AlphaBoom

AlphaBoom

Organization of relevant values and skills in the Uma Musume game

Success Rate Section#

Success Rate Calculation @ Uma Musume - My Blog

In summary, the original author believes that each probability should be 18%, with a fixed 10% absence. It was later corrected to a 1/11 probability of not appearing, with the rest evenly distributed. Additionally, the inherent calculation method does not simply add 20 to the success rate.

Training Value Calculation#

Reference: Google Doc

The formula is as follows:

Status Increase Value = (① Base Increase Value) × (② Growth Correction for Training Uma Musume) × (③ Friendship Bonus Correction) × (④ Motivation Effect Correction) × (⑤ Training Effect Correction) × (⑥ Number of People Correction)

However, it was verified in Grand Master training that if there are currently no support cards, the base growth rate may be penalized, as the actual value is lower than the calculated result from the formula. It is predicted that the growth rate is halved, for example, 20% becomes 10%.

In addition, the base attributes have a limit of 100, and the content of the Master Cup script bonus will be displayed above the basic values. Whether this type of data bonus conforms to the above formula still needs verification; at least for now, it seems that the two are calculated separately.

Master Cup Basic Training Values#

Training level does not affect pt acquisition but affects the corresponding training values and stamina consumption.

Specific Value Data#

Intelligence and power training have been verified; other trainings have only verified that level one is correct, while other training data is inferred based on the patterns of power training. It is said that the Red Goddess explosion corresponds to training level 6, and the value for level 6 can be obtained according to the same pattern (level 6 has not been tested).

speed_train:
  level1:
    speed: 10
    power: 3
    skill_point: 5
    vital: -19
  level2:
    speed: 11
    power: 3
    skill_point: 5
    vital: -20
  level3:
    speed: 12
    power: 3
    skill_point: 5
    vital: -21
  level4:
    speed: 13
    power: 4
    skill_point: 5
    vital: -23
  level5:
    speed: 14
    power: 5
    skill_point: 5
    vital: -25
stamina_train:
  level1:
    stamina: 8
    guts: 6
    skill_point: 5
    vital: -20
  level2:
    stamina: 9
    guts: 6
    skill_point: 5
    vital: -21
  level3:
    stamina: 10
    guts: 6
    skill_point: 5
    vital: -22
  level4:
    stamina: 11
    guts: 7
    skill_point: 5
    vital: -24
  level5:
    stamina: 12
    guts: 8
    skill_point: 5
    vital: -26
power_train:
  level1:
    power: 9
    stamina: 4
    skill_point: 5
    vital: -20
  level2:
    power: 10
    stamina: 4
    skill_point: 5
    vital: -21
  level3:
    power: 11
    stamina: 4
    skill_point: 5
    vital: -22
  level4:
    power: 12
    stamina: 5
    skill_point: 5
    vital: -24
  level5:
    power: 13
    stamina: 6
    skill_point: 5
    vital: -26
guts_train:
  level1:
    guts: 9
    speed: 2
    power: 3
    skill_point: 5
    vital: -20
  level2:
    guts: 10
    speed: 2
    power: 3
    skill_point: 5
    vital: -21
  level3:
    guts: 11
    speed: 2
    power: 3
    skill_point: 5
    vital: -22
  level4:
    guts: 12
    speed: 3
    power: 4
    skill_point: 5
    vital: -24
  level5:
    guts: 13
    speed: 4
    power: 5
    skill_point: 5
    vital: -26
wiz_train:
  level1:
    wiz: 8
    speed: 2
    skill_point: 5
    vital: 5
  level2:
    wiz: 9
    speed: 2
    skill_point: 5
    vital: 5
  level3:
    wiz: 10
    speed: 2
    skill_point: 5
    vital: 5
  level4:
    wiz: 11
    speed: 3
    skill_point: 5
    vital: 5
  level5:
    wiz: 12
    speed: 4
    skill_point: 5
    vital: 5

Failure Rate Calculation#

Based on the obtained failure rate fitting, there are several guesses:

  • It may be a sigmoid function with an additional failure rate for stamina below 10.

  • It may be a Bezier curve fitting.

  • After playing with ChatGPT, several curves were found for fitting, and it was discovered that the Gaussian function performs very well, and the Gaussian function controls the graph more intuitively.

    f(x)=ae(xb)22c2f(x)=ae^{-\frac{(x-b)^2}{2c^2}}

Untitled

Failure Rate Statistical Data#

The recorded data is stamina, with the first column being the failure rates for speed, stamina, power, guts, and intelligence, and the second column being the corresponding training levels.

57
-

49
6 5
5 5
6 5
8 5
0 5
44
12 1
10 1
13 4
13 1
0 2
41
17 2
15 2
18 5
19 2
0 3
40
18 1
17 1
20 4
20 1
0 1
37
24 1
22 1
25 3
26 1
0 1
36
26 1
24 1
28 5
28 1
0 2
32
34 1
32 1
34 2
37 1
0  1
31
39 5
37 5
39 5
42 5
3 5
31
37 1
34 1
38 4
39 1
2 1
30
39  1
37  1
39  2
41  1
5   1
30
39 1
37 1
40 4
41 1
4 1
26
49 1
46 1
51 5
51 1
12 2
21
62 1
59 1
64 5
64 1
22 2
19
67 1
65 1
68 3
70 1
27 1
16
76 1
73 1
79 5
79 1
34 2
15
79 1
76 1
80 3
82 1
37 1
10
95 1
92 1
96 3
98 1
50 1
5
99 5
99 5
99 5
99 5
66 5
0
-
81 2

By checking the database, the following useful fields can be found. Here is a brief list of key fields, with the red fields explained in the sections below.

FieldPurposeRemarks
idTable IDYou can check the name through the id in the text table; the id corresponds to the index column of the text table.
raritySkill Rarity1: Green skill or normal skill
2: Gold green skill or gold normal skill
3: 1/2 star horse inherent, e.g., "Caution! Chaos!"
4: 1/2 star horse upgraded to 3 stars, new inherent, e.g., "Unsinkable Ship, Set Sail!"
5: 3 star horse inherent, e.g., "Ultimate Teio Step"
6: Corresponding to the evolution skills added in the 2nd anniversary.
grade_valueSkill Corresponding Score Points
precondition_xPrecondition_x represents multiple, e.g., precondition_1, precondition_2, and so on.
condition_xTrigger Condition
float_ability_time_xSkill TimeTime-related values divided by 10000 to convert to seconds.
float_cooldown_time_xCooldown TimeMost are 500s, but a few skills are 30s, e.g., "Corner Expert ○".
ability_type_x_xSkill Typee.g., speed increase, acceleration, stamina recovery, etc.
ability_value_usage_x_xSkill Value Conversion MethodSome skills will affect values based on the number of skill activations.
float_ability_value_x_xSkill ValueSpeed: 1500 means 0.15m/s
Acceleration: 4000 means 0.4m/s^2
Stamina recovery: 550 means 5.5%.
target_type_x_xTarget TypeRelated to the target selection of skills.
target_value_x_xTarget ValueValues related to the selected target.
popularity_add_param_xBased on the name, it is guessed to be used for calculating popularity.
activate_lotWhether the skill must activate1: Indicates that activation probability depends on intelligence; 0: Indicates that conditions must be met for activation.

Skill Trigger Conditions#

Related to precondition_x and condition_x. Here are some common examples; for more complete data, you can check GameTora.

The content of the conditions is illustrated as follows:

distance_type==4&phase_random==1&bashin_diff_behind>=1&order==1

The structure is such that the expression & indicates "and" and @ indicates "or".

KeywordDescriptionRemarks
distance_typeTrack Distance Information[1,4] represents short distance to long distance.
ground_typeGround Information[1,2] represents grass and dirt.
running_styleRunning Style[1,4] escape, lead, difference, chase.
phaseRace Phase[0,3] corresponds to early stage, middle stage, final stage front half, final stage back half.
phase_randomRandom position in the corresponding race phasephase_random==1 means activation at a random position in the middle stage; this random is rolled beforehand, and then it is judged whether the conditions are met for activation at the corresponding position.
phase_laterhalf_randomRandom position in the later half of the corresponding race phase
phase_firsthalf_randomCorresponding to the first half
order_rateRace Ranking RequirementThe value is a ratio; 65 means 65%, and the result is rounded up.
orderRace Ranking RequirementThis is the specific value.
cornerIndicates whether it is a curve or straight1: curve, 0: straight.
is_final_cornerFinal curve and subsequent final straight
bashin_diff_behindDistance difference with the horse behind
bashin_diff_infrontDistance difference with the horse in front
distance_diff_topDistance to the leading horse
change_order_onetimeWhether there is a change in ranking<0 indicates a forward change, >0 indicates a backward change.
change_order_up_end_afterNumber of times ranking changes occur
is_overtakeWhether there is an overtaking targetFor example, if your current speed is faster than the horse in front, you will treat the horse ahead as a target to overtake, without needing an actual ranking change.
distance_rateRunning distance ratio
remain_distanceRemaining track distance
blocked_side_continuetimeTime blocked by horses
compete_fight_countTrigger chase comparison>0 indicates triggering chase comparison.
temptation_countTrigger anxietySome skills have a requirement that prevents triggering anxiety.
is_lastspurtWhether it is the final sprintIf stamina meets the standard, it will start to sprint at the beginning of the final stage; if stamina does not meet the standard, the sprint time will be delayed.
activate_count_middleNumber of skills released in the middle stageFor example, the skill "Tail Up" has a skill release quantity requirement.
near_countNumber of nearby Uma Musume
is_surroundedBeing surrounded
is_last_straight_onetimeWhen entering the final straight
down_slope_randomRandom position on a downhill
up_slope_randomRandom position on an uphill
hp_perRemaining stamina requirement
infront_near_lane_timeDuration of nearby horses in front
behind_near_lane_timeDuration of nearby horses behind
accumulatetimeAccumulated time without activating skills
lane_typeInner or outer lane0: inner lane, 1: outer lane.
seasonSeason[1,4] Spring, Summer, Autumn, Winter; 5: Spring (Sakura).
rotationLeft or right direction of the track1: right, 2: left.
track_idRacecourse location limitThis can be understood by looking at the skill description.
post_numberLane at the start
corner_randomCurve random
straight_randomStraight random
ground_conditionTrack condition[1,4] good, bad, slightly heavy, heavy.
is_basis_distanceWhether the track distance is divisible by 4001: core distance ○, 0: non-core distance ○.
weatherWeather[1,4] sunny, cloudy, rainy, snowy.
random_lotFixed activation probability

Skill Types#

ability_type_x_x and ability_value_usage_x_x

ability_typeenumDescription
1SpeedBasic speed attribute.
2StaminaBasic stamina attribute.
3PowerBasic power attribute.
4GutsBasic guts attribute.
5WizBasic intelligence attribute.
6RunningStyleExOonigeGreat escape.
7HpDecRateStamina decrease (skill usage not found).
8VisibleDistanceVisibility.
9HpRateStamina recovery.
10StartDashStart time.
11ForceOvertakeIn(Skill usage not found).
12ForceOvertakeOut(Skill usage not found).
13TemptationEndTimeExtend anxiety time.
21CurrentSpeedCurrent speed.
22CurrentSpeedWithNaturalDecelerationReference from unpacked brother's Twitter content:
1. Directly adds to speed during duration.
(Up to this point, it is the same processing as 21 CurrentSpeed, which is the debuff side.)
2. Once the duration ends, it raises the current speed by the amount of skill effect once.
Combining the name difference, a more natural inference can be made: CurrentSpeed was mainly used for deceleration skills. For these skills, when applying deceleration, it is directly added or subtracted without a process of acceleration and deceleration. This field means that after the skill ends, the speed is not directly reduced in a sudden manner, but rather naturally decelerates from the current speed to return to the target speed.
27TargetSpeedTarget speed.
28LaneMoveSpeedLane change speed.
29TemptationPerIncrease anxiety probability.
30PushPer(Skill usage not found).
31AccelAcceleration.
35TargetLaneTarget lane.
36ActivateRandomNormalAndRareSkill(Skill usage not found).
37ActivateRandomRareSkillRandomly trigger gold skills (inherent to watercraft).
50xChallengeMatchBonusXXXShould be used for training inheritance events.

The following descriptions are analyzed through existing skills and the numerical information that can be found.

ability_value_usageenumDescription
1DirectDirectly used, for example, speed increase of 0.15m/s is directly this value.
2MultiplySkillNumEach skill increases by 1% with a maximum increase of 20%.
3MultiplyTeamTotalSpeedSum of teammates' attributes, affected by mood, divided into 5 levels (according to normal):
Each level increases by 12.5%, maximum 50%
1:<1200 100%
2:<1800 112.5%
3:<2600 125%
4:<3600 137.5%
5:≥3600 150%.
4MultiplyTeamTotalStaminaSame as speed.
5MultiplyTeamTotalPowerSame as speed.
6MultiplyTeamTotalGutsSame as speed.
7MultiplyTeamTotalWizSame as speed.
8MultiplyRandom1(Skill usage not found).
9MultiplyRandom2(Skill usage not found).
10MultiplySingleModeWinCountDetermines multiplier based on win count:
[0,6) 0.8
[6,14) 0.9
[14,18) 1
[18,25) 1.1
[25,∞) 1.2.
12MultiplyFanCountDetermines multiplier based on fan count:
[0,20k) 0.8
[20k,50k) 0.9
[50k,100k) 1
[100k,160k) 1.1
[160k,∞) 1.2.
13MultiplyMaximumRawStatus
14MultiplyActivateSpecificTagSkillCountDetermines multiplier based on the number of green skills activated:
[0,2] 0
[3,4] 1
[5] 2
[6] 3.
15MultiplyActivateHealSkillCount(Skill usage not found).
16MultiplyFinalCornerEndOrder(Skill usage not found).
17MultiplyInvTeamMemberCount(Skill usage not found).
18MultiplyBaseWiz(Skill usage not found).
19AddDistanceDiffTopAffects distance to the leading horse (inherent in CB for middle distance).
The saying for CB inherent is that more than 8 horse lengths +0.1m/s can be taken as a reference.
20MultiplyBlockedSideMaxContinueTimePhaseMiddleRun1The inherent skill of "Sakura in the Skin" calculates the multiplier based on the time of competition in the middle stage (BlockSide). The following skill-related information is inferred:
The coefficient data structure used by the skill contains a Threshold and a Multiply, and it is an array for storage. Printing the corresponding array gives the following content:
Threshold: 2 Multiply: 1
Threshold: 4 Multiply: 2
Threshold: 6 Multiply: 3
Threshold: 999 Multiply: 4
It can be simply understood that <Threshold will use the corresponding configured multiplier, meaning that 6s of competition in the middle stage can receive a 4x bonus.
21MultiplyBlockedSideMaxContinueTimePhaseMiddleRun2Threshold: 4, Multiply: 2.

Target Types#

target_type_x_x and target_value_x_x analysis.

target_typeenumDescription
1SelfUsed on oneself (most skills target this).
2AllUsed on all (no usage of this type of skill found).
3AllOtherSelfUsed on all except oneself (no usage of this type of skill found).
4VisibleUsed within the visible range (e.g., "Eight Directions Glare")
(Value is the maximum number of targets).
5RandomOtherSelf(No usage of this type of skill found).
6Order(No usage of this type of skill found).
7OrderInfront(No usage of this type of skill found).
8OrderBehind(No usage of this type of skill found).
9SelfInfrontFor all horses in front (value is the maximum number of targets).
10SelfBehindFor all horses behind (value is the maximum number of targets).
11TeamMember(No usage of this type of skill found).
12Near(No usage of this type of skill found).
13SelfAndBlockFront(No usage of this type of skill found).
14BlockSide(No usage of this type of skill found).
15NearInfront(No usage of this type of skill found).
16NearBehind(No usage of this type of skill found).
17RunningStyle(No usage of this type of skill found).
18RunningStyleOtherSelfTargeting based on running style (value [1,4] corresponds to escape-chase).
19SelfInfrontTemptationAnxiety in front (value is the maximum number of targets).
20SelfBehindTemptationAnxiety behind (value is the maximum number of targets).
21RunningStyleTemptationOtherSelfRunning style anxiety (value [1,4] corresponds to escape-chase).
22CharaIdCorresponding character exists.
23ActivateHealSkillTriggering characters for stamina recovery (value is the maximum number of targets).
Loading...
Ownership of this post data is guaranteed by blockchain and smart contracts to the creator alone.