zenno/doc: auto-toc
This commit is contained in:
42
zenno/src/routes/doc/Article.svelte
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42
zenno/src/routes/doc/Article.svelte
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@@ -0,0 +1,42 @@
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<script lang="ts">
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import { type Snippet } from 'svelte';
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import Sec from './Sec.svelte';
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import { sections, type Section } from './article.svelte';
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interface Props {
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head: Snippet;
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children: Snippet;
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}
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let { head, children }: Props = $props();
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function tocClass(s: Section) {
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switch (s.h) {
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case 1:
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return null;
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case 2:
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return null;
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case 3:
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return 'ml-4';
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case 4:
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return 'ml-8';
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case 5:
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return 'ml-12';
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case 6:
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return 'ml-16';
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}
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}
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</script>
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<article class="mx-auto max-w-4xl text-justify hyphens-auto">
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{@render head()}
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{#if sections.length > 0}
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<Sec h={2} id="toc" toc={false}>Table of Contents</Sec>
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<ul class="mb-4 list-disc pl-4">
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{#each sections as s (s.id)}
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<li class={tocClass(s)}><a href={`#${s.id}`}>{@render s.children()}</a></li>
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{/each}
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</ul>
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{/if}
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{@render children()}
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</article>
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@@ -1,31 +1,47 @@
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<script lang="ts">
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import type { Snippet } from 'svelte';
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import { onMount, type Snippet } from 'svelte';
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import type { ClassValue } from 'svelte/elements';
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import { sections } from './article.svelte';
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interface Props {
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h?: `${1 | 2 | 3 | 4 | 5 | 6}`;
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||||
h?: 1 | 2 | 3 | 4 | 5 | 6;
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id: string;
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children: Snippet;
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top?: string;
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toc?: boolean;
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class?: ClassValue | null;
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}
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let { h = '1', id, children, class: className }: Props = $props();
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let { h = 1, id, children, top = '#top', toc = true, class: className }: Props = $props();
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const tag = $derived('h' + h);
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const href = $derived('#' + id);
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const tag = $derived(`h${h}`);
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const href = $derived(`#${id}`);
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const sign = $derived.by(() => {
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switch (h) {
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case '1':
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case 1:
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return '';
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case '2':
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case 2:
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return '§ ';
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default:
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return '¶ ';
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}
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});
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onMount(() => {
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if (!toc) {
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return;
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}
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sections.push({ id, h, children });
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return () => sections.pop();
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});
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</script>
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<svelte:element this={tag} {id} class={className}>
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<svelte:element this={tag} {id} class={['relative w-full', className]}>
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<!-- eslint-disable svelte/no-navigation-without-resolve -->
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<a {href}><span class="hidden md:inline">{sign}</span> {@render children()}</a>
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{#if h >= 2}
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<a href={top} class="absolute right-0 bottom-0 text-end align-bottom text-sm whitespace-nowrap transition-all hover:bottom-px"
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>Top ▲</a
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>
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{/if}
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</svelte:element>
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9
zenno/src/routes/doc/article.svelte.ts
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9
zenno/src/routes/doc/article.svelte.ts
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@@ -0,0 +1,9 @@
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import { type Snippet } from 'svelte';
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export interface Section {
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id: string;
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h: 1 | 2 | 3 | 4 | 5 | 6;
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children: Snippet;
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}
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export const sections: Section[] = $state([]);
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@@ -20,6 +20,7 @@
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} from '$lib/race';
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import Skill from '$lib/Skill.svelte';
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import StatChart from '$lib/StatChart.svelte';
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import Article from '../Article.svelte';
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import Sec from '../Sec.svelte';
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let raceLen = $state(2000);
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@@ -127,26 +128,29 @@
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]);
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</script>
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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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<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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careers tend to be easy, but some of the things you need (and don't need) to make a <i>really good</i> front runner are surprising.
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</p>
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<p>
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This document is advanced material. The target audience intends to win Champions Meet Group A Finals and either wants to use
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front runners to do it or wants to understand what front runners they need to beat. This is meant for players who are already
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strong at training: players who can take a target stat line and skill set and turn it into a horse. This document is about the
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mechanics that determine what those stat lines and skill sets should be.
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</p>
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<p>
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It is taken as a premise that the reader of this document is familiar with
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<a href="https://gametora.com/umamusume" target="_blank" rel="noopener noreferrer">GameTora</a>
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and
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<a href="https://uma.moe/" target="_blank" rel="noopener noreferrer">uma.moe</a>.
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</p>
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<Article>
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{#snippet head()}
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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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Front runners are playing a fundamentally different game versus other running styles. Building them isn't too hard, and
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their careers tend to be easy, but some of the things you need (and don't need) to make a <i>really good</i> front runner are
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surprising.
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</p>
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<p>
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This document is advanced material. The target audience intends to win Champions Meet Group A Finals and either wants to use
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front runners to do it or wants to understand what front runners they need to beat. This is meant for players who are
|
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already strong at training: players who can take a target stat line and skill set and turn it into a horse. This document is
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about the mechanics that determine what those stat lines and skill sets should be.
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</p>
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<p>
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It is taken as a premise that the reader of this document is familiar with
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<a href="https://gametora.com/umamusume" target="_blank" rel="noopener noreferrer">GameTora</a>
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and
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<a href="https://uma.moe/" target="_blank" rel="noopener noreferrer">uma.moe</a>.
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</p>
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{/snippet}
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<Sec h="2" id="me">About Me</Sec>
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<Sec h={2} id="me">About Me</Sec>
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<p>
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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
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button on Umamusume. Since then, I have been an F2P player, with the single exception of the First Anniversary SSR pick
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@@ -173,7 +177,7 @@
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conditions; the doc is already the place for that information.
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</p>
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<Sec h="2" id="mechanics">Race Mechanics</Sec>
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<Sec h={2} id="mechanics">Race Mechanics</Sec>
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<p>
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Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt
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phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to
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@@ -198,7 +202,7 @@
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+0.3 or +0.4 m/s² for gold skills and uniques.
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</p>
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<Sec h="3" id="runaway">Runaway</Sec>
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<Sec h={3} id="runaway">Runaway</Sec>
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<p>
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The skill <Skill skill={202051} hint="runaway" /> converts front runners into the <i>Great Escape</i> running style. However,
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no player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler
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@@ -211,7 +215,7 @@
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runners also apply to runaways.
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</p>
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<Sec h="3" id="phase-speed">Phase Speed</Sec>
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<Sec h={3} id="phase-speed">Phase Speed</Sec>
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<p>
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Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC is
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different per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that
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@@ -228,7 +232,7 @@
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will likely lose only a couple races within the difference throughout a CM event.
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</p>
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<Sec h="3" id="win-cons">Win Conditions</Sec>
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<Sec h={3} id="win-cons">Win Conditions</Sec>
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<p>
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Generally more important than speed itself (for all running styles) is landing an acceleration skill at the beginning of late
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race. The strength of front runners is having the most consistent options for doing so.
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@@ -263,14 +267,14 @@
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get VC and final corner lane movement hasn't happened.
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</p>
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<Sec h="2" id="positioning">Positioning Mechanics</Sec>
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<Sec h={2} id="positioning">Positioning Mechanics</Sec>
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<p>
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The theme among front runner win conditions is requiring being in or very close to first place when late race starts. So,
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lesser running styles aside, beating other fronts is a matter of manipulating skills and race mechanics to win in early and
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mid race.
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</p>
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<Sec h="3" id="front-modes">Speed-Up and Overtake Modes</Sec>
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<Sec h={3} id="front-modes">Speed-Up and Overtake Modes</Sec>
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<p>
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During the first 41.67% of the race, <i>position keep</i> is busy arranging each running style into their respective packs.
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During position keep, all horses have access to <i>running modes</i> that influence how they run.
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@@ -291,7 +295,7 @@
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/>
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</div>
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<Sec h="3" id="pdm">Pace Down Mode</Sec>
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<Sec h={3} id="pdm">Pace Down Mode</Sec>
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<p>
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The running modes for all other running styles are pace-up, which is similar to speed-up, and paced-down, which activates
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whenever a horse gets what their style defines as too close to first place.
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@@ -308,7 +312,7 @@
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subject to PDM at all. Their mid race speed skills always gain distance.
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</p>
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<Sec h="3" id="spot-struggle">Spot Struggle</Sec>
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<Sec h={3} id="spot-struggle">Spot Struggle</Sec>
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<p>
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For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with
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non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've
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@@ -335,7 +339,7 @@
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analysis.
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</p>
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<Sec h="3" id="lane-combo">Lane Combo</Sec>
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<Sec h={3} id="lane-combo">Lane Combo</Sec>
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<p>
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While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes
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(i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received
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@@ -390,7 +394,7 @@
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<!-- TODO(zeph): i could totally annotate a picture though, or find someone else's explanation -->
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</p>
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<Sec h="3" id="uphills">Uphills</Sec>
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<Sec h={3} id="uphills">Uphills</Sec>
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<p>
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Running uphill carries a penalty to target speed. This penalty scales negatively with the power stat; that is, higher power
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means faster uphill running. It scales positively with slope angle. There is also a flat reduction in base acceleration for
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@@ -415,7 +419,7 @@
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power on the Arima Kinen mid-race hills.
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</p>
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<Sec h="3" id="downhills">Downhills</Sec>
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<Sec h={3} id="downhills">Downhills</Sec>
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<p>
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Running downhill allows horses to enter <i>downhill accel mode</i>. Contrary to its name, downhill accel mode does not affect
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acceleration at all; it gives horses a target speed boost that scales with the slope angle, plus lowered HP consumption via a
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@@ -441,7 +445,7 @@
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Conversely, the HP savings on long downhills can be enough to drop a recovery skill or two on some tracks.
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</p>
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<Sec h="3" id="section-speed">Section Speed</Sec>
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<Sec h={3} id="section-speed">Section Speed</Sec>
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<p>
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Each section, each horse gets a random modifier to target speed. The modifier's range is determined by the wit stat.
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(Curiously, the calculation uses both wit as modified by style proficiency and green skills as well as base wit.)
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@@ -485,7 +489,7 @@
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wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.
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</p>
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<Sec h="3" id="no-zone">No-Overtake Zone</Sec>
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<Sec h={3} id="no-zone">No-Overtake Zone</Sec>
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<p>
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The NO zone is the 200m portion of the race prior to the first corner. For unclear reasons, while in the NO zone, horses
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cannot enter overtake lane mode, which is what allows them to move away from the rail. (Overtake lane mode is different from
|
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@@ -504,7 +508,7 @@
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pass on corners, and on those tracks, that corner lasts all the way into late race.
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</p>
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<Sec h="2" id="skills">Skills</Sec>
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<Sec h={2} id="skills">Skills</Sec>
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<p>Since competitive horses in the MANT+ era tend to have similar stat lines, skills are especially important.</p>
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<p>
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Speed skills are especially valuable for front runners, because they assist in overtakes and defense. Some skills are worth
|
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@@ -535,7 +539,7 @@
|
||||
</li>
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||||
</ul>
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<Sec h="3" id="gate-skills">Gate Skills</Sec>
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<Sec h={3} id="gate-skills">Gate Skills</Sec>
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<p>
|
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Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200532} hint="early lead" />, and <Skill
|
||||
skill={200431}
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||||
@@ -576,7 +580,7 @@
|
||||
for GW when you don't have enough greens available.
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||||
</p>
|
||||
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<Sec h="3" id="spurt-skills">Spurt Skills</Sec>
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<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={910151} hint="barcarole" /> and, on Tokyo turf, <Skill
|
||||
@@ -605,7 +609,7 @@
|
||||
is not worth taking.
|
||||
</p>
|
||||
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||||
<Sec h="3" id="others-skills">Other Horses' Skills</Sec>
|
||||
<Sec h={3} id="others-skills">Other Horses' Skills</Sec>
|
||||
<p>There are two categories of other horses' skills to think about.</p>
|
||||
<p>
|
||||
The first is stamina debuffs: <Skill skill={201441} hint="eyes" />, <Skill skill={201161} hint="murmur" />, <Skill
|
||||
@@ -626,7 +630,7 @@
|
||||
those uniques to activate. This is the fundamental idea behind <a href="#triple-front">triple front</a> builds.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="skill-timing">Skill Timing</Sec>
|
||||
<Sec h={3} id="skill-timing">Skill Timing</Sec>
|
||||
<p>Thought experiment.</p>
|
||||
<p>
|
||||
Picture two cars driving on a straight freeway, both at exactly 59 mph because I am American, adjacent lanes, keeping exactly
|
||||
@@ -656,13 +660,13 @@
|
||||
is already the best possible thing to do!
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="teams">CM Teams</Sec>
|
||||
<Sec h={2} id="teams">CM Teams</Sec>
|
||||
<p>
|
||||
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>
|
||||
|
||||
<Sec h="3" id="solo-front">Solo Front</Sec>
|
||||
<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.
|
||||
@@ -695,7 +699,7 @@
|
||||
in the first place, and it disfavors late surgers and end closers who are less equipped to move forward during position keep.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="double-front">Double Front</Sec>
|
||||
<Sec h={3} id="double-front">Double Front</Sec>
|
||||
<p>
|
||||
Doubling up on front runners is a build that intends to win with them. Which is to say, they should <i>both</i> be built to win
|
||||
mid race and proc Angling.
|
||||
@@ -716,7 +720,7 @@
|
||||
also effective.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="long-double-front">Long Double Front</Sec>
|
||||
<Sec h={3} id="long-double-front">Long Double Front</Sec>
|
||||
<p>
|
||||
At long distances, double front has different implications.
|
||||
<Skill skill={900681} hint="vc" /> is the front runner win condition, and the front two horses both get it. With late race being
|
||||
@@ -752,7 +756,7 @@
|
||||
that it will trade off fronts' consistency for meta hate, when I'd rather just be stronger.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="triple-front">Triple Front</Sec>
|
||||
<Sec h={3} id="triple-front">Triple Front</Sec>
|
||||
<p>
|
||||
Triple front is pretty similar to running double front; the difference is that your support is also using the correct running
|
||||
style. That said, you don't really want a front debuffer; different types of support are better.
|
||||
@@ -795,7 +799,7 @@
|
||||
between 1200 and 1000 guts can matter. See the <a href={resolve('/mspeed')}>mechanical speed calculator</a> for details.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="chariot">Chariot</Sec>
|
||||
<Sec h={3} id="chariot">Chariot</Sec>
|
||||
<p>
|
||||
A front runner build that I have seen but not attempted is the chariot: a runaway with a strong mid race but insufficient HP
|
||||
to spurt stays in front of one or two other front runners who have <Skill
|
||||
@@ -814,14 +818,14 @@
|
||||
viable now.
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="career">Career</Sec>
|
||||
<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={210052} hint="ignited wit" mention /> legacy.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="support-cards">Support Cards</Sec>
|
||||
<Sec h={3} id="support-cards">Support Cards</Sec>
|
||||
<p>
|
||||
In MANT, it's relatively easy to get front-specific skills from rivals, so the support cards that are best for front runners
|
||||
have changed a bit.
|
||||
@@ -871,7 +875,7 @@
|
||||
version of <Skill skill={201272} hint="leader's pride" mention />.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="career-skills">Taking Skills</Sec>
|
||||
<Sec h={3} id="career-skills">Taking Skills</Sec>
|
||||
<p>
|
||||
Contrary to advice I sometimes see, you can, in fact, take skills during career without Fast Learner. When you take skills
|
||||
mid-run without Fast Learner, and you happen to get it later, you effectively lose 10% of the SP you spent to that point.
|
||||
@@ -914,7 +918,7 @@
|
||||
should usually be even quicker takes.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="niigata-1600">Niigata Junior Stakes</Sec>
|
||||
<Sec h={3} id="niigata-1600">Niigata Junior Stakes</Sec>
|
||||
<p>
|
||||
Niigata Junior Stakes is the first non-sprint graded race in career, which means it's very likely to be one you run in MANT.
|
||||
It's also an oddly anti-front race. Late race starts a good bit past the final corner, which means front runners don't have
|
||||
@@ -936,7 +940,7 @@
|
||||
>. (This race is why I made it.)
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="jbc-sprint">JBC Sprint</Sec>
|
||||
<Sec h={3} id="jbc-sprint">JBC Sprint</Sec>
|
||||
<p>
|
||||
An even more anti-front track is Ooi 1200 Dirt. This one is actively malicious. Visually, it looks like late race starts on a
|
||||
corner, but the portion before the stretch is a special <i>neither corner nor straight</i> property. That means Angling won't activate,
|
||||
@@ -948,7 +952,7 @@
|
||||
take Front Straights/Corners. Don't be too surprised if you lose a clock or five to a Taiki Shuttle rival.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
|
||||
<Sec h={3} id="3k">Kikuka Sho & Tenno Sho (Spring)</Sec>
|
||||
<p>
|
||||
The main concern with 3K races is always stamina. Front runners are punished on long distances because they convert stamina to
|
||||
HP less efficiently than other styles, and because Spot Struggle drains an extra chunk.
|
||||
@@ -978,7 +982,7 @@
|
||||
hard time if you're on Long C.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="kitasan-black">Kitasan Black</Sec>
|
||||
<Sec h={3} id="kitasan-black">Kitasan Black</Sec>
|
||||
<p>
|
||||
Kitasan Black doesn't get the easy careers that other front runners do. For one thing, if you're training Kitasan, you
|
||||
probably don't have Sei as a parent since their uniques don't mesh (except on Nakayama 2500). Kitasan's own unique is also
|
||||
@@ -991,7 +995,7 @@
|
||||
with your intended style, but in career, winning is more important than front running.
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="umas">Front Runners</Sec>
|
||||
<Sec h={2} id="umas">Front Runners</Sec>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>
|
||||
Valentine's Mihono Bourbon (VBourbon) is the easiest font runner to train because she has <Skill
|
||||
@@ -1040,7 +1044,7 @@
|
||||
aptitudes.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="coc">Christmas Oguri Cap</Sec>
|
||||
<Sec h={3} id="coc">Christmas Oguri Cap</Sec>
|
||||
<p>
|
||||
As is perhaps expected, Christmas Oguri Cap (COC) is very strong as a front runner on specific tracks. The front-specific heal
|
||||
is <Skill skill={201282} hint="moxie" mention />, which activates at the very start of the first uphill. When that first
|
||||
@@ -1059,7 +1063,7 @@
|
||||
He reported a 7% win rate for her. (But a much higher win rate overall – after all, he was using triple front.)
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="taiki-shuttle">Taiki Shuttle & Curren Chan</Sec>
|
||||
<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.
|
||||
@@ -1070,7 +1074,7 @@
|
||||
fronts e.g. due to requiring other nearby horses on the final straight.
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="stats">Stat Reference</Sec>
|
||||
<Sec h={2} id="stats">Stat Reference</Sec>
|
||||
<p>
|
||||
This chapter is an extremely brief reference of what front runner race mechanics each stat and aptitude applies to and how
|
||||
they scale.
|
||||
@@ -1105,18 +1109,18 @@
|
||||
flips back to positive.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="stats-speed">Speed</Sec>
|
||||
<Sec h={3} id="stats-speed">Speed</Sec>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>Spurt speed, root scaling</li>
|
||||
<li>Late race speed when not spurting, root scaling</li>
|
||||
</ul>
|
||||
|
||||
<Sec h="3" id="stats-stamina">Stamina</Sec>
|
||||
<Sec h={3} id="stats-stamina">Stamina</Sec>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>HP, linear scaling</li>
|
||||
</ul>
|
||||
|
||||
<Sec h="3" id="stats-power">Power</Sec>
|
||||
<Sec h={3} id="stats-power">Power</Sec>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>Move lane modifier (<a href="#lane-combo">lane combo</a>), root scaling</li>
|
||||
<li><a href="#uphills">Uphill target speed loss</a>, negative inverse scaling</li>
|
||||
@@ -1124,7 +1128,7 @@
|
||||
<li>Lane change target speed (i.e. the horizontal rather than forward speed of changing lanes), linear</li>
|
||||
</ul>
|
||||
|
||||
<Sec h="3" id="stats-guts">Guts</Sec>
|
||||
<Sec h={3} id="stats-guts">Guts</Sec>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li>Spurt speed, root scaling (roughly 5% of the effect of the speed stat)</li>
|
||||
<li>Minimum speed, root scaling</li>
|
||||
@@ -1135,7 +1139,7 @@
|
||||
<li>Acceleration gain from dueling, root scaling</li>
|
||||
</ul>
|
||||
|
||||
<Sec h="3" id="stats-wit">Wit</Sec>
|
||||
<Sec h={3} id="stats-wit">Wit</Sec>
|
||||
<ul class="mb-4 list-disc pl-4">
|
||||
<li><a href="#section-speed">Section speed</a>, log-linear scaling</li>
|
||||
<li>Chance to enter <a href="#downhills">downhill accel mode</a>, linear scaling</li>
|
||||
@@ -1152,22 +1156,22 @@
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<Sec h="3" id="stats-surface">Surface (Turf/Dirt) Aptitude</Sec>
|
||||
<Sec h={3} id="stats-surface">Surface (Turf/Dirt) Aptitude</Sec>
|
||||
<p>Surface aptitude is a multiplier on acceleration. (Not the power stat, for the purposes of other mechanics using power.)</p>
|
||||
|
||||
<Sec h="3" id="stats-distance">Distance Aptitude</Sec>
|
||||
<Sec h={3} id="stats-distance">Distance Aptitude</Sec>
|
||||
<p>Distance aptitude is a multiplier on spurt speed. At distance E and below, it is also a multiplier on acceleration.</p>
|
||||
|
||||
<Sec h="3" id="stats-style">Style Aptitude</Sec>
|
||||
<Sec h={3} id="stats-style">Style Aptitude</Sec>
|
||||
<p>
|
||||
Style aptitude directly multiplies wit in the computation of the wit stat, which means it affects everything in <a
|
||||
href="#stats-wit">the wit section</a
|
||||
> except for mechanics that use base wit.
|
||||
</p>
|
||||
|
||||
<Sec h="2" id="cm">My CM Teams</Sec>
|
||||
<Sec h={2} id="cm">My CM Teams</Sec>
|
||||
|
||||
<Sec h="3" id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
|
||||
<Sec h={3} id="cm14">CM14 – Gemini Cup (Yasuda Kinen, NHK Mile Cup, Victoria Mile)</Sec>
|
||||
<p>
|
||||
The ultimate lane combo map, and also the ultimate <a href="#no-zone">NO zone</a> map, and also the ultimate dueling map. Dueling
|
||||
is so good that everyone needs guts builds, not just front runners. Kinda hoping that message doesn't get out, because duels generally
|
||||
@@ -1190,7 +1194,7 @@
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<Sec h="3" id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
|
||||
<Sec h={3} id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
|
||||
<p>
|
||||
Maruzensky's unique, <Skill skill={900041} hint="redshift" mention />, is live for approximately everyone. Filling the ranks
|
||||
with front runners should be a strong means to delay it for later positions, especially COC.
|
||||
@@ -1226,7 +1230,7 @@
|
||||
</p>
|
||||
<p>Finals saw two COCs both get perfect ults and Radiant during accel. You can always simply lose to better luck.</p>
|
||||
|
||||
<Sec h="3" id="cm12">CM12 – Aries Cup (Satsuki Sho)</Sec>
|
||||
<Sec h={3} id="cm12">CM12 – Aries Cup (Satsuki Sho)</Sec>
|
||||
<p>
|
||||
One of COC's best tracks, because U=ma2 is at worst only slightly less good than 777 as a trigger. If there is any other front
|
||||
runner, triple front pushes pace COC out of range for U=ma2, making her at best as reliable as the usual.
|
||||
@@ -1259,7 +1263,7 @@
|
||||
other fronts than to COC. "Most dominant racing horse for a year" continues to get trounced by the wacky triple front build.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="cm11">CM11 – Pisces Cup (Hanshin 3200 Heavy Rain)</Sec>
|
||||
<Sec h={3} id="cm11">CM11 – Pisces Cup (Hanshin 3200 Heavy Rain)</Sec>
|
||||
<p>N.B. This CM was before I started writing this document, so henceforth, there is much less info.</p>
|
||||
<p>Late race starts on the back stretch, which means the end closers are out to play.</p>
|
||||
<ol class="mb-4 list-decimal pl-4">
|
||||
@@ -1280,7 +1284,7 @@
|
||||
<p>Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.</p>
|
||||
<p>Extremely unlucky finals gave me third place for the first time ever.</p>
|
||||
|
||||
<Sec h="3" id="cm10">CM10 – Aquarius Cup (February Stakes)</Sec>
|
||||
<Sec h={3} id="cm10">CM10 – Aquarius Cup (February Stakes)</Sec>
|
||||
<p>
|
||||
Everyone is terrified of Taiki Shuttle, who has a 3-4 ult. Triple fronts would like to have a word. It's a dirt track, but
|
||||
every horse can run dirt if you're brave enough.
|
||||
@@ -1310,7 +1314,7 @@
|
||||
over 50%. Insane luck with Unrestrained at the same time as Angling made Suzuka the champion of the Aquarius Cup.
|
||||
</p>
|
||||
|
||||
<Sec h="3" id="cm9">CM9 – Capricorn Cup (Takamatsunomiya Kinen)</Sec>
|
||||
<Sec h={3} id="cm9">CM9 – Capricorn Cup (Takamatsunomiya Kinen)</Sec>
|
||||
<p>
|
||||
A race with no Angling, and also with the largest proportion of downhill in any race. If you build wit, you literally cannot
|
||||
finish a career without enough stamina for a full spurt.
|
||||
@@ -1348,4 +1352,4 @@
|
||||
my chat history that, as of round 2 day 1, I had a 78% top two rate with a 32% win rate. Lessons learned. Still managed to get
|
||||
2nd in the finals, and also my first ever group A round 2 sweep.
|
||||
</p>
|
||||
</article>
|
||||
</Article>
|
||||
|
||||
Reference in New Issue
Block a user