Uma Musume Race Mechanics
Table of Contents
- Frame Rate
- Section
- Phase
- Bashin, Horse Length
- Stats
- Raw Stats
- Base Stats
- Motivation Coefficient
- Adjusted Stats
- Ground Modifier
- Strategy Proficiency Modifier
- Race Course Modifier
- Single Mode Modifier
- Speed
- Target Speed
- Force-In Modifier
- Strategy Modifier
- Move Lane Modifier
- Slope Modifier
- Base Speed
- Base Target Speed
- Strategy Phase Coefficient
- Distance Proficiency Modifier
- Randomness Per Section
- Last Spurt
- Starting Speed
- Minimum Speed
- Blocking
- Current Speed
- Acceleration
- Base Acceleration
- HP
- Stamina
- Skills
- Skill Activation Chance
- Skill Ability
- CurrentSpeed (21)
- CurrentSpeedWithNaturalDeceleration (22)
- Skill Duration
- Skill Cooldown
- Skill Conditions
- x_random
- straight_random
- corner_random
- all_corner_random
- phase_corner_random
- phase
- remain_distance
- order_rate
- order_rate_inXX_continue
- near_count
- is_surrounded
- behind_near_lane_time, infront_near_lane_time
- activate_count_x
- Skill Target
- Skill Level
- Value Scaling, Ability Value Usage
- Aoharu Skills (3-7)
- Multiply Random (8, 9)
- Climax Skills (10)
- MultiplyMaximumRawStatus (13)
- MultiplyActivateSpecificTagSkillCount (14)
- AddDistanceDiffTop (19)
- MultiplyBlockedSideMaxContinueTimePhaseMiddleRun (20, 21)
- MultiplySpeed (22, 23)
- MultiplyArcGlobalPotentialLevel (24)
- MultiplyTopLeadAmount (25)
- Duration Scaling, Ability Time Usage
- Lane
- Lane Change Speed
- Target Lane
- Overtake Targets
- Normal Mode
- Overtake Mode
- Fixed Mode
- Extra Move Lane (Final Corner Lane)
- Blocking
- Front Blocking
- Side Blocking
- Overlapping
- Vision
- Start Delay, Late Start
- Position Keeping
- Pacemaker
- Front Runner Modes
- Rushed, Kakari
- Spot Struggle | Lead Competition
- Dueling | Compete Fight
- Charge Up / Fully Charged
- Compete Before Spurt
- Stamina Consumption
- Secure Lead
- Desirable Lead
- Stamina Consumption
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Uma Musume Race Mechanics by KuromiAK
The majority of the information we know about racing logic comes from reverse engineering
done by @umamusu_reveng, who has stopped their activity, @kak_eng and @hoffe_33.
Information here is not guaranteed to be correct, though most has been verified by in-game
observation.
The developers have stopped including new race mechanics in the client application. So most
new mechanics after the 1st anniversary described are speculations based on the game's
parameter file, packet captures of the race replay data, and manual testing. Information related
to skills and existing mechanics is still accurate to my knowledge.
Beware that some mechanics and bugs differ based on your respective server. You can find
such differences in the same section that describes the mechanic.
This document refers to the Wit stat as “Wiz”. Runaway as “Oonige”.
Concepts
Frame Rate
Section
Phase
Bashin, Horse Length
Stats
Raw Stats
Base Stats
Motivation Coefficient
Adjusted Stats
Ground Modifier
Strategy Proficiency Modifier
Race Course Modifier
Single Mode Modifier
Speed
Target Speed
Slope Modifier
Base Speed
Base Target Speed
Strategy Phase Coefficient
Distance Proficiency Modifier
Randomness Per Section
Last Spurt
Starting Speed
Minimum Speed
Blocking
Current Speed
Acceleration
Base Acceleration
Strategy phase coefficient
Ground type proficiency modifier
Distance proficiency modifier
Start Dash
Deceleration
HP
Stamina
Strategy Coefficient
HP Consumption
HP Recovery Skills
Out of HP
Skills
Skill Activation Chance
Skill Ability
CurrentSpeed (21)
CurrentSpeedWithNaturalDeceleration (22)
Skill Duration
Skill Cooldown
Skill Conditions
x_random
straight_random
corner_random
all_corner_random
phase_corner_random
phase
remain_distance
order_rate, order_rate_inXX_continue
near_count
is_surrounded
behind_near_lane_time, infront_near_lane_time
activate_count_x
Skill Target
Skill Level
Value Scaling, Ability Value Usage
Direct (1)
MultiplySkillNum (2)
Aoharu Skills (3-7)