zenno/doc/frbm: add doccy references to some sections
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@@ -290,10 +290,16 @@
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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>. 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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conditions; the doc is already the place for that information. Some sections have "Ref ↗" links that will take
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you to the corresponding section of the mechanics doc.
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</p>
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<Sec h={2} id="mechanics">Race Mechanics</Sec>
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<Sec
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h={2}
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id="mechanics"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.3q7x98goz5cu"
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>Race Mechanics</Sec
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>
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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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@@ -331,7 +337,12 @@
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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
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h={3}
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id="phase-speed"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.40iug3hm8429"
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>Phase Speed</Sec
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>
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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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@@ -344,8 +355,8 @@
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</p>
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<p>
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The late race speed difference means that, in a competitive setting, the speed stat (and, correspondingly, distance aptitude)
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aren't what make front runners win most of the time. Capped speed with distance S is ideal, but 1100 speed with distance A
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will likely lose only a couple races within the difference throughout a CM event.
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aren't what make front runners win most of the time. Capped speed with distance S is ideal, but being a hundred speed short
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with distance A 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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@@ -389,7 +400,12 @@
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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
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h={3}
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id="front-modes"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.tn8irhl5bjhv"
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>Speed-Up and Overtake Modes</Sec
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>
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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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@@ -410,7 +426,12 @@
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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
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h={3}
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id="pdm"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.5x2q33mxvumk"
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>Pace Down Mode</Sec
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>
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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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@@ -427,7 +448,12 @@
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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
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h={3}
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id="spot-struggle"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.5l523bk8k3vz"
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>Spot Struggle</Sec
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>
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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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@@ -460,7 +486,12 @@
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struggle duration rises.
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</p>
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<Sec h={3} id="full-charge">Conserve Power & Fully Charged</Sec>
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<Sec
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h={3}
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id="full-charge"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.9edgwx6l733b"
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>Conserve Power & Fully Charged</Sec
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>
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<p>
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New in the 1 Jul balance patch is the conserve power mechanic. Horses with base power plus power passive skills greater than
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1200 effectively gain access to a free perfectly-timed accel skill, Fully Charged. The effectiveness of full charge varies
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@@ -554,7 +585,12 @@
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<a href={resolve('/doc/lanecalc')}>my guide</a> for English instructions on how to use it.
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</p>
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<Sec h={3} id="uphills">Uphills</Sec>
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<Sec
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h={3}
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id="uphills"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
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>Uphills</Sec
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>
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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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@@ -579,7 +615,12 @@
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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
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h={3}
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id="downhills"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
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>Downhills</Sec
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>
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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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@@ -605,7 +646,12 @@
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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
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h={3}
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id="section-speed"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.xdha40q2176g"
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>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. 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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@@ -649,7 +695,12 @@
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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
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h={3}
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id="no-zone"
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ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.7l02ti4pvzxp"
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>No-Overtake Zone</Sec
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>
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<p>
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The no-overtake zone is the 200m portion of the race prior to the first corner. For unclear reasons, while in the no-overtake
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zone, horses cannot enter overtake lane mode, which is what allows them to move away from the rail. (Overtake lane mode is
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