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cb54bbe414
| Author | SHA1 | Date | |
|---|---|---|---|
| cb54bbe414 | |||
| 096cff28b6 | |||
| 197df8f022 |
@@ -7,12 +7,13 @@
|
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h?: 1 | 2 | 3 | 4 | 5 | 6;
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id: string;
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children: Snippet;
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ref?: string;
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top?: string;
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toc?: boolean;
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class?: ClassValue | null;
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}
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||||
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let { h = 1, id, children, top = '#top', toc = true, class: className }: Props = $props();
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let { h = 1, id, children, ref, top = '#top', toc = true, class: className }: Props = $props();
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const tag = $derived(`h${h}`);
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const href = $derived(`#${id}`);
|
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@@ -39,9 +40,12 @@
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<svelte:element this={tag} {id} class={['relative w-full', className]}>
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<!-- eslint-disable svelte/no-navigation-without-resolve -->
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<a {href}><span class="hidden md:inline">{sign}</span> {@render children()}</a>
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{#if h >= 2}
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<a href={top} class="absolute right-0 bottom-0 text-end align-bottom text-sm whitespace-nowrap transition-all hover:bottom-px"
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>Top ▲</a
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>
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{/if}
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<div class="absolute right-0 bottom-0 inline-block text-end align-bottom text-sm whitespace-nowrap">
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{#if ref != null}
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<a href={ref} target="_blank" rel="noopener noreferrer">Ref ↗</a>
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{/if}
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{#if h >= 2}
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<a href={top} class="ml-4">Top ▲</a>
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{/if}
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</div>
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</svelte:element>
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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
|
||||
h={3}
|
||||
id="downhills"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
|
||||
>Downhills</Sec
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||||
>
|
||||
<p>
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||||
Running downhill allows horses to enter <i>downhill accel mode</i>. Contrary to its name, downhill accel mode does not affect
|
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acceleration at all; it gives horses a target speed boost that scales with the slope angle, plus lowered HP consumption via a
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@@ -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}
|
||||
id="section-speed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.xdha40q2176g"
|
||||
>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>
|
||||
<Sec
|
||||
h={3}
|
||||
id="no-zone"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.7l02ti4pvzxp"
|
||||
>No-Overtake Zone</Sec
|
||||
>
|
||||
<p>
|
||||
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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@@ -1374,20 +1425,20 @@
|
||||
</p>
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<ol class="mb-4 list-decimal pl-4">
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<li>Suzuka gets to be a runaway again!</li>
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||||
<li>Chocobon's Sprint C is easy to fix!</li>
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||||
<li>
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Mejiro Palmer gets to have G sprint fixed and be a second runaway! Hopefully she will both stay in front of Taiki and not
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||||
block Suzuka!
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||||
</li>
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||||
<li>
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||||
Taiki Shuttle has a very-nearly-perfect 3-4 unique, which will be great with her as a front runner. Given the importance of
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skills, I'm building her in MANT.
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||||
Taiki Shuttle has a very-nearly-perfect 3-4 unique, which will be great with her as a front runner. Given her lack of
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relevant built-in skills, I'm building her in MANT.
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||||
</li>
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||||
</ol>
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<p>
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This CM will be interesting as the first opportunity to use multiple runaways and not have them be vaporized by spot struggle.
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I'll actually want to click on power to make sure I break 1200, and I'll want to minimize guts to conserve more power, which
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||||
means I'll reasonably get the ca. 800 stamina required for them to survive. The only downside is that runaways, and front
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||||
runners broadly, are not actually good here, because <Skill skill={skills.headon} mention /> is so wildly good in sprint now.
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||||
This CM is interesting as the first opportunity to use multiple runaways and not have them be vaporized by spot struggle.
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However, after getting a high roll with an S Sprint Palmer, I found that using two runaways was actually pretty bad. Even with
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1300 power, <Skill skill={skills.gw} mention />, and <Skill skill={skills.ttl} mention />, runaways spend over two thirds of
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early race accelerating, so they lose the majority of their strongest race phase. Normal front runners can hardly compete with
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the newly buffed <Skill skill={skills.headon} mention /> in late race, which means runaways who never got the lead they're known
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for have virtually no chance. Suzuka can still fight because <Skill skill={skills.unrestrained} mention /> is also strong, but Palmer
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doesn't make the cut.
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</p>
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|
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<Sec h={3} id="cm15">CM15 – Cancer Cup (Takarazuka Kinen)</Sec>
|
||||
|
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@@ -215,6 +215,16 @@
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{/if}
|
||||
{/snippet}
|
||||
|
||||
{#snippet docref(h: string)}
|
||||
<p class="ml-auto text-right text-sm italic">
|
||||
<a
|
||||
href={`https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=${h}`}
|
||||
target="_blank"
|
||||
rel="noopener noreferrer">ref ↗</a
|
||||
>
|
||||
</p>
|
||||
{/snippet}
|
||||
|
||||
<Article>
|
||||
{#snippet head()}
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<Sec h={1} id="top" class="text-center">Race Mechanics Charts</Sec>
|
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@@ -239,23 +249,43 @@
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<Sec h={2} id="speed">Speed</Sec>
|
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<Sec h={3} id="spurt-speed">Spurt Speed</Sec>
|
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<Sec
|
||||
h={3}
|
||||
id="spurt-speed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.mpfjmgpzqalr"
|
||||
>Spurt Speed</Sec
|
||||
>
|
||||
<p>Target speed during the Uma's last spurt. See also <a href="#spurt-speed-guts">the effect of Guts</a>.</p>
|
||||
{@render statChart(race.Stat.Speed, spurtSpeed, 'Spurt Speed (m/s)', [20, 26.5], { len: true, style: true, dist: true })}
|
||||
|
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<Sec h={3} id="late-race-speed">Late Race Speed</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="late-race-speed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.43unjgrhmm7e"
|
||||
>Late Race Speed</Sec
|
||||
>
|
||||
<p>Base target speed during late race when the Uma is not spurting (but not dead yet).</p>
|
||||
{@render statChart(race.Stat.Speed, nonSpurtSpeed, 'Base Target Speed (m/s)', [18, 23], { len: true, style: true, dist: true })}
|
||||
|
||||
<Sec h={2} id="stamina">Stamina</Sec>
|
||||
|
||||
<Sec h={3} id="hp">HP</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="hp"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.fnd75v9k5dx3"
|
||||
>HP</Sec
|
||||
>
|
||||
<p>Max HP, i.e. starting HP.</p>
|
||||
{@render statChart(race.Stat.Stamina, hp, 'HP', [1000, 5000], { len: true })}
|
||||
|
||||
<Sec h={2} id="power">Power</Sec>
|
||||
|
||||
<Sec h={3} id="move-lane-mod">Move Lane Modifier</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="move-lane-mod"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.s5glz57t0wzd"
|
||||
>Move Lane Modifier</Sec
|
||||
>
|
||||
<p>
|
||||
Target speed bonus when changing lanes while under the effect of a lane change speed skill. See <a
|
||||
href={resolve('/doc/frbm#lane-combo')}>lane combo</a
|
||||
@@ -263,15 +293,30 @@
|
||||
</p>
|
||||
{@render statChart(race.Stat.Power, moveLane, 'Target Speed Modifier (m/s)', [0.2, 0.6])}
|
||||
|
||||
<Sec h={3} id="uphill">Uphill Target Speed Loss</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="uphill"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
|
||||
>Uphill Target Speed Loss</Sec
|
||||
>
|
||||
<p>Target speed modifier while running uphill.</p>
|
||||
{@render statChart(race.Stat.Power, uphill, 'Target Speed Modifier (m/s)', [-2, 0])}
|
||||
|
||||
<Sec h={3} id="acceleration">Acceleration</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="acceleration"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.t9fv1oq5lsu9"
|
||||
>Acceleration</Sec
|
||||
>
|
||||
<p>Acceleration.</p>
|
||||
{@render statChart(race.Stat.Power, accel, 'Acceleration (m/s²)', [0.1, 0.55], { style: true })}
|
||||
|
||||
<Sec h={3} id="lane-change-target-speed">Lane Change Target Speed</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="lane-change-target-speed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.8brkec5lv1fh"
|
||||
>Lane Change Target Speed</Sec
|
||||
>
|
||||
<p>Horizontal (rather than forward) target speed of changing lanes.</p>
|
||||
<div class="mb-4 h-60 w-full md:h-96">
|
||||
<StatChart
|
||||
@@ -283,8 +328,16 @@
|
||||
/>
|
||||
</div>
|
||||
|
||||
<Sec h={3} id="conserve-power">Conserve Power Acceleration</Sec>
|
||||
<p>Bonus acceleration at spurt start from the Conserve Power mechanic.</p>
|
||||
<Sec
|
||||
h={3}
|
||||
id="conserve-power"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.9edgwx6l733b"
|
||||
>Fully Charged Acceleration</Sec
|
||||
>
|
||||
<p>
|
||||
Bonus acceleration at spurt start from the Charge Up/Fully Charged mechanic. Scales with base power plus passive skills, so
|
||||
modifiers for ground conditions and career mode do not apply.
|
||||
</p>
|
||||
<p>
|
||||
This mechanic does not appear to be well understood, in particular how long the acceleration bonus lasts and how the rushed
|
||||
and spot struggle multipliers apply.
|
||||
@@ -293,26 +346,51 @@
|
||||
|
||||
<Sec h={2} id="guts">Guts</Sec>
|
||||
|
||||
<Sec h={3} id="spurt-speed-guts">Spurt Speed</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="spurt-speed-guts"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.mpfjmgpzqalr"
|
||||
>Spurt Speed</Sec
|
||||
>
|
||||
<p>Target speed during the Uma's last spurt. See also <a href="#spurt-speed">the effect of Speed</a>.</p>
|
||||
{@render statChart(race.Stat.Guts, gutsSpurt, 'Spurt Speed (m/s)', [20, 26.5], { len: true, style: true, dist: true })}
|
||||
|
||||
<Sec h={3} id="min-speed">Minimum Speed</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="min-speed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.nn1kp5g8fdhu"
|
||||
>Minimum Speed</Sec
|
||||
>
|
||||
<p>Forced minimum speed, as well as target speed when out of HP.</p>
|
||||
{@render statChart(race.Stat.Guts, minSpeed, 'Target Speed (m/s)', [15.8, 18.5], { len: true })}
|
||||
|
||||
<Sec h={3} id="hp-rate-mod">Late Race HP Consumption Rate Modifier</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="hp-rate-mod"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.o0be6rj0myb1"
|
||||
>Late Race HP Consumption Rate Modifier</Sec
|
||||
>
|
||||
<p>Multiplier on HP consumption rate during late race and last spurt phase.</p>
|
||||
{@render statChart(race.Stat.Guts, gutsHPRate, 'HP Consumption Multiplier', [1.2, 1.6])}
|
||||
|
||||
<Sec h={3} id="spot-struggle">Spot Struggle</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="spot-struggle"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.5l523bk8k3vz"
|
||||
>Spot Struggle</Sec
|
||||
>
|
||||
<p>Speed boost and duration of spot struggle.</p>
|
||||
<div class="mb-4 grid h-96 w-full md:grid-cols-2">
|
||||
<StatChart stat={race.Stat.Guts} y={ssBoost} yLabel="Speed Bonus (m/s)" range={[0, 0.4]} />
|
||||
<StatChart stat={race.Stat.Guts} y={ssDur} yLabel="Duration (s)" range={[0, 14]} />
|
||||
</div>
|
||||
|
||||
<Sec h={3} id="dueling">Dueling</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="dueling"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.98rgrb7ww1td"
|
||||
>Dueling</Sec
|
||||
>
|
||||
<p>Speed boost and acceleration boost of dueling.</p>
|
||||
<div class="mb-4 grid h-96 w-full md:grid-cols-2">
|
||||
<StatChart stat={race.Stat.Guts} y={duelSpeed} yLabel="Speed Bonus (m/s)" range={[0, 0.8]} />
|
||||
@@ -321,7 +399,12 @@
|
||||
|
||||
<Sec h={2} id="wit">Wit</Sec>
|
||||
|
||||
<Sec h={3} id="section-speed">Section Speed</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="section-speed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.xdha40q2176g"
|
||||
>Section Speed</Sec
|
||||
>
|
||||
<p>Random variance in target speed per race section.</p>
|
||||
<div class="mb-24 h-60 w-full md:mb-20 md:h-96">
|
||||
<StatChart
|
||||
@@ -353,29 +436,54 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Sec h={3} id="downhill">Downhill Accel Mode Chance</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="downhill"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.wdj69udyo340"
|
||||
>Downhill Accel Mode Chance</Sec
|
||||
>
|
||||
<p>Chance each second to enter downhill accel mode when eligible.</p>
|
||||
{@render statChart(race.Stat.Wit, downhill, 'Entry Chance (% each second)', [0, 75])}
|
||||
|
||||
<Sec h={3} id="spurt-accept">Reduced Spurt Accept Chance</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="spurt-accept"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.mpfjmgpzqalr"
|
||||
>Reduced Spurt Accept Chance</Sec
|
||||
>
|
||||
<p>Chance to accept each checked spurt delay and speed when not full spurting.</p>
|
||||
{@render statChart(race.Stat.Wit, reducedSpurt, 'Accept Chance (% each candidate)', [0, 100])}
|
||||
|
||||
<Sec h={3} id="skill">Skill Activation Chance</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="skill"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.23v0k7wyzcmb"
|
||||
>Skill Activation Chance</Sec
|
||||
>
|
||||
<p>
|
||||
Chance that each skill that has a wit check will be eligible to activate. This uses base wit, so style aptitude and passive
|
||||
wit skills do not affect the chance, although mood does.
|
||||
</p>
|
||||
{@render statChart(race.Stat.Wit, skillChance, 'Skill Activation Chance (%)', [0, 100])}
|
||||
|
||||
<Sec h={3} id="poskeep">Position Keep Mode Chance</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="poskeep"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.tulele26d1pm"
|
||||
>Position Keep Mode Chance</Sec
|
||||
>
|
||||
<p>
|
||||
Chance for front runners to enter speed-up or overtake mode, or for non-front runners to enter pace-up mode (but no effect on
|
||||
pace-down mode), each 2 seconds when eligible.
|
||||
</p>
|
||||
{@render statChart(race.Stat.Wit, poskeep, 'Mode Entry Chance (%)', [0, 50])}
|
||||
|
||||
<Sec h={3} id="rushed">Rushed Chance</Sec>
|
||||
<Sec
|
||||
h={3}
|
||||
id="rushed"
|
||||
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.awbjufvej6ud"
|
||||
>Rushed Chance</Sec
|
||||
>
|
||||
<p>Chance for runners to become rushed at some point during the race. Rushed chance is bracketed to integer percentages.</p>
|
||||
{@render statChart(race.Stat.Wit, rushed, 'Rushed Chance (%)', [0, 30])}
|
||||
</Article>
|
||||
|
||||
Reference in New Issue
Block a user