From cb54bbe414a9d12e799b5d6cdbbf3ccd4a7a71c6 Mon Sep 17 00:00:00 2001
From: Branden J Brown
Very quick gloss of race fundamentals. Races are divided into four phases: early race, mid race, late race, and last spurt phase. They are also divided into twenty-four equal length sections. Early race is sections 1 to 4, mid race is sections 5 to @@ -331,7 +337,12 @@ runners also apply to runaways.
-Race base speed is multiplied by the speed strategy–phase coefficient for each horse. As the name suggests, SSPC 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 @@ -344,8 +355,8 @@
The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude) - aren't what make front runners win most of the time. Capped speed with distance S is ideal, but 1100 speed with distance A - will likely lose only a couple races within the difference throughout a CM event. + aren't what make front runners win most of the time. Capped speed with distance S is ideal, but being a hundred speed short + with distance A will likely lose only a couple races within the difference throughout a CM event.
During the first 41.67% of the race, position keep is busy arranging each running style into their respective packs.
During position keep, all horses have access to running modes that influence how they run.
@@ -410,7 +426,12 @@
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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 whenever a horse gets what their style defines as too close to first place. @@ -427,7 +448,12 @@ subject to PDM at all. Their mid race speed skills always gain distance.
-For each of runaways and non-runaways, there is at most one spot struggle per race. Runaways will not spot struggle with non-runaways, nor vice-versa. When a spot struggle triggers, all front runnners of that type within range participate; I've @@ -460,7 +486,12 @@ struggle duration rises.
-New in the 1 Jul balance patch is the conserve power mechanic. Horses with base power plus power passive skills greater than 1200 effectively gain access to a free perfectly-timed accel skill, Fully Charged. The effectiveness of full charge varies @@ -554,7 +585,12 @@ my guide for English instructions on how to use it.
-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. There is also a flat reduction in base acceleration for @@ -579,7 +615,12 @@ power on the Arima Kinen mid-race hills.
-Running downhill allows horses to enter downhill accel mode. 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 @@ -605,7 +646,12 @@ Conversely, the HP savings on long downhills can be enough to drop a recovery skill or two on some tracks.
-Each section, each horse gets a random modifier to target speed. The modifier's range is determined by the wit stat. (Curiously, the calculation uses both wit as modified by style proficiency and green skills as well as base wit.) @@ -649,7 +695,12 @@ wit front A horse will pass in {secSpeedPassTime} seconds on average at mid race speeds.
-The no-overtake zone is the 200m portion of the race prior to the first corner. For unclear reasons, while in the no-overtake zone, horses cannot enter overtake lane mode, which is what allows them to move away from the rail. (Overtake lane mode is