This article is an interactive version of KuromiAK's race mechanics documentation to give a better sense of how mechanics scale with stats and aptitudes.
Mechanics are organized in this article according to the stats that determine them. Those that vary with multiple stats, e.g. spurt speed, appear in all relevant sections with differing horizontal axes. Mechanics that vary with race distance, distance aptitudes, and surface aptitudes have controls to change each by their charts.
Only numeric mechanics that vary with stats and aptitudes are shown. Descriptions of concepts and conditions are left to the original source.
{/snippet}Target speed during the Uma's last spurt. See also the effect of Guts.
{@render statChart(race.Stat.Speed, spurtSpeed, 'Spurt Speed (m/s)', [20, 26], { len: true, style: true, dist: true })}Base target speed during late race when the Uma is not spurting (but not dead yet).
{@render statChart(race.Stat.Speed, nonSpurtSpeed, 'Base Target Speed (m/s)', [18, 23], { len: true, style: true, dist: true })}Max HP, i.e. starting HP.
{@render statChart(race.Stat.Stamina, hp, 'HP', [1000, 5000], {len: true})}Target speed bonus when changing lanes while under the effect of a lane change speed skill. See lane combo.
{@render statChart(race.Stat.Power, moveLane, 'Target Speed Modifier (m/s)', [0.2, 0.5])}Target speed modifier while running uphill.
{@render statChart(race.Stat.Power, uphill, 'Target Speed Modifier (m/s)', [-2, 0])}Acceleration.
{@render statChart(race.Stat.Power, accel, 'Acceleration (m/s²)', [0.1, 0.5], {style: true})}Horizontal (rather than forward) target speed of changing lanes.
Target speed during the Uma's last spurt. See also the effect of Speed.
{@render statChart(race.Stat.Guts, gutsSpurt, 'Spurt Speed (m/s)', [20, 26], { len: true, style: true, dist: true })}Forced minimum speed, as well as target speed when out of HP.
{@render statChart(race.Stat.Guts, minSpeed, 'Target Speed (m/s)', [15.8, 18.4], { len: true })}Multiplier on HP consumption rate during late race and last spurt phase.
{@render statChart(race.Stat.Guts, gutsHPRate, 'HP Consumption Multiplier', [1.2, 1.6])}Speed boost and duration of spot struggle.
Speed boost and acceleration boost of dueling.
Random variance in target speed per race section.
Chance each second to enter downhill accel mode when eligible.
{@render statChart(race.Stat.Wit, downhill, 'Entry Chance (% each second)', [0, 60])}Chance to accept each checked spurt delay and speed when not full spurting.
{@render statChart(race.Stat.Wit, reducedSpurt, 'Accept Chance (% each candidate)', [0, 100])}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.
TODO(zeph): Why is the 3 of 4 series getting values over 100%? Is it not just binom(3, 4, p) + binom(4, 4, p)?
{@render statChart(race.Stat.Wit, skillChance, 'Skill Activation Chance (%)', [0, 100])}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.
{@render statChart(race.Stat.Wit, poskeep, 'Mode Entry Chance (%)', [0, 50])}Chance for runners to become rushed at some point during the race. Rushed chance is bracketed to integer percentages.
{@render statChart(race.Stat.Wit, rushed, 'Rushed Chance (%)', [0, 30])}