran Taiki Shuttle as front in CM10 on dirt and Curren Chan as front in the CM9 sprint. This
|
||||
is not terribly consistent because they're readily equipped to get into first just as easily as third, but then they just get
|
||||
Angling instead and follow the normal front runner game plan. If you see people talking about a given pace chaser being
|
||||
especially strong for a CM, consider running them as a front runner in a triple front build instead.
|
||||
</p>
|
||||
<p>
|
||||
A more mechanical type of support is to build for <a href="#spot-struggle">spot struggle</a> and have her pull your less gutsy fronts
|
||||
@@ -905,13 +968,13 @@
|
||||
showing. In addition to the normal front win cons, it's potentially strong to take unconditional gambles like <Skill
|
||||
skill={skills.cornerConn}
|
||||
mention
|
||||
/> and <Skill skill={skills.radiant} mention />.
|
||||
/>, <Skill skill={skills.burningPOW} mention />, and <Skill skill={skills.radiant} mention />.
|
||||
</p>
|
||||
<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 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.
|
||||
Now that <a href="#full-charge">conserving power</a> is a game mechanic, SS supports have the problem that spot struggle risks
|
||||
taking away full charge, which means losing a strong accel. This can be alleviated to some degree by managing
|
||||
<a href="#lane-combo">Dodging Danger</a> to keep your ace out of the spot struggle – either the ace has lane combo and the
|
||||
other two don't, or the ace doesn't have it and the other two do.
|
||||
</p>
|
||||
|
||||
<div class="hidden" id="chariot"></div>
|
||||
@@ -934,15 +997,17 @@
|
||||
/>, so the normal fronts (typically UG1 or better) pass them during early race.
|
||||
</p>
|
||||
<p>
|
||||
If this build ever had an era, it was during Unity Cup, when NSM was essentially free and there was no VC. I don't think it's
|
||||
viable now.
|
||||
If this build ever had an era, it was during the first pass of Unity Cup, when NSM was essentially free and there was no VC.
|
||||
We have reworked UC for one CM before Our Grand Concert releases, but it's a sprint CM that overwhelmingly favors pace
|
||||
chasers. I don't think it's viable now.
|
||||
</p>
|
||||
|
||||
<Sec h={2} id="career">Career</Sec>
|
||||
<p>Most front runners enjoy easy careers thanks to strong kits and little chance to be blocked.</p>
|
||||
<p>
|
||||
Currently, this chapter is about MANT (a.k.a. Trackblazer). Unity Cup is still useful – obviously for runaways, but also
|
||||
for spinning up an <Skill skill={skills.ignitedWIT} mention /> legacy.
|
||||
Currently, this chapter is about MANT (a.k.a. Trackblazer). Current data for CM16 following the URA and UC reworks suggests
|
||||
that MANT horses win approximately just as much as UC horses relative to their respective populations, despite the lower stat
|
||||
caps. So, I am going to leave this section largely untouched until the next scenario releases.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="support-cards">Support Cards</Sec>
|
||||
@@ -1170,7 +1235,8 @@
|
||||
<Sec h={3} id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
|
||||
<p>
|
||||
When building <a href="#triple-front">triple fronts</a>, you will naturally have a horse in third. This presents an
|
||||
opportunity to use a horse who is normally a pace chaser as a type of gambler.
|
||||
opportunity to use a horse who is normally a pace chaser, with a strong unique that requires position 3 or behind, as a type
|
||||
of gambler.
|
||||
</p>
|
||||
<p>
|
||||
Taiki Shuttle and original Curren Chan are notable for having C and B front, respectively, which is quite reasonable to fix.
|
||||
@@ -1196,14 +1262,15 @@
|
||||
|
||||
<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.
|
||||
Front runners are uniquely capable of making good use of wit sparks, since wit governs early- and mid-race speed, which 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 – at least until other styles catch up on accels – 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
|
||||
Pink sparks are more interesting, because – at least until other styles finish catching up on accels – 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>
|
||||
@@ -1221,7 +1288,7 @@
|
||||
<li>
|
||||
<Skill skill={skills.ignitedWIT} /> 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.
|
||||
good front runner legacies, since it's only valuable to fronts.
|
||||
</li>
|
||||
<li>
|
||||
Almost all green skills are valuable to inherit at one point or another as GW triggers.
|
||||
@@ -1236,12 +1303,17 @@
|
||||
</li>
|
||||
<li>
|
||||
All generic speed skills that aren't strictly late race are good inherits.
|
||||
<Skill skill={skills.risky} /> is the best one by ratio of strength to difficulty to acquire.
|
||||
<Skill skill={skills.risky} /> is the best one by ratio of strength to difficulty to acquire; if you aren't forced to borrow Smart
|
||||
Falcon, you can get the gold version of this from Nakayama Festa Wit.
|
||||
<Skill skill={skills.thh} />, <Skill skill={skills.pto} />, <Skill skill={skills.ramp} />, and <Skill
|
||||
skill={skills.cornerAdept}
|
||||
/> 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>
|
||||
<li>
|
||||
Getting front-runner-specific skills from inheritance has become especially important now that reworked UC doesn't give
|
||||
skills according to aptitudes. This is a significant reason for MANT to remain the parenting scenario, arguably even more so
|
||||
than the higher affinity potential.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<Sec h={3} id="parents">Parents</Sec>
|
||||
@@ -1270,7 +1342,8 @@
|
||||
</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.
|
||||
runner for affinity. In particular, Maya and Kitasan is among the highest base compatibility pairs currently in the game.
|
||||
(They were #1 prior to the 1 Jul balance patch, but now that spot goes to Tamamo Cross and Inari One.)
|
||||
</li>
|
||||
<li>
|
||||
TM Opera O is technically a pace chaser parent, but she still has good compatibility with most front runners, and her unique
|
||||
@@ -1286,6 +1359,37 @@
|
||||
|
||||
<Sec h={2} id="cm">My CM Teams</Sec>
|
||||
|
||||
<Sec h={3} id="cm16">CM16 – Leo Cup (Sprinters Stakes)</Sec>
|
||||
<p>
|
||||
The <a href="#7-1">1 Jul balance patch</a> redefined everything for everyone, and front runners are suddenly actually quite bad.
|
||||
I guess the stakes are lower for my triple front mandate.
|
||||
</p>
|
||||
<p>
|
||||
An additional interesting detail is that this track has no straights before late race. That means straight velos are much less
|
||||
important.
|
||||
</p>
|
||||
<p>
|
||||
I had some amazing luck with support card pulls and got both Maruzensky and Nakayama Festa to MLB in 400. Are these runs what
|
||||
it feels like to not be F2P?
|
||||
</p>
|
||||
<ol class="mb-4 list-decimal pl-4">
|
||||
<li>Suzuka gets to be a runaway again!</li>
|
||||
<li>
|
||||
Mejiro Palmer gets to have G sprint fixed and be a second runaway! Hopefully she will both stay in front of Taiki and not
|
||||
block Suzuka!
|
||||
</li>
|
||||
<li>
|
||||
Taiki Shuttle has a very-nearly-perfect 3-4 unique, which will be great with her as a front runner. Given the importance of
|
||||
skills, I'm building her in MANT.
|
||||
</li>
|
||||
</ol>
|
||||
<p>
|
||||
This CM will be interesting as the first opportunity to use multiple runaways and not have them be vaporized by spot struggle.
|
||||
I'll actually want to click on power to make sure I break 1200, and I'll want to minimize guts to conserve more power, which
|
||||
means I'll reasonably get the ca. 800 stamina required for them to survive. The only downside is that runaways, and front
|
||||
runners broadly, are not actually good here, because <Skill skill={skills.headon} mention /> is so wildly good in sprint now.
|
||||
</p>
|
||||
|
||||
<Sec h={3} id="cm15">CM15 – Cancer Cup (Takarazuka Kinen)</Sec>
|
||||
<p>
|
||||
Kitasan's unique ends about a sixth of a second before late race starts, which means massive carryover potential (although
|
||||
@@ -1309,6 +1413,14 @@
|
||||
ace, and that's what Chocobon does best.
|
||||
</li>
|
||||
</ol>
|
||||
<p>Win rates are a bit messy because I experimented with a few different comps and Throne reworks. After 80:</p>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>VBourbon: 28-15-17-20</li>
|
||||
<li>Kitasan: 12-14-11-38 (of 75)</li>
|
||||
<li>Suzuka: 8-5-7-60 = 8-4-6-37 + 0-1-1-23 (replaced after 25; I ended up not using a runaway either time)</li>
|
||||
<li>Seiun Sky: 0-0-2-3 (of 5)</li>
|
||||
</ul>
|
||||
<p>Lost finals to two COCs, one getting Pump and the other NSM, while Chocobon blew velos during accel.</p>
|
||||
|
||||
<Sec h={3} id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
|
||||
<p>
|
||||
|
||||
Reference in New Issue
Block a user