Original text: Training The numbers in the arrow section accumulate up to 8 Icons with no numbers left: Break button/target race/stray race All of these are +1 in 6 turns. Each set is saved in 3 types of gauges: blue/green/red. After 6 turns, each will consume the gauges you have saved and converted to the icon “Knowledge.” The “Amount” of the gauges you have saved determines the range of choice for that color. The maximum is 3 types of 8, 8, if you cannot save up to 8, the color will have to be chosen from 2 or fewer. If you are not able to save up to 1 or less, you will not be able to choose if you are under 1 and below. If you continue to step on the same color just because the training session is strong, there are fewer options for your mind, which tends to be a disaster. The beginning of the training course is “4 lines” with good value for money. If you choose a color with this in mind, you will have 6 or more options. For the selection of tips, you will recover your physical strength by 25 times in the end of the year. It’s a waste to avoid the max physical strength. In the first year, you will also be motivated by the event of the person who is the embodiment. The 2 types of tips will help you get the 2nd type of tips. If you have 4 types of tips, you will be able to get the 3rd type of tips. You will accumulate 6 points of tips just before the second year training camp. If you have the same number, you will receive the “guidance” of the color of the 6 points. If you add the same number, you will use that characteristic to improve your stats. This time, there are three types of tips, which complicate this scenario. As far as you can see, The majority of Hiseiko will recover your health for the end of the year. Let’s reduce your health for the end of the year. In this scenario, there will be no lucky points, but you won’t be motivated, even if you recover your health at the end of the year. The final Almond Eye appearance condition The G1 Classic Triple Crown and the three-crowned filly crown are combined, but you will likely encounter them if you have won several of these and have won all of these races. With the setting of Omare training, if you are focused on G1 races above “medium” it will be easier to encounter them. Your status will be higher than doubled compared to other CPUs. The aptitude is also high for Triple S’s complete aptitude training. It was bad if you only have non-stroke skills and have a perfect acceleration like a king, but if you have mastered the skill of the training horse, it is easy to win. The above is a rough explanation for Legends. Memorizing the amount of recovery The root part of the Legends: “You have to accumulate gauges” “The choices of mind narrow” Again, the gauge that increases with holidays is 1 is 1 and you only have two options to remember. You can recover during the knowledge scenario to avoid the break button on 35/2 of the year 1st year. It depends on your remaining physical strength, but “Don’t press smart repeatedly in December.” If you use the 4-prong embosser, the recovery amount will decrease if you use it yourself. Note: The recovery amount for the event that starts going out is “45” and you can recover nearly half of the event recovery amount for three people S Ssymboli/Haiseiko is “58” Cent light is “45” “Lows St Light is “Lows St Light” 48″ This is also characterized by the ability to switch one gauge from 0 to MAX. Last 5th time “65” This is the best way to recover, but the gauge will return to +3 each. It is better to keep the two outings for the second and third year training camps. The reason is that you need to manage your physical strength, but it is also to avoid a state of low motivation. “Avoid the smarts at the end of the year” “Sent Light Small” “Going out in late June” That’s all ① Next, as a prerequisite to remember, we recommend focusing on the “Red” popular in the skill test★You should avoid it in 1. × “Improve your strength rate” Reason: Hiseiko is almost no longer needed from the second half of the training. Unless you follow the friendship of your good training, you will not need to increase your strength rate. 〇The amount of increase in your bond gauge is “two” If you get charm in the beginning, one is enough. The amount of bond gauge added in the second half of training This also applies to this. If you add two increases, it reaches max in 2 times. If you don’t have one, it reaches max in 3 times. If you don’t have one, it will change the number of fixed positions explained earlier, so “two increases” Add it to the beginning ★3 I’ve put it all together in one way, but ★1×2 doesn’t have to press the give up button, including the flow of the early development. There is a mysterious part, but even if you add two increases, there are occasional supporters that don’t get the maximum in 2 times. Does it tend to happen during training camps where support events don’t occur? If you know the reason for this, please comment ★2 is difficult △ When the hint system is in a conditional △ It will no longer work If you have a conditional 2nd hint system, it will no longer work 〇The reason for buffing in the “Motivation effect” notation is later shown below: The clone with red buff turn limit for “Number of people x UP” is difficult to evaluate, so it should be displayed small ★3 should be avoided × Reason for “rest” notation Rest of “rest” is treated as “rest”, but the gauges that can be saved with these are +1 If you only step on the gauge 1 in the second half of the training, there is a pattern where you cannot pick up ★3★3* The idea of conserving the outings of the embodiment until the second half was impossible even with the 2nd generation. You can’t save the gauge in the early stages without using outings, so “rest” is currently x ★3 and the first thing you should aim for is ◎ The reason for the reduction in green health consumptionのですねったいです。 English: You can avoid the break button. The second half of the book accumulates and you can increase your stats, so you really shouldn’t rest at the end. Just to aim for lower consumption, the fifth one is the green gauge. The full swing is whether you can pick it up with the fifth or sixth game, and the fork of the upside down is “down green consumption, the highest priority.” Important And the next goal is “A clone with no red turn limit” ★ “Number of people x UP” that can be obtained from 2 will become stronger once you are able to clone each turn. By the way, these three well-written notations in the explanations will increase the friendship bonus/training effect, which one should you prioritize? If you conclude, the correct answer is to raise the three types in a balanced manner. You can increase your stats rather than making one type sharper. By the way, the number of motivation effects will be the same as friendship/training effect. If you have knowledge, you should remember that “motivation effects are weak for the numbers”, and you should prioritize increasing the friendship bonus/training effect★I suggested “motivation effects” in 2 because it seems like it’s more likely to be depressed.You can check what kind of buffs you have by pressing and holding the icon on the main screen.If you’re unsure, please check the summary of ②: “Two increase amounts of increase” “Green consumption is down priority” “Red turn limitless clone” “Buffs are balance” There was a detailed information that followed, so the final one is simple: “The performance of smartness has decreased” The usual number story of smartness is the part where the friendship training between two people in the Duska + CPU is “+13” is the development of the basics of SP in this scenario. By the way, the number above is the number that affects the basics of SP. This is the guide to the Green Speed Symbol, not the Red Friendship Red’s Hiseiko, but the basic value of “+14” is the same calculation formula as the previous Daska. Here is a comparison of Gamewith, which Uma Musume users often use. In the last Mechauma Musume scenario, Daska earned more SP. In this legend, the growth is reversed. “Depending on the type of training” and “How the SP grows differently.” This is the first time I’ve seen this scenario. Until now, all five training types of SP were common. To add to this, the “+13” in Daska mentioned earlier is +1 for two CPUs, which is +12 for a single unit. Even though it’s winning in the number of people, it’s not exceeding the growth in the same way. In some ways, it’s amazing, but even with this line, it’s +50 It only increases by half the MAX100, but the upper limit of wiseness has increased, but “the performance of smartness has decreased.” To be more precise, it’s only smart. It’s still the mecha, and the gear is still attached to the top left, so perhaps the cause is Noto (the person inside) The official message “Use the break” is that if you use “rest” too much, the gauge will only increase by 1 and you will likely miss out on the 3rd notes. To prevent this, 1) make the most of the recovery events you can pick up during training 2) Bond boosting in the beginning and lowering consumption is the top priority, which leads to 3) smart performance ↓ 0:00 Overall flow 2:45 Recovery amount 4:05 Tips 〇 7:44 Smart (weak) Source: Uma Musume Pretty Derby/©Cygames,Inc. https://umamusume.jp/ BGM used “SWITCHEROO!” Private Manbo “Trick style” Private Manbo “Nicome Nako-chan”
20 Comments
新シナリオ実装のたびに「昔(のシナリオ)は良かった」とぼやくコメントがあるの面白い😊
めちゃくちゃ助かります
編集お疲れ様です
感想 周回の仕様クソ過ぎて草生えねえ
レースのコンティニュー仕様退化したのは無いわー
メカが良調整だったのに伝説で難易度上がりすぎて育成モチベがダダ下がりです。メカでUC作れたのに伝説でUEしか届かず。
少なくとも休憩という条件の心得がつくならお休みやレースは+3でよかったかと。調整が入ることを願います。
クラシックディスタンス〜古馬王道路線を走るウマ娘は総じて不利やなこれ
目標レースでゲージプラス1はキツイし、頑張ってゲージ貯めてもクソ心得オンリーとかでシニアの4月にやっと必須心得ゲットとかになるから、その時点でもうやる気無くなる
最後の3ターン返して欲しい
もう運要素は懲り懲りや
休憩はたぶんセントライト専用でしょうか……。休憩でやる気が上がる慈愛?とかいう心得があるらしいですし。
2:09
アーモンドアイに関して言えば、よりにもよってメイクデビューで負けた(しかも何故か時計使えなかった)上に勝ち鞍ヴィクトリアマイルしか被ってないバンブーでもマイルで戦えたから、単純にG1勝ち数と年末イベントレース全勝な気がします。
(尚、適当にやりすぎてG1アホみたいに走っちゃったので何勝以上が条件かは不明)
メカ娘
ステ盛り!
距離!
スキル完走!
以上を運で超えれば強いウマ娘ができるぞ!
レジェンズ
上記に加えて
したい練習に求めてる色が来るかどうか(完全な運)
心得選択(数はある程度操作できるが必要なのが来るかは完全な運)
も加わるぞ!
バカかな?
練習沢山できたり友情ピカピカ光んの楽しい分育成目標のレース来る度すごい不快な気持ちになる
ゲームはなんも考えたくなくて、適当にやって運に任せてタコ負けするのが楽しいので多分私は楽しめるんだろうけどレース出るの腹立つからやっぱ楽しくない?笑
いつも解説ありがとう〜!本当に何も考えたくないので分析してくれる人のおかげで生きてる!
よく解らなかったから最後のアアに勝てなかったので勉強になります
欲しいトレーニングが光らない
に加えて
欲しい色が出ない
欲しい心得が出ない
どんどん運ゲーが酷くなる
レース出場で+3とかの修正来たらおまかせ因果の設定チューニングにもある種の面白さが出てきそう
なるほど、わからん
三女神シナリオ並のクソシナリオステータスが伸びない
5:06
亀コメ既出なら申し訳ないけど親友(ゲージMAX)+ヒントの練習踏むとゲージ初期化後にヒント分で親友ゲージ+
その後サポカイベント等が入るとイベントでも親友ゲージ+、なので★1心得2種で+4されてるだろうから絆18になるケースはそこそこありそうです
このシナリオ難しくない?😢
セイコールートなら、絆+2を二つ最初にとるのが安定やね。どのみちお出かけして体力は回復するので、磨励は地雷っぽい
イベントぐらいしか使いたくない。
マチカネタンホイザは毎回アモアイ出てくる
目標レースが条件満たしてるのかな