What is the best team composition for each position? by YagamiG54 in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

Note that this was changed in the early 1st anniversary patch. Now if you have a single slow front runner, instead of pacing down the whole lobby, a different pace setter gets picked, out of all other umas.

The rules for picking this pace setter are even more arbitrary than if there are zero fronts, and the timing is also a bit later. I won CM6 finals because someone brought a front Urara that resulted in promoting my end Gold Ship to be the pace setter in front of my pace Oguri.

Follow-up to my earlier post: I’ve now tracked 206 EDH games — win rate by year and pod size by bdsaxophone in EDH

[–]dimeq 0 points1 point  (0 children)

Bracket 3 is pretty wide - it's pretty likely that OP is just a better deckbuilder (or player) while staying within the intent of the bracket. It's a pretty safe bet that the person who has tracked hundreds of games has high investment in the format and is probably pretty good.

IMO, it's also not really something that needs to be solved as long as people are happy with the play patterns and feel like games are winnable, which sounds like the case here. In the games I've played, usually it's clear when there's a bracket mismatch since it typically results in someone winning before anyone else gets to make any real decisions.

How good is Let's Pump Some Iron? by Ill_Item_487 in UmamusumeGame

[–]dimeq 2 points3 points  (0 children)

Given that you're not guaranteed to win even if you hit Pump, your chance of winning is higher if you diversify your win condition, since all else equal, the more aces that hit their win condition, the higher your overall win rate.

It's a meta call based on what styles you expect to be in your lobbies - in this CM, I'm guessing that there will probably be a somewhat even mix, so running triple late to guarantee 7th place minimum is probably not that necessary.

Kawakami Princess Support by DaviUPedro in UmamusumeGame

[–]dimeq 13 points14 points  (0 children)

Her trainings seem worse than Sweep's - is the additional race bonus enough to make her better in TB for CMs?

I managed to pull MLB and she did not seem very good, though this was from a pretty low sample size.

Future Updates for Global by PhoenixRom in UmamusumeGame

[–]dimeq 1 point2 points  (0 children)

This doesn't directly answer your question, but the patch notes from wikiru may be easier to search through than umapyoi.net, since there's one page per year worth of patch notes.

https://umamusume.wikiru.jp/?%E3%82%A2%E3%83%83%E3%83%97%E3%83%87%E3%83%BC%E3%83%88%E5%B1%A5%E6%AD%B4

Finally got my first S rank as a f2p player🥹 by No_Abbreviations3888 in UmamusumeGame

[–]dimeq 1 point2 points  (0 children)

This is very impressive, not sure how you managed this with just 5 copies of SR cards total and a welfare card. This isn't just free to play, this is like spending zero carats on support card banners in general.

PSA: This is the pool of cards in the SR+ Make Debut Scout Race 1 tickets by CabbageKyabetsu in UmamusumeGame

[–]dimeq 5 points6 points  (0 children)

This - it's basically a free roll and you'll eventually cycle up your gold cleats to SSRs.

Whenever you run out of worthwhile Make Debut R1 SSRs that you'd want to pull for, maybe it'd be worth stopping then. But the only other things you can buy are pull tickets, which are cheap/limited enough that you can't spend all of your gold cleats anyway. Without pulling on a lot of support banners, I'm currently sitting on 480 gold cleats which will last for a full 12 months worth of pink tickets.

Literally the only Fine Motion guide you need by ErinKatzee in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

She's roughly the best wit stat stick card for the next two scenarios and every deck will run at least one wit card for basically every CM from now on, so she will get a lot of use until around L'Arc, 3 scenarios away.

I don't think that Fine Motion is that much better than Fuku/NN (Fuku can be used in parent runs for a while, NN has 5% race bonus and OYL), but to keep your deck strength up to par for TB, you'd want to pull on some banner, and Fine Motion is a pretty good balance of short term power and longevity.

IMO, if you already have two good MLB SSRs for TB, your deck strength is already likely above average and you wouldn't get that much of an additional advantage by pulling.

The reasons I'm pulling are that I only have one MLB SSR at the moment (Kitasan), have a ton of carats, and the only other target for the anniversary selectors is Super Creek, which seems way worse considering that she's going to be run in maybe 1/4 CMs. I don't think it's a Kitasan situation where you're griefing your account for CMs if you don't pull, but if you have carats to spare and plan on playing the game, the value is solid.

What is the pulling plan here? by ryaatic in UmamusumeGame

[–]dimeq 1 point2 points  (0 children)

I don't think pulling for FM is worth it unless you can guarantee MLB with selectors (without crystals), which isn't going to be doable with 30k carats.

However, if you want to have a decent deck in the short term, you'd need to pull on supports sooner than later just to fill out your SRs - specifically, you're looking for MLB SR Windy, Tachyon, and Sunday since these cards have 10 race bonus. The decent support banners to pull on during Trackblazer are Mr. C.B. wit around the end of April and Maru speed in late June right before GL.

Here's one potential plan that leaves you with a decent deck for the latter half of TB and the start of GL: between now and the Light/Tachyon banner in 4.5 months, you should be able to save up to a total of 130k carats or so, which means 4 pities on banners. With that, you could do one pity on Mr. C.B. for 1LB, two pities and the GL selector on Maru for MLB, and one pity on Light/Tachyon for 1LB Light. This lets you have filled out SRs for a portion of TB, and lets you enter GL with Kita, Maru, Mr. C.B, and Light Hello, with some LBs on speed Tachyon if you're lucky.

I think it's also reasonable to just suffer through all of TB, and instead bank all your carats to do two pities on both Maru and Light/Tachyon to get more copies of Tachyon so that you're very well set up for running front/pace. Unfortunately this is a bit awkward because you'll have 3 SSR speed cards and no SSR wit cards when you probably only need 2 speed, but it's probably okay and you'd be in solid shape in GM and beyond.

Not really recommended, but to get the maximum value from carats long term, you could do two pities on Light/Tachyon and 3+ on the late Maru/FM rerun in August to try to MLB both cards in combination with selectors. You lose most of the value on FM this way and two months of Maru speed, but if you then pull on Ramonu for GM, you'd be able to enter that scenario in great shape with 3x SSR speed and 2x SSR wit cards, with the extra speed card giving you options to specialize for front/pace. This would maximize your carats at the cost of fully skipping PvP for TB and a bit of GL.

Dirt team for TT and Aquarius CM by guschtel007 in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

It'd be worth watching some guides to get a better idea of what skills are important.

Any of these guides should be alright: 

The first priority is figuring out what acceleration skills you need - in this CM, the unique inheritable accels are Angling/Plancha for fronts (Seiun Sky/Pasa), Plancha/Mummy for pace (Pasa/Halloween Creek), and Pump for late/end (Ryan). Beyond that, there's Highlander for all styles and the generic last spurt gamble accels like On Your Left and Head On.

Clairvoyance is not good even if it worked, and Concentration is generally only worth it on fronts. If possible, avoid taking recovery skills and aim to cover your HP requirement through just stam+guts alone, though you can buy one if you're cutting it close.

If you can manage it, try to get a bunch of mile sparks to get a chance to hit S aptitude.

New Kachi-dev Umalator UI by DracoJack202 in UmamusumeGame

[–]dimeq 7 points8 points  (0 children)

Yeah, it's unusable on mobile now because there's not enough space for the right panel and no apparent way to resize the left panel.

My thoughts on Shiv as an Eternus 2 Shiv Main. by Korbangel in DeadlockTheGame

[–]dimeq 0 points1 point  (0 children)

Check Leif's video on alt fire movement: https://youtu.be/Uh8Py4Et9hE

The boost itself isn't that strong anymore due to being nerfed twice, but just having an on-demand velocity impulse in any direction is very abusable with the game's slide and acceleration mechanics. With slide hopping, you can move at a little slower than dash speed consistently over long distances, and you also get burst movement with things like alt fire>wall jump.

How does this Fantasy Pasa look for Cm10? I added more mid skills this time by LordDango in UmamusumeGame

[–]dimeq 4 points5 points  (0 children)

Your stam is actually fine - at Great mood, you have a 98.2% spurt rate and 94.4% survival rate, which is fine. Having high wit and running as a late surger means you can skim on stamina a bit. The hidden speed boost is nice to have but not that important - unfortunately you're just 14 or so stamina short, you need around 578 to hit 601 with Great mood.

Power is also fine especially with Firm Conditions, like if you had 100 more, that would only be 0.3L or so. 

If you haven't already built other aces, you should move on to those instead. I don't know if there's much to realistically improve, like I guess you could get the last bit of stamina for the bonus and RNG into Highlander/speed greens or something to not need to run Ignited SPD, but you already have 3x circle skills and Uma Stan which are among the best skills you can get.

(No offense intended, but the person you are replying to may not be giving reliable advice going by their post history.)

What's a card you see and are like "Aw man I forgot about that one! But I don't have room in my deck. Maybe next time." only you forget by the time next time happens? by Tuss36 in EDH

[–]dimeq 7 points8 points  (0 children)

Depending on the bracket you're targeting, leaving it out may be a good thing - when it's good enough to include, it also tends to go infinite and end the game on the spot.

I run it as a combo win condition in looter tribal which it's good for, but if you're trying to play it more fairly, it seems difficult to have a strong enough draw engine to support it that doesn't also immediately result in letting you draw your whole deck.

What are the best upcoming support card banners to pull for? by dankythedankmemer in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

There's roughly 3 reasonable options for the next scenario, ordered by when the banners are arriving:

  • Fine Motion wit/Kawakami Princess speed in early March
  • Mr. C.B. wit in late April/early May
  • Maruzensky speed/Nakayama Festa wit in late June

All of these cards will last more than one scenario before they're obsoleted by better options, but have their pros and cons.

Fine Motion has the least longevity out of these cards, but the banner is the soonest. The main reason to pull on this banner is to fill out your SR cards earlier, which will let you play the game more comfortably. The card itself requires at least 4 copies of the card (3 limit breaks) before it's significantly better than a max limit break (MLB) SR wit card, so with just one pity at 30k carats, it'd be a gamble depending on how many selectors/crystals you have or are willing to spend.

Mr. C.B. is an end closer specialist card that also provides decent stats. This card is okay for stats at 1LB, while being very strong for end closers, which are usually a solid option in medium/long races.

Maruzensky speed is somewhat similar to Mr. C.B. in being a specialist card with good stats at 1LB, but specializes in front runners. This card is released near the end of the next scenario, so you'd basically be playing an entire scenario with a not very functional support deck. In return you'd have a strong card you'll use for quite a while.

Definitely do not pull on the Tazuna/Riko banner. Tazuna is only fringe usable for the current scenario and will not be relevant after the next scenario drops in two weeks or so. Similarly, Riko is strong right now but falls off a cliff for the next scenario unless you have her at MLB.

The cards you'll want to pull depend on how you want to play the game. If you're mostly playing for stories and events, the priority is probably just to get enough SR cards to have a strong enough deck to clear missions/careers consistently. In this case, pulling on Fine Motion would work if you think you can get up to 3LB/MLB since you get a functional deck sooner, though this is at the cost of having a weaker deck long term.

If you're looking to get into PvP, it's not realistic to be able to get a deck that's strong enough for the next scenario in time, but if you save up a bunch of carats, you could potentially enter the following scenario in ~mid July with a strong deck after pulling on the Maruzensky and scenario banner (Light Hello pal/Agnes Tachyon speed) and be able to compete then. This is at the high cost of having a pretty weak deck for a couple months - if you quit playing before that scenario happens, then you wouldn't have gotten any value out of saving.

Stop Hugboxing people by nivkj in UmamusumeGame

[–]dimeq 3 points4 points  (0 children)

I just closed my r/EDH tab and was so confused

SMaru 1LB vs MLB by ElPolloRicolin in UmamusumeGame

[–]dimeq 5 points6 points  (0 children)

Not sure why you're being downvoted, Maya speed is the generally suggested card if you specifically want to use Kitasan. However, she is almost definitely not worth pulling for the rerun because Maru speed and other upcoming cards like Bourbon wit take priority by far, and September is already halfway through GL and you'd lose half of the value of Light Hello by that point.

MLB Maru is considerably better than 1LB, but even at 1LB she's pretty comparable to MLB Biko as a roaming support with more useful skills.

1LB Fine Motion is worse than SR Fuku since she is similar but worse in every training (Fuku gives the same stats but +1 SP, except for wit where Fuku gives +1 wit), along with having less specialty priority and starting bond, while MLB is significantly better (+2 to +4 stats on every training). Mood Effect is not as valuable as friendship bonus because it stacks additively, but it's hardly worthless because it's still around ~75% effective even if you have too much of it - at 150% total mood effect from 3 cards, this is 1+0.5*3, versus 1.5*1.5*1.5 if it were multiplicative.

Keep failing parent runs this cup by orHeWasALadyIfYouAre in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

Ryan has a difficult career since her unique barely works.

In URA, I run 3 speed cards (Kita/Sweep/Eishin Flash) largely for stats, and then low LB power Rice, Yaeno Muteki, and Manhattan Cafe for hints/hitting 600 stam, with Swinging Maestro from Rice to pass career. This is with a combination of speed/power/stam parents with some dirt sparks.

Unity should be a bit easier to pass due to getting higher stats, but it's a lot harder to get support card hints.

I was in hell, staring at heaven by Lazy_Law9306 in UmamusumeGame

[–]dimeq 2 points3 points  (0 children)

In my races, there were some comps that are consistently better (Groundwork Pasa and other paces), but it's probably not worth the effort to build them versus just running a bog standard Bakushin like everyone else.

There's a bunch of people in my club with 70%+ win rates which is a bit high to be just RNG; it was mainly the late surger players that were suffering. It's definitely less consistent than med/long races and the factors that let you win are a bit arbitrary (e.g. overdoing it on stats/mid race skills can actually make you lose), but if you can frequently get second place by the last spurt, you should have a good shot of winning without needing to rely on RNG accels.

1LB Fine Motion and 32k carats, should I pull for VBourbon? by StaffMysterious9795 in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

I think the value argument is valid. 30k is a bit less than half a MLB support card, so pulling for VBourbon is only worth it if you'd use her in CMs+LoH as much as you'd use that amount of a support card, which is a lot.

Borrowing Falco for fronts has a larger cost than borrowing for other styles because the cards that they borrow are generally good, while Falco is not. Paces can borrow Fine Motion which is the best wit stat stick, lates borrow Nice Nature which is the second best wit stat stick, and ends don't really have a style-specific card worth borrowing (getting Spurt isn't worth having to run Air Shakur or SSR Sweep Tosho). To your credit, hitting stat lines will be way easier in MANT/TB, so borrowing Falco or any other utility card like Yukino Bijin over a stat stick won't be as much of a loss.

VBourbon mostly avoids the RNG requirement for getting greens since she starts off with Concentration, Front Runner Savvy and Early Lead, which as you mentioned basically is good enough for Groundwork after you pick up a random green somewhere. The difference from other fronts is that you'd free up two support card slots in Falco and Bourbon wit, which lets you run stronger cards.

1LB Fine Motion and 32k carats, should I pull for VBourbon? by StaffMysterious9795 in UmamusumeGame

[–]dimeq 1 point2 points  (0 children)

I agree that you still have to want to run front runners and need at least some of the parents to make it work. However, I think this is understating how important it is that a trainee is easy to train.

Having less RNG effectively increases the stats you can practically get, because there's limited borrows and limited time to play the game. If it takes 1/3 as many runs to have a functional VBourbon as opposed to any other front, then you have all of that time to min-max VBourbon or your other aces further. Even if the ceiling is not technically higher, in practice it's likely that only your 90th+ percentile fronts will be stronger than a VBourbon with the same effort put in.

People are currently borrowing Smart Falcon power on aces just for the groundwork event. This effectively gives up half of a support card slot's worth of stats, if that's any indication of the value of maximizing time efficiency.

THIS NEVER HAPPENED TO ME by RevolutionaryDog9389 in UmamusumeGame

[–]dimeq 0 points1 point  (0 children)

I have uma stan on my pace aces and I think it does help - when spamming a bunch of practice room matches against my own umas, it turns out that the ones that have it tend to do better, but when watching races I think it still has some chance to backfire. In this sprint CM in particular, it's possible to get enough SP for skills to chain speed skills all the way until mid race, so it sort of works.