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 the bonuses for this type of data conform 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 does affect the corresponding training values and stamina consumption.
Specific Value Data#
Intelligence and power training have been verified, while other training has only been verified at level one as correct, with other training data extrapolated 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 derived using the same pattern (level 6 has not been tested for verification).
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 rates, there are several hypotheses:
-
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 examining the database, several useful fields can be found. Here are the key fields listed briefly, with the fields in red explained in the sections below.
Field | Purpose | Notes |
---|---|---|
id | Table ID | You can look up the name in the text table using the id; 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 for Turbulence!" 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: Corresponds to the evolution skill added in the second anniversary. |
grade_value | Skill Corresponding Score Points | |
precondition_x | Preconditions | _x indicates multiple, e.g., precondition_1, precondition_2, and so on. |
condition_x | Trigger Conditions | |
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 | For example: speed increase, acceleration, stamina recovery, etc. |
ability_value_usage_x_x | Skill Value Conversion Method | Some skills may 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 for skills. |
target_value_x_x | Target Value | Values related to the selected target. |
popularity_add_param_x | Presumably used for calculating popularity. | |
activate_lot | Whether the skill must activate | 1: Indicates that it needs to be determined based on intelligence to decide activation probability; 0: Indicates that it will definitely activate if conditions are met. |
Skill Trigger Conditions#
Related to
precondition_x
andcondition_x
. Here are some common examples; for more complete data, you can refer to GameTora.
An example of the content in the conditions is 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 | Notes |
---|---|---|
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, trailing, pursuit. |
phase | Race Phase | [0,3] corresponds to early, middle, late first half, late second half. |
phase_random | Random position in the corresponding race phase | phase_random==1 means activation at a random position in the middle phase; 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 bend or straight | 1: bend 0: straight. |
is_final_corner | Final bend and subsequent final straight | |
bashin_diff_behind | Distance difference from the horse behind | |
bashin_diff_infront | Distance difference from the horse in front | |
distance_diff_top | Distance from the leading horse | |
change_order_onetime | Whether there has been a change in order | <0 indicates a forward change, >0 indicates a backward change. |
change_order_up_end_after | Number of times order change has occurred | |
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 in front as a target to overtake without needing to change the actual order. |
distance_rate | Running distance ratio | |
remain_distance | Remaining track distance | |
blocked_side_continuetime | Time blocked by horses | |
compete_fight_count | Trigger pursuit comparison | >0 indicates triggering pursuit comparison. |
temptation_count | Trigger anxiety | Some skills may have requirements that prevent triggering anxiety. |
is_lastspurt | Whether it is the final sprint | If stamina is sufficient, it will start the final sprint; if stamina is insufficient, the sprint time will be delayed. |
activate_count_middle | Number of skills released in the middle phase | For example, the "Tail Up" skill 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 skill activation | |
lane_type | Inside or outside lane | 0: inside lane 1: outside lane. |
season | Season | [1,4] spring, summer, autumn, winter 5: spring (sakura). |
rotation | Direction of the track | 1: right 2: left. |
track_id | Racecourse location restriction | This can be understood by looking at the skill description. |
post_number | Lane at the start | |
corner_random | Bend 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 | Base speed attribute. |
2 | Stamina | Base stamina attribute. |
3 | Power | Base power attribute. |
4 | Guts | Base guts attribute. |
5 | Wiz | Base intelligence attribute. |
6 | RunningStyleExOonige | Great escape. |
7 | HpDecRate | Stamina decrease (skill usage not found). |
8 | VisibleDistance | Visibility. |
9 | HpRate | Stamina recovery. |
10 | StartDash | Start dash time. |
11 | ForceOvertakeIn | (Skill usage not found). |
12 | ForceOvertakeOut | (Skill usage not found). |
13 | TemptationEndTime | Extend anxiety time. |
21 | CurrentSpeed | Current speed. |
22 | CurrentSpeedWithNaturalDeceleration | Using unpacked brother's Twitter content as reference: 1. Directly adds to speed during duration. (Up to this point, it is the same processing as 21 CurrentSpeed, meaning debuffs.) 2. Once the duration ends, it raises the current speed by the amount of skill effect, but only once. Combining the name distinction allows for a more natural inference: CurrentSpeed was mainly used for deceleration skills, and for these skills, the deceleration is applied directly without an acceleration and deceleration process, while this field means that after the skill ends, the speed is not directly reduced but 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 | Presumably used for training inheritance events. |
The following descriptions are based on analysis through existing skills and available numerical information.
ability_value_usage | enum | Description |
---|---|---|
1 | Direct | Direct usage, 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 from the leading horse (CB inherent for middle distance). The statement for CB inherent is that more than 8 horse lengths gives +0.1m/s, which can be used as a reference. |
20 | MultiplyBlockedSideMaxContinueTimePhaseMiddleRun1 | The inherent of the skin change Sakura in the King, calculates the multiplier based on the time of competition in the middle phase (BlockSide). The following skill-related information is inferred: The coefficient data structure for skill usage includes a Threshold and a Multiply, and it is an array for storage. Printing the corresponding array yields 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 a 6s competition in the middle phase can yield 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 skill targets are this). |
2 | All | Used on all (no usage of this type found). |
3 | AllOtherSelf | Used on all except oneself (no usage of this type found). |
4 | Visible | Used within the visible range (e.g., "Eight Directions"). (Value is the maximum number of targets). |
5 | RandomOtherSelf | (No usage of this type found). |
6 | Order | (No usage of this type found). |
7 | OrderInfront | (No usage of this type found). |
8 | OrderBehind | (No usage of this type found). |
9 | SelfInfront | Used on all horses in front (value is the maximum number of targets). |
10 | SelfBehind | Used on all horses behind. |
11 | TeamMember | (No usage of this type found). |
12 | Near | (No usage of this type found). |
13 | SelfAndBlockFront | (No usage of this type found). |
14 | BlockSide | (No usage of this type found). |
15 | NearInfront | (No usage of this type found). |
16 | NearBehind | (No usage of this type found). |
17 | RunningStyle | (No usage of this type found). |
18 | RunningStyleOtherSelf | Targeting based on running style (value [1,4] corresponds to escape-pursuit). |
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-pursuit). |
22 | CharaId | Corresponding character exists. |
23 | ActivateHealSkill | Characters triggering stamina recovery (value is the maximum number of targets). |