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.
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
Skill Related#
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.
Field | Purpose | Remarks |
---|---|---|
id | Table ID | You can check the name through the id in the text table; the id corresponds to the index column of the text table. |
rarity | Skill Rarity | 1: 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_value | Skill Corresponding Score Points | |
precondition_x | Precondition | _x represents multiple, e.g., precondition_1, precondition_2, and so on. |
condition_x | Trigger Condition | |
float_ability_time_x | Skill Time | Time-related values divided by 10000 to convert to seconds. |
float_cooldown_time_x | Cooldown Time | Most are 500s, but a few skills are 30s, e.g., "Corner Expert ○". |
ability_type_x_x | Skill Type | e.g., speed increase, acceleration, stamina recovery, etc. |
ability_value_usage_x_x | Skill Value Conversion Method | Some skills will affect values based on the number of skill activations. |
float_ability_value_x_x | Skill Value | Speed: 1500 means 0.15m/s Acceleration: 4000 means 0.4m/s^2 Stamina recovery: 550 means 5.5%. |
target_type_x_x | Target Type | Related to the target selection of skills. |
target_value_x_x | Target Value | Values related to the selected target. |
popularity_add_param_x | Based on the name, it is guessed to be used for calculating popularity. | |
activate_lot | Whether the skill must activate | 1: Indicates that activation probability depends on intelligence; 0: Indicates that conditions must be met for activation. |
Skill Trigger Conditions#
Related to
precondition_x
andcondition_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".
Keyword | Description | Remarks |
---|---|---|
distance_type | Track Distance Information | [1,4] represents short distance to long distance. |
ground_type | Ground Information | [1,2] represents grass and dirt. |
running_style | Running Style | [1,4] escape, lead, difference, chase. |
phase | Race Phase | [0,3] corresponds to early stage, middle stage, final stage front half, final stage back half. |
phase_random | Random position in the corresponding race phase | phase_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_random | Random position in the later half of the corresponding race phase | |
phase_firsthalf_random | Corresponding to the first half | |
order_rate | Race Ranking Requirement | The value is a ratio; 65 means 65%, and the result is rounded up. |
order | Race Ranking Requirement | This is the specific value. |
corner | Indicates whether it is a curve or straight | 1: curve, 0: straight. |
is_final_corner | Final curve and subsequent final straight | |
bashin_diff_behind | Distance difference with the horse behind | |
bashin_diff_infront | Distance difference with the horse in front | |
distance_diff_top | Distance to the leading horse | |
change_order_onetime | Whether there is a change in ranking | <0 indicates a forward change, >0 indicates a backward change. |
change_order_up_end_after | Number of times ranking changes occur | |
is_overtake | Whether there is an overtaking target | For 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_rate | Running distance ratio | |
remain_distance | Remaining track distance | |
blocked_side_continuetime | Time blocked by horses | |
compete_fight_count | Trigger chase comparison | >0 indicates triggering chase comparison. |
temptation_count | Trigger anxiety | Some skills have a requirement that prevents triggering anxiety. |
is_lastspurt | Whether it is the final sprint | If 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_middle | Number of skills released in the middle stage | For example, the skill "Tail Up" has a skill release quantity requirement. |
near_count | Number of nearby Uma Musume | |
is_surrounded | Being surrounded | |
is_last_straight_onetime | When entering the final straight | |
down_slope_random | Random position on a downhill | |
up_slope_random | Random position on an uphill | |
hp_per | Remaining stamina requirement | |
infront_near_lane_time | Duration of nearby horses in front | |
behind_near_lane_time | Duration of nearby horses behind | |
accumulatetime | Accumulated time without activating skills | |
lane_type | Inner or outer lane | 0: inner lane, 1: outer lane. |
season | Season | [1,4] Spring, Summer, Autumn, Winter; 5: Spring (Sakura). |
rotation | Left or right direction of the track | 1: right, 2: left. |
track_id | Racecourse location limit | This can be understood by looking at the skill description. |
post_number | Lane at the start | |
corner_random | Curve random | |
straight_random | Straight random | |
ground_condition | Track condition | [1,4] good, bad, slightly heavy, heavy. |
is_basis_distance | Whether the track distance is divisible by 400 | 1: core distance ○, 0: non-core distance ○. |
weather | Weather | [1,4] sunny, cloudy, rainy, snowy. |
random_lot | Fixed activation probability |
Skill Types#
ability_type_x_x
andability_value_usage_x_x
ability_type | enum | Description |
---|---|---|
1 | Speed | Basic speed attribute. |
2 | Stamina | Basic stamina attribute. |
3 | Power | Basic power attribute. |
4 | Guts | Basic guts attribute. |
5 | Wiz | Basic intelligence attribute. |
6 | RunningStyleExOonige | Great escape. |
7 | HpDecRate | Stamina decrease (skill usage not found). |
8 | VisibleDistance | Visibility. |
9 | HpRate | Stamina recovery. |
10 | StartDash | Start time. |
11 | ForceOvertakeIn | (Skill usage not found). |
12 | ForceOvertakeOut | (Skill usage not found). |
13 | TemptationEndTime | Extend anxiety time. |
21 | CurrentSpeed | Current speed. |
22 | CurrentSpeedWithNaturalDeceleration | Reference 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. |
27 | TargetSpeed | Target speed. |
28 | LaneMoveSpeed | Lane change speed. |
29 | TemptationPer | Increase anxiety probability. |
30 | PushPer | (Skill usage not found). |
31 | Accel | Acceleration. |
35 | TargetLane | Target lane. |
36 | ActivateRandomNormalAndRareSkill | (Skill usage not found). |
37 | ActivateRandomRareSkill | Randomly trigger gold skills (inherent to watercraft). |
50x | ChallengeMatchBonusXXX | Should be used for training inheritance events. |
The following descriptions are analyzed through existing skills and the numerical information that can be found.
ability_value_usage | enum | Description |
---|---|---|
1 | Direct | Directly used, for example, speed increase of 0.15m/s is directly this value. |
2 | MultiplySkillNum | Each skill increases by 1% with a maximum increase of 20%. |
3 | MultiplyTeamTotalSpeed | Sum 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%. |
4 | MultiplyTeamTotalStamina | Same as speed. |
5 | MultiplyTeamTotalPower | Same as speed. |
6 | MultiplyTeamTotalGuts | Same as speed. |
7 | MultiplyTeamTotalWiz | Same as speed. |
8 | MultiplyRandom1 | (Skill usage not found). |
9 | MultiplyRandom2 | (Skill usage not found). |
10 | MultiplySingleModeWinCount | Determines multiplier based on win count: [0,6) 0.8 [6,14) 0.9 [14,18) 1 [18,25) 1.1 [25,∞) 1.2. |
12 | MultiplyFanCount | Determines multiplier based on fan count: [0,20k) 0.8 [20k,50k) 0.9 [50k,100k) 1 [100k,160k) 1.1 [160k,∞) 1.2. |
13 | MultiplyMaximumRawStatus | |
14 | MultiplyActivateSpecificTagSkillCount | Determines multiplier based on the number of green skills activated: [0,2] 0 [3,4] 1 [5] 2 [6] 3. |
15 | MultiplyActivateHealSkillCount | (Skill usage not found). |
16 | MultiplyFinalCornerEndOrder | (Skill usage not found). |
17 | MultiplyInvTeamMemberCount | (Skill usage not found). |
18 | MultiplyBaseWiz | (Skill usage not found). |
19 | AddDistanceDiffTop | Affects 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. |
20 | MultiplyBlockedSideMaxContinueTimePhaseMiddleRun1 | The 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. |
21 | MultiplyBlockedSideMaxContinueTimePhaseMiddleRun2 | Threshold: 4, Multiply: 2. |
Target Types#
target_type_x_x
andtarget_value_x_x
analysis.
target_type | enum | Description |
---|---|---|
1 | Self | Used on oneself (most skills target this). |
2 | All | Used on all (no usage of this type of skill found). |
3 | AllOtherSelf | Used on all except oneself (no usage of this type of skill found). |
4 | Visible | Used within the visible range (e.g., "Eight Directions Glare") (Value is the maximum number of targets). |
5 | RandomOtherSelf | (No usage of this type of skill found). |
6 | Order | (No usage of this type of skill found). |
7 | OrderInfront | (No usage of this type of skill found). |
8 | OrderBehind | (No usage of this type of skill found). |
9 | SelfInfront | For all horses in front (value is the maximum number of targets). |
10 | SelfBehind | For all horses behind (value is the maximum number of targets). |
11 | TeamMember | (No usage of this type of skill found). |
12 | Near | (No usage of this type of skill found). |
13 | SelfAndBlockFront | (No usage of this type of skill found). |
14 | BlockSide | (No usage of this type of skill found). |
15 | NearInfront | (No usage of this type of skill found). |
16 | NearBehind | (No usage of this type of skill found). |
17 | RunningStyle | (No usage of this type of skill found). |
18 | RunningStyleOtherSelf | Targeting based on running style (value [1,4] corresponds to escape-chase). |
19 | SelfInfrontTemptation | Anxiety in front (value is the maximum number of targets). |
20 | SelfBehindTemptation | Anxiety behind (value is the maximum number of targets). |
21 | RunningStyleTemptationOtherSelf | Running style anxiety (value [1,4] corresponds to escape-chase). |
22 | CharaId | Corresponding character exists. |
23 | ActivateHealSkill | Triggering characters for stamina recovery (value is the maximum number of targets). |