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@@ -1,7 +1,22 @@
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<script lang="ts">
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import { resolve } from '$app/paths';
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import type { ComputedAreas, ComputedSeries, HorizontalRule } from '$lib/chart';
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import { AptitudeLevel, downhillAccelEnterChance, frontModeEnterChance, moveLaneModifier, paceUpEnterChance, Phase, RUNNING_STYLES, RunningStyle, sectionSpeed, skillWitCheck, spotStruggleDuration, spotStruggleSpeed, spurtSpeed, Stat, uphillMod } from '$lib/race';
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import {
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AptitudeLevel,
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downhillAccelEnterChance,
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frontModeEnterChance,
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moveLaneModifier,
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paceUpEnterChance,
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Phase,
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RUNNING_STYLES,
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RunningStyle,
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sectionSpeed,
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skillWitCheck,
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spotStruggleDuration,
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spotStruggleSpeed,
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Stat,
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uphillMod,
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} from '$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 Sec from '../Sec.svelte';
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@@ -32,63 +47,65 @@
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});
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const frontModeCheckSeries: ComputedSeries[] = [
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{ label: "Aptitude S", y: (x) => 100*frontModeEnterChance(x*1.1) },
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{ label: "Aptitude A", y: (x) => 100*frontModeEnterChance(x) },
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{ label: 'Aptitude S', y: (x) => 100 * frontModeEnterChance(x * 1.1) },
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{ label: 'Aptitude A', y: (x) => 100 * frontModeEnterChance(x) },
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];
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const skillCheckSeries: ComputedSeries[] = [
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{ label: "1 of 1", y: (x) => 100*skillWitCheck(x, 1, 1) },
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{ label: "1 of 2 or 2 of 2", y: (x) => 100*(skillWitCheck(x, 2, 1) + skillWitCheck(x, 2, 2)) },
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{ label: "2 of 2", y: (x) => 100*skillWitCheck(x, 2, 2) },
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{ label: '1 of 1', y: (x) => 100 * skillWitCheck(x, 1, 1) },
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{ label: '1 of 2 or 2 of 2', y: (x) => 100 * (skillWitCheck(x, 2, 1) + skillWitCheck(x, 2, 2)) },
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{ label: '2 of 2', y: (x) => 100 * skillWitCheck(x, 2, 2) },
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];
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const ssBoostSeries: ComputedSeries = { label: "Target Speed Boost", y: (x) => spotStruggleSpeed(x) };
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const ssBoostSeries: ComputedSeries = { label: 'Target Speed Boost', y: (x) => spotStruggleSpeed(x) };
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const ssDurSeries: ComputedSeries[] = [
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{ label: "Front Runner S", y: (x) => spotStruggleDuration(x, AptitudeLevel.S) },
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{ label: "Front Runner A", y: (x) => spotStruggleDuration(x, AptitudeLevel.A) },
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{ label: 'Front Runner S', y: (x) => spotStruggleDuration(x, AptitudeLevel.S) },
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{ label: 'Front Runner A', y: (x) => spotStruggleDuration(x, AptitudeLevel.A) },
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];
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const laneComboSeries: ComputedSeries = {label: "Target Speed Boost", y: (x) => moveLaneModifier(x) };
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const laneComboSeries: ComputedSeries = { label: 'Target Speed Boost', y: (x) => moveLaneModifier(x) };
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const lcYRule: HorizontalRule[] = [
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{ label: "+0.35", y: 0.35 },
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{ label: "+0.45", y: 0.45 },
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{ label: '+0.35', y: 0.35 },
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{ label: '+0.45', y: 0.45 },
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];
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const uphillSeries: ComputedSeries[] = [
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{ label: "+2 Hill", y: (x) => uphillMod(x, 2.0) },
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{ label: "+1.5 Hill", y: (x) => uphillMod(x, 1.5) },
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{ label: "+1 Hill", y: (x) => uphillMod(x, 1.0) },
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];
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const uphillYRule: HorizontalRule[] = [
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{ label: "Dominator", y: -0.25 },
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{ label: '+2 Hill', y: (x) => uphillMod(x, 2.0) },
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{ label: '+1.5 Hill', y: (x) => uphillMod(x, 1.5) },
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{ label: '+1 Hill', y: (x) => uphillMod(x, 1.0) },
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];
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const uphillYRule: HorizontalRule[] = [{ label: 'Dominator', y: -0.25 }];
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const downhillSeries: ComputedSeries[] = [
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{ label: "Style S", y: (x) => downhillAccelEnterChance(x * 1.1) * 100 },
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{ label: "Style A", y: (x) => downhillAccelEnterChance(x) * 100 },
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{ label: 'Style S', y: (x) => downhillAccelEnterChance(x * 1.1) * 100 },
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{ label: 'Style A', y: (x) => downhillAccelEnterChance(x) * 100 },
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];
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const secIsFront = $derived(secSpeedStyle === RunningStyle.FrontRunner || secSpeedStyle === RunningStyle.GreatEscape);
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const secSpeedSeries: Array<ComputedAreas | null> = $derived([
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{
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label: "Early Race",
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label: 'Early Race',
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y1: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[0],
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y2: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[1],
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},
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{
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label: "Mid Race",
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label: 'Mid Race',
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y1: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[0],
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y2: (x) => sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1],
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},
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secIsFront ? {
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label: "Early Race + Mean Speed-Up Mode",
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secIsFront
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? {
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label: 'Early Race + Mean Speed-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[0], 1.04, frontModeEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[1], 1.04, frontModeEnterChance(x)),
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} : {
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label: "Early Race + Mean Pace-Up Mode",
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}
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: {
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label: 'Early Race + Mean Pace-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[0], 1.04, paceUpEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.EarlyRace)[1], 1.04, paceUpEnterChance(x)),
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},
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secIsFront ? {
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label: "Mid Race + Mean Speed-Up Mode",
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secIsFront
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? {
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label: 'Mid Race + Mean Speed-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[0], 1.04, frontModeEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1], 1.04, frontModeEnterChance(x)),
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} : {
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label: "Mid Race + Mean Pace-Up Mode",
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}
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: {
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label: 'Mid Race + Mean Pace-Up Mode',
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y1: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[0], 1.04, paceUpEnterChance(x)),
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y2: (x) => modemean(sectionSpeed(raceLen, x, x, secSpeedStyle, Phase.MidRace)[1], 1.04, paceUpEnterChance(x)),
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},
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@@ -125,9 +142,9 @@
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target="_blank"
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rel="noopener noreferrer">kuromiAK's Race Mechanics doc</a
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>. Many of those interpretations are also informed by the exceptionally knowledgeable folks on the
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<a href="https://discord.gg/SyAVkbBSkx" target="_blank" rel="noopener noreferrer">GameTora Discord server</a>.
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I may present some of the information from the race mechanics doc in chart form, but I will generally leave out exact mechanic numbers and conditions;
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the doc is already the place for that information.
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<a href="https://discord.gg/SyAVkbBSkx" target="_blank" rel="noopener noreferrer">GameTora Discord server</a>. I may present
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some of the information from the race mechanics doc in chart form, but I will generally leave out exact mechanic numbers and
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conditions; the doc is already the place for that information.
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</p>
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<p>
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I want to share the knowledge I've accrued about front runners, because teaching is my favorite thing. Definitely not just to
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@@ -145,85 +162,108 @@
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<p>
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The numeric value of acceleration depends on the Power stat, dueling, surface aptitude, uphills, race phase, running style. At
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the start of early race, horses accelerate from 3 m/s to the early race <i>base target speed</i>, which varies by race
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distance and running style but is generally on the order of 20 m/s. At the start of late race, if they have enough HP remaining for their last spurt, horses
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accelerate from the mid race base target speed to their spurt speed, which varies by speed stat, distance aptitude, running style, race
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distance, and guts stat, in decreasing order of effect. "Last spurt" and "last spurt phase" are different and
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unrelated things; the latter is only used in the condition for <Skill skill={200512} hint="homestretch haste" mention />.
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distance and running style but is generally on the order of 20 m/s. At the start of late race, if they have enough HP
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remaining for their last spurt, horses accelerate from the mid race base target speed to their spurt speed, which varies by
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speed stat, distance aptitude, running style, race distance, and guts stat, in decreasing order of effect. "Last spurt" and
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"last spurt phase" are different and unrelated things; the latter is only used in the condition for <Skill
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skill={200512}
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hint="homestretch haste"
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mention
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/>.
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</p>
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<p>
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Speed skills add a flat amount of target speed, generally +0.15 m/s for white skills, +0.25 m/s for double circle skills and
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some inherited uniques, +0.35 m/s for gold skills and most speed uniques, and +0.45 m/s for a handful of speed uniques. Accel
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skills similarly add a flat amount of acceleration, typically +0.1 or +0.2 m/s² for white skills and inherited uniques, or +0.3
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or +0.4 m/s² for gold skills and uniques.
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skills similarly add a flat amount of acceleration, typically +0.1 or +0.2 m/s² for white skills and inherited uniques, or
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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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<p>
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The skill <Skill skill={202051} hint="runaway" /> converts front runners into the <i>Great Escape</i> running style. However, no player has ever uttered
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the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler name.
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("Great Escape" is a direct translation of Japanese 大逃げ <i>oonige</i>, whereas "Front Runner" is a more liberal localization of 逃げ <i>nige</i> that technically just means "escape.")
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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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name. ("Great Escape" is a direct translation of Japanese 大逃げ <i>oonige</i>, whereas "Front Runner" is a more liberal
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localization of 逃げ <i>nige</i> that technically just means "escape.")
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</p>
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<p>
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Runaways are still front runners for all purposes.
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The main difference is just different numbers for things like base speed and acceleration, stamina to HP conversion, and distance thresholds for running modes.
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Other mechanics that are specific to front runners also apply to runaways.
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Runaways are still front runners for all purposes. The main difference is just different numbers for things like base speed
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and acceleration, stamina to HP conversion, and distance thresholds for running modes. Other mechanics that are specific to
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front runners also apply to runaways.
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</p>
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<Sec h="2" id="win-cons">Win Conditions</Sec>
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<p>
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On Global today, competitive horses usually have stat lines that are pretty similar to each other.
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Races, therefore, are more often won by skills – typically acceleration skills that activate at the start of late race.
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Front runners have strong options.
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On Global today, competitive horses usually have stat lines that are pretty similar to each other. Races, therefore, are more
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often won by skills – typically acceleration skills that activate at the start of late race. Front runners have strong
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options.
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</p>
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<ul class="list-disc pl-4 mb-4">
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<ul class="mb-4 list-disc pl-4">
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<li>
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<Skill skill={900201} hint="angling" />, sometimes called Rod, is the second best skill in the game.
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Because only the horse in first place gets it, everything about training front runners becomes a matter of being in front at the start of late race, true to name.
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<Skill skill={900201} hint="angling" />, sometimes called Rod, is the second best skill in the game. Because only the horse
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in first place gets it, everything about training front runners becomes a matter of being in front at the start of late
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race, true to name.
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</li>
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<li>
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On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead.
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The front two horses get it, which opens the opportunity for multi-front builds using <Skill skill={200492} hint="nn" mention />/<Skill skill={200491} hint="nsm" mention /> –
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especially because VC tracks aren't subject to the final corner spread that makes those skills worse on sprints and miles –
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but otherwise the function is the same.
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On long distance tracks, <Skill skill={900681} hint="vc" /> takes that role instead. The front two horses get it, which opens
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the opportunity for multi-front builds using <Skill skill={200492} hint="nn" mention />/<Skill
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skill={200491}
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hint="nsm"
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mention
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/> – especially because VC tracks aren't subject to the final corner spread that makes those skills worse on sprints and
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miles – but otherwise the function is the same.
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</li>
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<li>
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On those sprints where Angling is dead, the front-specific options include <Skill skill={900141} hint="pasta" /> (VPP, or Pasta) and <Skill skill={910451} hint="mummy creek" /> (HCreek),
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It takes both of them to equal Angling, so such sprints may be better served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill skill={200371} hint="rushing gale" mention />, and possibly <Skill skill={200551} hint="unrestrained" mention /> instead.
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Front runners are especially strong on sprints for <a href="#spot-struggle">other reasons</a> anyway.
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On those sprints where Angling is dead, the front-specific options include <Skill skill={900141} hint="pasta" /> (VPP, or Pasta)
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and <Skill skill={910451} hint="mummy creek" /> (HCreek), It takes both of them to equal Angling, so such sprints may be better
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served gambling on <Skill skill={200651} hint="turbo sprint" mention />, <Skill
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skill={200371}
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hint="rushing gale"
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mention
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/>, and possibly <Skill skill={200551} hint="unrestrained" mention /> instead. Front runners are especially strong on sprints
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for <a href="#spot-struggle">other reasons</a> anyway.
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</li>
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</ul>
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<p>
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<Skill skill={200491} hint="nsm" /> is the best skill in the game.
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Unfortunately, for the most part, it's bad on front runners; generally not a win condition.
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Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is pulling away from you before you accumulate the blocked time to activate it.
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Again, VC tracks may be an exception if you specifically build for it.
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<Skill skill={200491} hint="nsm" /> is the best skill in the game. Unfortunately, for the most part, it's bad on front runners;
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generally not a win condition. Activating NSM requires not being in first, which means whoever <i>was</i> used Angling and is pulling
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away from you before you accumulate the blocked time to activate it. Again, VC tracks may be an exception if you specifically build
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for it.
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</p>
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<Sec h="2" id="pdm">Pace Down Mode</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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The primary mechanism for this is pace down mode (PDM), which activates whenever a horse gets what their style defines as too close to first place.
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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. The
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primary mechanism for this is pace down mode (PDM), which activates whenever a horse gets what their style defines as too close
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|
to first place.
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</p>
|
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|
<p>
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|
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Watch a MANT late surger with 1000+ power and wit in a daily legend race.
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|
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As long as they don't get blocked, they should <a href="#section-speed">slide forward</a> throughout the early race.
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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.
|
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That's PDM.
|
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|
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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
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|
|
href="#section-speed">slide forward</a
|
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|
|
> throughout the early race. Then, around when they reach the pace chaser pack, they'll suddenly start moonwalking back to the rest
|
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|
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of the late surgers, often near the back of the group. That's PDM.
|
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|
|
</p>
|
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|
|
<p>
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|
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On lesser running styles, early race and sometimes mid race speed skills are effectively converted from distance gain into HP conservation via PDM.
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|
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The thing that really makes front runners good is that they don't have to worry about that – they aren't subject to PDM at all.
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|
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Their mid race speed skills always gain distance.
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|
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On lesser running styles, early race and sometimes mid race speed skills are effectively converted from distance gain into HP
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|
|
conservation via PDM. The thing that really makes front runners good is that they don't have to worry about that – they
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aren't subject to PDM at all. Their mid race speed skills always gain distance.
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|
</p>
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|
|
<Sec h="2" id="front-modes">Speed-Up and Overtake Modes</Sec>
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<p>
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|
|
Instead of pace-down and pace-up, front runners have speed-up (+4% target speed for first among that front type) and overtake (+5% for not-first) modes.
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Entering these modes requires meeting certain conditions relating to positioning, which collectively can be read as "solo fronts are heavily penalized."
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They also require passing a wit check, with the same chance for both modes.
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|
|
Instead of pace-down and pace-up, front runners have speed-up (+4% target speed for first among that front type) and overtake
|
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|
(+5% for not-first) modes. Entering these modes requires meeting certain conditions relating to positioning, which
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collectively can be read as "solo fronts are heavily penalized." They also require passing a wit check, with the same chance
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for both modes.
|
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|
|
</p>
|
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|
|
|
<div class="w-full h-60 md:h-96 max-w-3xl mx-auto">
|
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|
<StatChart class="h-full w-full max-w-3xl mx-auto" stat={Stat.Wit} y={frontModeCheckSeries} yLabel="Entry Chance (% each 2 seconds)" range={[0, 50]} xRule={1200} />
|
|
|
|
|
<div class="mx-auto h-60 w-full max-w-3xl md:h-96">
|
|
|
|
|
<StatChart
|
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|
|
|
class="mx-auto h-full w-full max-w-3xl"
|
|
|
|
|
stat={Stat.Wit}
|
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|
|
|
y={frontModeCheckSeries}
|
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|
|
|
yLabel="Entry Chance (% each 2 seconds)"
|
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|
|
range={[0, 50]}
|
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|
|
|
xRule={1200}
|
|
|
|
|
/>
|
|
|
|
|
</div>
|
|
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|
|
|
|
|
<Sec h="2" id="skill-timing">Skill Timing</Sec>
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|
|
|
@@ -262,27 +302,38 @@
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|
|
<Sec h="2" 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={200531} hint="ttl" /> (TTL), and <Skill skill={200431} hint="conc" /> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention />.
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|
|
These skills activate the moment the race starts.
|
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|
|
Gate skills are <Skill skill={201601} hint="gw" /> (GW), <Skill skill={200531} hint="ttl" /> (TTL), and <Skill
|
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|
|
skill={200431}
|
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|
|
hint="conc"
|
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|
|
/> (Conc), as well as all green skills including <Skill skill={202051} hint="runaway" mention />. These skills activate the
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|
moment the race starts.
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|
|
</p>
|
|
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|
<p>
|
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|
|
GW is an absolutely mandatory skill for all front runners.
|
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|
|
Even runaway blockers should have it, otherwise they will be passed by the normal fronts they're trying to block.
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|
|
It requires three other gate skills, which should be active greens to avoid overreliance on wit checks.
|
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|
|
For reference, the chart below shows proc chances of one of one, one of two, or two of two skills with wit checks.
|
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|
|
|
GW is an absolutely mandatory skill for all front runners. Even runaway blockers should have it, otherwise they will be passed
|
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|
|
by the normal fronts they're trying to block. It requires three other gate skills, which should be active greens to avoid
|
|
|
|
|
overreliance on wit checks. For reference, the chart below shows proc chances of one of one, one of two, or two of two skills
|
|
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|
|
with wit checks.
|
|
|
|
|
</p>
|
|
|
|
|
<div class="w-full h-60 md:h-96 mb-4">
|
|
|
|
|
<StatChart class="h-full w-full max-w-3xl mx-auto" stat={Stat.Wit} y={skillCheckSeries} yLabel="% Chance" range={[50, 100]} xRule={1000} />
|
|
|
|
|
<div class="mb-4 h-60 w-full md:h-96">
|
|
|
|
|
<StatChart
|
|
|
|
|
class="mx-auto h-full w-full max-w-3xl"
|
|
|
|
|
stat={Stat.Wit}
|
|
|
|
|
y={skillCheckSeries}
|
|
|
|
|
yLabel="% Chance"
|
|
|
|
|
range={[50, 100]}
|
|
|
|
|
xRule={1000}
|
|
|
|
|
/>
|
|
|
|
|
</div>
|
|
|
|
|
<p>
|
|
|
|
|
TTL or its white version <Skill skill={200532} hint="el" /> must be combined with GW if they want any chance of being first out of early race.
|
|
|
|
|
Since the main source of TTL is the Mihono Bourbon Wit SSR from the first Halloween event, VBourbon can suffice with EL.
|
|
|
|
|
(The other TTL option is the Twin Turbo SSR that does generate a lot of stats but requires winning three 50/50s to get the gold skill.)
|
|
|
|
|
TTL or its white version <Skill skill={200532} hint="el" /> must be combined with GW if they want any chance of being first out
|
|
|
|
|
of early race. Since the main source of TTL is the Mihono Bourbon Wit SSR from the first Halloween event, VBourbon can suffice with
|
|
|
|
|
EL. (The other TTL option is the Twin Turbo SSR that does generate a lot of stats but requires winning three 50/50s to get the gold
|
|
|
|
|
skill.)
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Conc is less critical.
|
|
|
|
|
It's worth taking on horses who have it, but it isn't worth using support card slots just to get it.
|
|
|
|
|
On the other hand, its white version <Skill skill={200432} hint="focus" /> is bad; its only real use is as a backup gate skill for GW when you don't have enough greens available.
|
|
|
|
|
Conc is less critical. It's worth taking on horses who have it, but it isn't worth using support card slots just to get it. On
|
|
|
|
|
the other hand, its white version <Skill skill={200432} hint="focus" /> is bad; its only real use is as a backup gate skill for
|
|
|
|
|
GW when you don't have enough greens available.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="2" id="spot-struggle">Spot Struggle</Sec>
|
|
|
|
|
@@ -295,111 +346,151 @@
|
|
|
|
|
Spot struggle provides a target speed bonus that scales with the guts stat. If it isn't cut short, which will approximately
|
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|
|
never happen, its duration also scales with the guts stat. Unlike skills, its duration <i>does not</i> scale with race distance.
|
|
|
|
|
</p>
|
|
|
|
|
<div class="grid w-full h-60 md:h-96 grid-cols-2 mb-4">
|
|
|
|
|
<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, 0.3]} />
|
|
|
|
|
<StatChart stat={Stat.Guts} y={ssDurSeries} yLabel="Duration (s)" range={[0, 12]} />
|
|
|
|
|
</div>
|
|
|
|
|
<p>
|
|
|
|
|
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.
|
|
|
|
|
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.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than other styles.
|
|
|
|
|
At 1600m and shorter, the fact that Spot Struggle doesn't scale with race distance means that it can be worth multiple gold speed skills in total distance gained.
|
|
|
|
|
See the <a href={resolve('/mspeed')}>mechanical speed calculator</a> for precise analysis.
|
|
|
|
|
In medium+ races, the extra HP consumption is a serious consideration; front runners need more stamina and recoveries than
|
|
|
|
|
other styles. At 1600m and shorter, the fact that Spot Struggle doesn't scale with race distance means that it can be worth
|
|
|
|
|
multiple gold speed skills in total distance gained. See the <a href={resolve('/mspeed')}>mechanical speed calculator</a> for precise
|
|
|
|
|
analysis.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="2" id="lane-combo">Lane Combo</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes (i.e. moving sideways), horses gain a (forward) target speed boost that scales with power.
|
|
|
|
|
This was a change Global received with the Unity Cup scenario.
|
|
|
|
|
While under the influence of a skill that increases lane movement speed (shoe icon skills), and while actively changing lanes
|
|
|
|
|
(i.e. moving sideways), horses gain a (forward) target speed boost that scales with power. This was a change Global received
|
|
|
|
|
with the Unity Cup scenario.
|
|
|
|
|
</p>
|
|
|
|
|
<div class="w-full h-60 md:h-96 mb-4">
|
|
|
|
|
<StatChart class="h-full w-full max-w-3xl mx-auto" stat={Stat.Power} y={laneComboSeries} yLabel="Speed Boost" yRule={lcYRule} range={[0.2, 0.5]} />
|
|
|
|
|
<div class="mb-4 h-60 w-full md:h-96">
|
|
|
|
|
<StatChart
|
|
|
|
|
class="mx-auto h-full w-full max-w-3xl"
|
|
|
|
|
stat={Stat.Power}
|
|
|
|
|
y={laneComboSeries}
|
|
|
|
|
yLabel="Speed Boost"
|
|
|
|
|
yRule={lcYRule}
|
|
|
|
|
range={[0.2, 0.5]}
|
|
|
|
|
/>
|
|
|
|
|
</div>
|
|
|
|
|
<p>
|
|
|
|
|
Front runners have access to the skill <Skill skill={201262} hint="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.
|
|
|
|
|
Front runners have access to the skill <Skill skill={201262} hint="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.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
We get advantage from move lane speed modifier by following DD with <Skill skill={200452} hint="pp" /> or <Skill skill={210052} hint="ignited wit" />.
|
|
|
|
|
DD created an opportunity for those return skills to convert into huge forward speed.
|
|
|
|
|
This setup is called <i>lane combo</i>.
|
|
|
|
|
We get advantage from move lane speed modifier by following DD with <Skill skill={200452} hint="pp" /> or <Skill
|
|
|
|
|
skill={210052}
|
|
|
|
|
hint="ignited wit"
|
|
|
|
|
/>. DD created an opportunity for those return skills to convert into huge forward speed. This setup is called
|
|
|
|
|
<i>lane combo</i>.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Lane combo is only viable on tracks where early race ends before or at most very early into the first corner.
|
|
|
|
|
Since PP and Ignited WIT are <span class="font-mono">phase_random==0</span> skills, they can activate at the very end of late race.
|
|
|
|
|
If there's a corner there, and your horse is still on the outside from DD, you are now physically running a longer distance than those on the inside.
|
|
|
|
|
That can more than undo the gain from the lane combo itself.
|
|
|
|
|
Lane combo is only viable on tracks where early race ends before or at most very early into the first corner. Since PP and
|
|
|
|
|
Ignited WIT are <span class="font-mono">phase_random==0</span> skills, they can activate at the very end of late race. If there's
|
|
|
|
|
a corner there, and your horse is still on the outside from DD, you are now physically running a longer distance than those on the
|
|
|
|
|
inside. That can more than undo the gain from the lane combo itself.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
The <a href={resolve('/mspeed')}>mechanical speed calculator</a> has an approximation of lane combo's benefit.
|
|
|
|
|
A more precise lane combo simulator <a href="https://lanecalc.hf-uma.net/" target="_blank" rel="noopener noreferrer">exists</a>,
|
|
|
|
|
but I am not sufficiently confident in my Japanese to try to guide readers through it.
|
|
|
|
|
The <a href={resolve('/mspeed')}>mechanical speed calculator</a> has an approximation of lane combo's benefit. A more precise
|
|
|
|
|
lane combo simulator <a href="https://lanecalc.hf-uma.net/" target="_blank" rel="noopener noreferrer">exists</a>, but I am not
|
|
|
|
|
sufficiently confident in my Japanese to try to guide readers through it.
|
|
|
|
|
<!-- TODO(zeph): i could totally annotate a picture though -->
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="2" id="slopes">Slopes</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Different slopes can be of different angles; the <i>SlopePer</i> parameter is positive for uphills and negative for downhills.
|
|
|
|
|
SlopePer values that currently exist on tracks include 1, 1.5, and 2, positive or negative.
|
|
|
|
|
Different slopes can be of different angles; the <i>SlopePer</i> parameter is positive for uphills and negative for downhills. SlopePer
|
|
|
|
|
values that currently exist on tracks include 1, 1.5, and 2, positive or negative.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="uphills">Uphills</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Running uphill carries a penalty to target speed.
|
|
|
|
|
This penalty scales negatively with the power stat; that is, higher power means faster uphill running.
|
|
|
|
|
It scales positively with slope angle.
|
|
|
|
|
Running uphill carries a penalty to target speed. This penalty scales negatively with the power stat; that is, higher power
|
|
|
|
|
means faster uphill running. It scales positively with slope angle.
|
|
|
|
|
</p>
|
|
|
|
|
<div class="w-full h-60 md:h-96 mb-4">
|
|
|
|
|
<StatChart class="w-full max-w-3xl h-full mx-auto" stat={Stat.Power} y={uphillSeries} yLabel="Speed Modifier (m/s)" yRule={uphillYRule} range={[-2, 0]} />
|
|
|
|
|
<div class="mb-4 h-60 w-full md:h-96">
|
|
|
|
|
<StatChart
|
|
|
|
|
class="mx-auto h-full w-full max-w-3xl"
|
|
|
|
|
stat={Stat.Power}
|
|
|
|
|
y={uphillSeries}
|
|
|
|
|
yLabel="Speed Modifier (m/s)"
|
|
|
|
|
yRule={uphillYRule}
|
|
|
|
|
range={[-2, 0]}
|
|
|
|
|
/>
|
|
|
|
|
</div>
|
|
|
|
|
<p>
|
|
|
|
|
Note that surface aptitude <i>does not</i> affect uphill speed, nor power generally.
|
|
|
|
|
It only affects acceleration.
|
|
|
|
|
Note that surface aptitude <i>does not</i> affect uphill speed, nor power generally. It only affects acceleration.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
The practical impact is that steep early- and mid-race hills filter out front runners with low power.
|
|
|
|
|
Even with an otherwise perfect build, an 800 power VBourbon is likely to be passed by a 1280 power (<Skill skill={200152} hint="firm" mention /> + <Skill skill={200282} hint="comp spirit" mention />) Seiun Sky.
|
|
|
|
|
The practical impact is that steep early- and mid-race hills filter out front runners with low power. Even with an otherwise
|
|
|
|
|
perfect build, an 800 power VBourbon is likely to be passed by a 1280 power (<Skill skill={200152} hint="firm" mention /> + <Skill
|
|
|
|
|
skill={200282}
|
|
|
|
|
hint="comp spirit"
|
|
|
|
|
mention
|
|
|
|
|
/>) Seiun Sky.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="3" id="downhills">Downhills</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Running downhill allows horses to enter <i>downhill accel mode</i>.
|
|
|
|
|
Contrary to its name, downhill accel mode does not affect acceleration at all;
|
|
|
|
|
it gives horses a target speed boost that scales with the slope angle, plus lowered HP consumption via a flat multiplier.
|
|
|
|
|
Running downhill allows horses to enter <i>downhill accel mode</i>. Contrary to its name, downhill accel mode does not affect
|
|
|
|
|
acceleration at all; it gives horses a target speed boost that scales with the slope angle, plus lowered HP consumption via a
|
|
|
|
|
flat multiplier.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Entering downhill accel mode requires passing a wit check.
|
|
|
|
|
The success rate scales linearly with wit.
|
|
|
|
|
Style aptitude <i>does</i> affect the chance to pass the check.
|
|
|
|
|
Its duration is random with a geometric distribution; it does not scale with stats.
|
|
|
|
|
Entering downhill accel mode requires passing a wit check. The success rate scales linearly with wit. Style aptitude <i
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|
>does</i
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> affect the chance to pass the check. Its duration is random with a geometric distribution; it does not scale with stats.
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|
</p>
|
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|
|
<div class="w-full h-60 md:h-96 mb-4">
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|
|
<StatChart class="w-full max-w-3xl h-full mx-auto" stat={Stat.Wit} y={downhillSeries} yLabel="Entry Chance (% each second)" range={[0, 60]} />
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<div class="mb-4 h-60 w-full md:h-96">
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<StatChart
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class="mx-auto h-full w-full max-w-3xl"
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|
stat={Stat.Wit}
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|
y={downhillSeries}
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yLabel="Entry Chance (% each second)"
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range={[0, 60]}
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|
/>
|
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</div>
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<p>
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Similar to uphills disproportionately rewarding front runners with higher power, downhills tend to reward high wit.
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|
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However, the random elements of downhill accel mode mean that lower wit horses may still keep up on downhills, depending on luck.
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|
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Similar to uphills disproportionately rewarding front runners with higher power, downhills tend to reward high wit. However,
|
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|
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the random elements of downhill accel mode mean that lower wit horses may still keep up on downhills, depending on luck.
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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="2" id="section-speed">Section Speed</Sec>
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|
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<p>
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|
|
Each section, each horse gets a random modifier to target speed.
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The modifier's range is determined by the wit stat.
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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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</p>
|
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|
|
<div class="w-full h-60 md:h-96 mb-24 md:mb-20">
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|
<StatChart class="w-full max-w-3xl h-full mx-auto mb-12 md:mb-10" stat={Stat.Wit} yArea={secSpeedSeries} yLabel="Section Speed (m/s)" range={[17.5, 22.5]} plotOptions={{color: {legend: true}}} />
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|
<div class="flex w-full md:max-w-2xl mx-auto">
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<label class="hidden md:inline flex-1 my-auto text-sm text-right pr-2" for="secSpeedRaceLen">Race Length</label>
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<input class="flex-1 md:flex-2 max-w-40 my-auto" type="range" id="secSpeedRaceLen" min="1000" max="3600" step="100" bind:value={raceLen} />
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<span class="flex-1 my-auto text-sm pl-2">{raceLen}m</span>
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<label class="hidden md:inline flex-1 my-auto text-sm text-right pr-2" for="secSpeedStyle">Style</label>
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<select class="flex-1 my-auto text-sm" id="secSpeedStyle" bind:value={secSpeedStyle}>
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|
|
<div class="mb-24 h-60 w-full md:mb-20 md:h-96">
|
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|
|
<StatChart
|
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|
|
|
class="mx-auto mb-12 h-full w-full max-w-3xl md:mb-10"
|
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|
|
stat={Stat.Wit}
|
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|
|
yArea={secSpeedSeries}
|
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|
yLabel="Section Speed (m/s)"
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|
|
range={[17.5, 22.5]}
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|
plotOptions={{ color: { legend: true } }}
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/>
|
|
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|
|
<div class="mx-auto flex w-full md:max-w-2xl">
|
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|
<label class="my-auto hidden flex-1 pr-2 text-right text-sm md:inline" for="secSpeedRaceLen">Race Length</label>
|
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|
<input
|
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|
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class="my-auto max-w-40 flex-1 md:flex-2"
|
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|
|
type="range"
|
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|
|
id="secSpeedRaceLen"
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|
min="1000"
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|
max="3600"
|
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|
step="100"
|
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|
|
|
bind:value={raceLen}
|
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/>
|
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|
<span class="my-auto flex-1 pl-2 text-sm">{raceLen}m</span>
|
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|
|
<label class="my-auto hidden flex-1 pr-2 text-right text-sm md:inline" for="secSpeedStyle">Style</label>
|
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|
|
<select class="my-auto flex-1 text-sm" id="secSpeedStyle" bind:value={secSpeedStyle}>
|
|
|
|
|
{#each RUNNING_STYLES as [name, style] (style)}
|
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|
|
<option value={style}>{name}</option>
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|
{/each}
|
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|
|
@@ -411,23 +502,25 @@
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|
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For a front runner at {raceLen}m, that translates to an actual speed range of {secSpeedInfo} m/s.
|
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|
</p>
|
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|
|
|
<p>
|
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|
|
It isn't negligible, though, since it applies during the portion of the race where front runners are trying to become frontest runners.
|
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|
|
|
All else equal, including the effects of <a href="#front-modes">running modes</a>, such a horse blocked in front by a {secSpeedA} wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.
|
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|
|
|
It isn't negligible, though, since it applies during the portion of the race where front runners are trying to become frontest
|
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|
|
runners. All else equal, including the effects of <a href="#front-modes">running modes</a>, such a horse blocked in front by a {secSpeedA}
|
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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="2" id="phase-speed">Phase Speed</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Race base speed is multiplied by the strategy–phase coefficient for each horse.
|
|
|
|
|
As the name suggests, SPC is different per running style and per race phase.
|
|
|
|
|
It's the thing that makes runaways take off in early race, and the thing that makes pace chaser promotion scary in late race (for those not using any of the correct running style).
|
|
|
|
|
Race base speed is multiplied by the strategy–phase coefficient for each horse. As the name suggests, SPC is different
|
|
|
|
|
per running style and per race phase. It's the thing that makes runaways take off in early race, and the thing that makes pace
|
|
|
|
|
chaser promotion scary in late race (for those not using any of the correct running style).
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Front runners, and even moreso runaways, have particularly punishing SPC for late race.
|
|
|
|
|
This makes sense; if they weren't forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be guaranteed to win every time.
|
|
|
|
|
Front runners, and even moreso runaways, have particularly punishing SPC for late race. This makes sense; if they weren't
|
|
|
|
|
forced to be substantially slower than the late surgers they're thirty meters ahead of at late race start, then they would be
|
|
|
|
|
guaranteed to win every time.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Late race, or more precisely the last spurt, is also the only place where the speed stat and distance aptitude apply.
|
|
|
|
|
In terms of lengths gained, distance S actually does more for front runners than any other style due to SPC.
|
|
|
|
|
Late race, or more precisely the last spurt, is also the only place where the speed stat and distance aptitude apply. In terms
|
|
|
|
|
of lengths gained, distance S actually does more for front runners than any other style due to SPC.
|
|
|
|
|
</p>
|
|
|
|
|
|
|
|
|
|
<Sec h="2" id="stats">Stats</Sec>
|
|
|
|
|
@@ -591,156 +684,128 @@
|
|
|
|
|
<Sec h="2" id="cm">My CM Teams</Sec>
|
|
|
|
|
<Sec h="3" id="cm13">CM13 – Taurus Cup (Tokyo Derby)</Sec>
|
|
|
|
|
<p>
|
|
|
|
|
Maruzensky's unique is live as an order≤5 for approximately everyone.
|
|
|
|
|
Filling the ranks with front runners should be a strong means to delay it for later positions, especially COC.
|
|
|
|
|
Maruzensky's unique is live as an order≤5 for approximately everyone. Filling the ranks with front runners should be a
|
|
|
|
|
strong means to delay it for later positions, especially COC.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
I even considered using Maruzensky herself, since she's a front runner.
|
|
|
|
|
That line of thought led me to some interesting experiments in Umalator.
|
|
|
|
|
Redshift hits 25m into the start of late race, as a 0.4 accel on Maruzen and 0.2 inherited, just like Angling.
|
|
|
|
|
It turns out that that delay has a substantial impact.
|
|
|
|
|
Sei with Redshift beats Maruzen with Angling by about 0.4 lengths.
|
|
|
|
|
I even considered using Maruzensky herself, since she's a front runner. That line of thought led me to some interesting
|
|
|
|
|
experiments in Umalator. Redshift hits 25m into the start of late race, as a 0.4 accel on Maruzen and 0.2 inherited, just like
|
|
|
|
|
Angling. It turns out that that delay has a substantial impact. Sei with Redshift beats Maruzen with Angling by about 0.4
|
|
|
|
|
lengths.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
The story doesn't end there, either.
|
|
|
|
|
As it turns out, Redshift gains less than half a length for Sei.
|
|
|
|
|
Ines Fujin's unique (which has a strong version on Tokyo turf specifically) is worth about 0.2 lengths more!
|
|
|
|
|
So, for Sei specifically, Ines Fujin is the ideal inherit, not Maruzensky.
|
|
|
|
|
The story doesn't end there, either. As it turns out, Redshift gains less than half a length for Sei. Ines Fujin's unique
|
|
|
|
|
(which has a strong version on Tokyo turf specifically) is worth about 0.2 lengths more! So, for Sei specifically, Ines Fujin
|
|
|
|
|
is the ideal inherit, not Maruzensky.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Realistically, my team comp probably should be Seiun Sky, VBourbon, and Maruzensky.
|
|
|
|
|
However, we run our oshis, and Silence Suzuka is my favorite front runner, so she's going in.
|
|
|
|
|
The question then becomes whether to run VBourbon or Maruzen.
|
|
|
|
|
Realistically, my team comp probably should be Seiun Sky, VBourbon, and Maruzensky. However, we run our oshis, and Silence
|
|
|
|
|
Suzuka is my favorite front runner, so she's going in. The question then becomes whether to run VBourbon or Maruzen.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Maruzensky has the advantage of working even as far back as 5th place.
|
|
|
|
|
However, what does that actually beat?
|
|
|
|
|
She's a front runner, so she can only outrun another front runner, and only if she has a significantly higher spurt speed than whoever got Angling.
|
|
|
|
|
That basically means she needs to be a guts horse hoping for duels, which in turn means probably both of Professor and Escape Artist aren't happening. That's tough.
|
|
|
|
|
Maruzensky has the advantage of working even as far back as 5th place. However, what does that actually beat? She's a front
|
|
|
|
|
runner, so she can only outrun another front runner, and only if she has a significantly higher spurt speed than whoever got
|
|
|
|
|
Angling. That basically means she needs to be a guts horse hoping for duels, which in turn means probably both of Professor
|
|
|
|
|
and Escape Artist aren't happening. That's tough.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
On the other hand, Maruzen isn't relying on a wit check for her big accel.
|
|
|
|
|
She's also free to take VBourbon or Ines Fujin as her non-Angling inherit, whereas VBourbon is forced into Sei and Maruzen parents.
|
|
|
|
|
So, basically, what Maruzen would be trying to beat is a VBourbon who hits both Angling and Redshift (>80% chance), matching 0.4 accels but winning in spurt speed.
|
|
|
|
|
On the other hand, Maruzen isn't relying on a wit check for her big accel. She's also free to take VBourbon or Ines Fujin as
|
|
|
|
|
her non-Angling inherit, whereas VBourbon is forced into Sei and Maruzen parents. So, basically, what Maruzen would be trying
|
|
|
|
|
to beat is a VBourbon who hits both Angling and Redshift (>80% chance), matching 0.4 accels but winning in spurt speed.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
I'm not convinced that's good for my comp.
|
|
|
|
|
I'd rather just be that VBourbon, having approximately every good front runner skill built in.
|
|
|
|
|
So, final team comp:
|
|
|
|
|
I'm not convinced that's good for my comp. I'd rather just be that VBourbon, having approximately every good front runner
|
|
|
|
|
skill built in. So, final team comp:
|
|
|
|
|
</p>
|
|
|
|
|
<ol class="list-decimal pl-4 mb-4">
|
|
|
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
|
|
|
<li>Seiun Sky as a gambler, where the gamble is getting into first in midrace.</li>
|
|
|
|
|
<li>
|
|
|
|
|
Seiun Sky as a gambler, where the gamble is getting into first in midrace.
|
|
|
|
|
VBourbon as an ace. 1200 wit is basically mandatory thanks to the requirement of double accels. Final Push won't be a bad
|
|
|
|
|
take as a gamble-y backup.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
VBourbon as an ace.
|
|
|
|
|
1200 wit is basically mandatory thanks to the requirement of double accels.
|
|
|
|
|
Final Push won't be a bad take as a gamble-y backup.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Silence Suzuka as Silence Suzuka.
|
|
|
|
|
If you prefer winning over running your favorites, this should be Maruzensky instead.
|
|
|
|
|
Silence Suzuka as Silence Suzuka. If you prefer winning over running your favorites, this should be Maruzensky instead.
|
|
|
|
|
</li>
|
|
|
|
|
</ol>
|
|
|
|
|
<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.
|
|
|
|
|
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.
|
|
|
|
|
</p>
|
|
|
|
|
<ol class="list-decimal pl-4 mb-4">
|
|
|
|
|
<ol class="mb-4 list-decimal pl-4">
|
|
|
|
|
<li>
|
|
|
|
|
Seiun Sky's Angling is a 0.4 accel that lasts for the entire accel period, better than COC's 0.3 that's only up for 2/3 of it.
|
|
|
|
|
I want her to be my ace in front, so capped wit, high power, strong spot struggles, huge mid-race skills.
|
|
|
|
|
Didn't get a guts build to come together after three weeks of attempts, so switched to a standard speed/power/wit build and got a high roll on the first try.
|
|
|
|
|
1181/786/1185/474/1185 A/A/S.
|
|
|
|
|
Seiun Sky's Angling is a 0.4 accel that lasts for the entire accel period, better than COC's 0.3 that's only up for 2/3 of
|
|
|
|
|
it. I want her to be my ace in front, so capped wit, high power, strong spot struggles, huge mid-race skills. Didn't get a
|
|
|
|
|
guts build to come together after three weeks of attempts, so switched to a standard speed/power/wit build and got a high
|
|
|
|
|
roll on the first try. 1181/786/1185/474/1185 A/A/S.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
VBourbon is a horse that exists. She can beat other people's front runners, so great as a backup.
|
|
|
|
|
Ideally she lets Sei in front, but it's better to let this happen naturally off the lack of TTL than to force low stats.
|
|
|
|
|
Second attempt got charming and fast learner for free, medium S, and manageable stats. Skill hints were a bit sparse, but not worth rolling more.
|
|
|
|
|
VBourbon is a horse that exists. She can beat other people's front runners, so great as a backup. Ideally she lets Sei in
|
|
|
|
|
front, but it's better to let this happen naturally off the lack of TTL than to force low stats. Second attempt got charming
|
|
|
|
|
and fast learner for free, medium S, and manageable stats. Skill hints were a bit sparse, but not worth rolling more.
|
|
|
|
|
1164/662/1010/599/1167 A/S/A.
|
|
|
|
|
</li>
|
|
|
|
|
<li>
|
|
|
|
|
Silence Suzuka is my favorite front runner, so I will run her.
|
|
|
|
|
Her primary task is to be in third or fourth so COC can't be, so I don't need amazing stats.
|
|
|
|
|
To maximize her effectiveness, there are two possible plans:
|
|
|
|
|
I could make her a debuffer, which needs 1200 power and wit but no other stats matter,
|
|
|
|
|
or I could experiment with something wacky like NSM into duels.
|
|
|
|
|
The latter sounds more fun, even if it is obviously bad.
|
|
|
|
|
First attempt didn't get aptitudes but did get Lone Wolf to disable it for everyone else and surprisingly decent stats, which is good enough for me;
|
|
|
|
|
her job isn't to win anyway.
|
|
|
|
|
Silence Suzuka is my favorite front runner, so I will run her. Her primary task is to be in third or fourth so COC can't be,
|
|
|
|
|
so I don't need amazing stats. To maximize her effectiveness, there are two possible plans: I could make her a debuffer,
|
|
|
|
|
which needs 1200 power and wit but no other stats matter, or I could experiment with something wacky like NSM into duels.
|
|
|
|
|
The latter sounds more fun, even if it is obviously bad. First attempt didn't get aptitudes but did get Lone Wolf to disable
|
|
|
|
|
it for everyone else and surprisingly decent stats, which is good enough for me; her job isn't to win anyway.
|
|
|
|
|
<!-- TODO: stat line -->
|
|
|
|
|
</li>
|
|
|
|
|
</ol>
|
|
|
|
|
<p>Win rates after 40: VBourbon 35%, Sei 17.5%, Suzuka 15%. Not quite executing the plan, but I'll take the wins.</p>
|
|
|
|
|
<p>
|
|
|
|
|
Win rates after 40: VBourbon 35%, Sei 17.5%, Suzuka 15%. Not quite executing the plan, but I'll take the wins.
|
|
|
|
|
</p>
|
|
|
|
|
<p>
|
|
|
|
|
Win rates after 80: VBourbon 30%, Sei 22.5%, Suzuka 12.5%. I believe this is my best round 2 performance ever.
|
|
|
|
|
I lose more to other fronts than to COC. "Most dominant racing horse for a year" continues to get trounced by the wacky triple front build.
|
|
|
|
|
Win rates after 80: VBourbon 30%, Sei 22.5%, Suzuka 12.5%. I believe this is my best round 2 performance ever. I lose more to
|
|
|
|
|
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>
|
|
|
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<p>
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N.B. This CM was before I started writing this document, so henceforth, there is much less info.
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</p>
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<p>
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Late race starts on the back stretch, which means the end closers are out to play.
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</p>
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<ol class="list-decimal pl-4 mb-4">
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<p>N.B. This CM was before I started writing this document, so henceforth, there is much less info.</p>
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<p>Late race starts on the back stretch, which means the end closers are out to play.</p>
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<ol class="mb-4 list-decimal pl-4">
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<li>
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Kitasan Black is a snap take.
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Her unique is the only reliable accel outside of Straightaway Spurt, and it's quite a lot better.
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1200/1200/816/777/742 A/S/A.
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Kitasan Black is a snap take. Her unique is the only reliable accel outside of Straightaway Spurt, and it's quite a lot
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better. 1200/1200/816/777/742 A/S/A.
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</li>
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<li>
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VBourbon's unique has a built-in recovery, which makes her the perfect choice as the survivor if stamina debuffers show up.
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<!-- TODO: stat line -->
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</li>
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<li>
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Silence Suzuka is coming.
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1200/1145/653/608/1000 A/A/A.
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</li>
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<li>Silence Suzuka is coming. 1200/1145/653/608/1000 A/A/A.</li>
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</ol>
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<p>
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I floundered on parenting and ended up with not enough time to make runners.
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Suzuka had more wit than Kitasan could handle, so I rarely got Kitasan uniques.
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</p>
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<p>
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Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.
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</p>
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<p>
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Extremely unlucky finals gave me third place for the first time ever.
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I floundered on parenting and ended up with not enough time to make runners. Suzuka had more wit than Kitasan could handle, so
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I rarely got Kitasan uniques.
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</p>
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<p>Win rates after 80: VBourbon 31.25%, Kitasan 21.25%, Suzuka 2.5%.</p>
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<p>Extremely unlucky finals gave me third place for the first time ever.</p>
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<Sec h="3" id="cm10">CM10 – Aquarius Cup (February Stakes)</Sec>
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<p>
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Everyone is terrified of Taiki Shuttle, who has a 3-4 ult.
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Triple fronts would like to have a word.
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It's a dirt track, but every horse can run dirt if you're brave enough.
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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
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every horse can run dirt if you're brave enough.
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</p>
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<ol class="list-decimal pl-4 mb-4">
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<ol class="mb-4 list-decimal pl-4">
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<li>
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Smart Falcon is the obvious choice, being the only actual dirt front runner to exist.
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Her unique isn't terribly strong for this track, but her gold skills are – Trending makes it extremely difficult for others to overtake her.
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Smart Falcon is the obvious choice, being the only actual dirt front runner to exist. Her unique isn't terribly strong for
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this track, but her gold skills are – Trending makes it extremely difficult for others to overtake her.
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1200/467/920/410/930 A/S/A.
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</li>
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<li>
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Silence Suzuka in runaway mode will make positioning much easier.
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I don't have to think about Unrestrained on my other horses because they won't be able to get in position for it anyway.
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Other Suzukas will be rare because she has G dirt and people don't realize distance aptitude hardly matters for runaways.
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1200/674/820/470/774 B/A/A.
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Silence Suzuka in runaway mode will make positioning much easier. I don't have to think about Unrestrained on my other
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horses because they won't be able to get in position for it anyway. Other Suzukas will be rare because she has G dirt and
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people don't realize distance aptitude hardly matters for runaways. 1200/674/820/470/774 B/A/A.
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</li>
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<li>
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Taiki Shuttle is a front runner now.
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She has B dirt and C front at base. Very easy to fix.
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Falco's mid-race is probably stronger than Taiki's between her unique and Trending, so Taiki should often be in position for her ult in this build.
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Taiki Shuttle is a front runner now. She has B dirt and C front at base. Very easy to fix. Falco's mid-race is probably
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stronger than Taiki's between her unique and Trending, so Taiki should often be in position for her ult in this build.
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<!-- TODO: stat line -->
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</li>
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</ol>
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<p>
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This is probably the strongest gameplan I've been able to use, but I failed to execute it properly.
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In particular, this was the CM that taught me through experience how important mid race speed skills are for front runners.
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Final win rate was a bit over 50%, including my first ever five win round 2 entry.
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Insane luck with Unrestrained at the same time as Angling made Suzuka the champion of the Aquarius Cup.
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This is probably the strongest gameplan I've been able to use, but I failed to execute it properly. In particular, this was
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the CM that taught me through experience how important mid race speed skills are for front runners. Final win rate was a bit
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over 50%, including my first ever five win round 2 entry. Insane luck with Unrestrained at the same time as Angling made
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Suzuka the champion of the Aquarius Cup.
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</p>
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<Sec h="2" id="history">Version History</Sec>
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<ul class="list-disc pl-4">
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