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 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.

    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 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.

FieldPurposeNotes
idTable IDYou can look up the name in the text table using the id; 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 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_valueSkill Corresponding Score Points
precondition_xPreconditions_x indicates multiple, e.g., precondition_1, precondition_2, and so on.
condition_xTrigger Conditions
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 TypeFor example: speed increase, acceleration, stamina recovery, etc.
ability_value_usage_x_xSkill Value Conversion MethodSome skills may 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 for skills.
target_value_x_xTarget ValueValues related to the selected target.
popularity_add_param_xPresumably used for calculating popularity.
activate_lotWhether the skill must activate1: 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 and condition_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".

KeywordDescriptionNotes
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, trailing, pursuit.
phaseRace Phase[0,3] corresponds to early, middle, late first half, late second half.
phase_randomRandom position in the corresponding race phasephase_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_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 bend or straight1: bend 0: straight.
is_final_cornerFinal bend and subsequent final straight
bashin_diff_behindDistance difference from the horse behind
bashin_diff_infrontDistance difference from the horse in front
distance_diff_topDistance from the leading horse
change_order_onetimeWhether there has been a change in order<0 indicates a forward change, >0 indicates a backward change.
change_order_up_end_afterNumber of times order change has occurred
is_overtakeWhether there is an overtaking targetFor 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_rateRunning distance ratio
remain_distanceRemaining track distance
blocked_side_continuetimeTime blocked by horses
compete_fight_countTrigger pursuit comparison>0 indicates triggering pursuit comparison.
temptation_countTrigger anxietySome skills may have requirements that prevent triggering anxiety.
is_lastspurtWhether it is the final sprintIf stamina is sufficient, it will start the final sprint; if stamina is insufficient, the sprint time will be delayed.
activate_count_middleNumber of skills released in the middle phaseFor example, the "Tail Up" skill 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 skill activation
lane_typeInside or outside lane0: inside lane 1: outside lane.
seasonSeason[1,4] spring, summer, autumn, winter 5: spring (sakura).
rotationDirection of the track1: right 2: left.
track_idRacecourse location restrictionThis can be understood by looking at the skill description.
post_numberLane at the start
corner_randomBend 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
1SpeedBase speed attribute.
2StaminaBase stamina attribute.
3PowerBase power attribute.
4GutsBase guts attribute.
5WizBase intelligence attribute.
6RunningStyleExOonigeGreat escape.
7HpDecRateStamina decrease (skill usage not found).
8VisibleDistanceVisibility.
9HpRateStamina recovery.
10StartDashStart dash time.
11ForceOvertakeIn(Skill usage not found).
12ForceOvertakeOut(Skill usage not found).
13TemptationEndTimeExtend anxiety time.
21CurrentSpeedCurrent speed.
22CurrentSpeedWithNaturalDecelerationUsing 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.
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).
50xChallengeMatchBonusXXXPresumably used for training inheritance events.

The following descriptions are based on analysis through existing skills and available numerical information.

ability_value_usageenumDescription
1DirectDirect usage, 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 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.
20MultiplyBlockedSideMaxContinueTimePhaseMiddleRun1The 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.
21MultiplyBlockedSideMaxContinueTimePhaseMiddleRun2Threshold: 4, Multiply: 2.

Target Types#

target_type_x_x and target_value_x_x analysis.

target_typeenumDescription
1SelfUsed on oneself (most skill targets are this).
2AllUsed on all (no usage of this type found).
3AllOtherSelfUsed on all except oneself (no usage of this type found).
4VisibleUsed within the visible range (e.g., "Eight Directions").
(Value is the maximum number of targets).
5RandomOtherSelf(No usage of this type found).
6Order(No usage of this type found).
7OrderInfront(No usage of this type found).
8OrderBehind(No usage of this type found).
9SelfInfrontUsed on all horses in front (value is the maximum number of targets).
10SelfBehindUsed on all horses behind.
11TeamMember(No usage of this type found).
12Near(No usage of this type found).
13SelfAndBlockFront(No usage of this type found).
14BlockSide(No usage of this type found).
15NearInfront(No usage of this type found).
16NearBehind(No usage of this type found).
17RunningStyle(No usage of this type found).
18RunningStyleOtherSelfTargeting based on running style (value [1,4] corresponds to escape-pursuit).
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-pursuit).
22CharaIdCorresponding character exists.
23ActivateHealSkillCharacters triggering stamina recovery (value is the maximum number of targets).
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