
It’s not that just mindlessly practicing filling the gauge and making it shine will make you strong.
It’s a mechanism that strengthens you with buffs that are added by increasing your friendship level, isn’t it?
However, it’s frustrating that the friendship level won’t increase unless you release a fully filled gauge…
The key is how well you can manage both gauge release and gauge charge at the same time… in other words, it depends on luck.
It took me quite a while to realize that once my friendship gauge reaches max, the next practice will be a guaranteed specialty practice.
>>2
Windy-chan didn’t know that her deck’s support characters would always come with a guaranteed specialty training when her friendship gauge is maxed out…
This formation support character gets an insane buff from level-ups compared to the collaborators, huh…
Could it be that the key is how close I can get to the mob…?
The way the friendship gauge increases when skill×2 is combined with charm is insane.
If things go poorly, the front leg type may very well be the correct choice, as there’s a decent chance that a guaranteed charm event will occur with Power-Wa rather than with Power-Dan.
There’s no power support to get hooked on Durandal.
I’m torn between going for Skibo in Aldan or Powerwa for the money.
There’s no room to put in power.
>>7
Instead of training with evaluation values, what should be used without adding power in the mile championship?
It seems that SP3 and ST2 are the mainstream when I look at it.
>>8
The image of Sp3 is that it was researched in mechanics and then disappeared into the darkness…
It seems like I’m going to strike out again this time.
Pawawa…
Could it be that the mobs responsible for ungrouped training species will never level up?
Isn’t it strange that you don’t need power for a mile?
When I tested it with Still Irell’s Sp3, the power was quite boostable, but the lack of skills due to the absence of leg-type power became a problem.
If it’s possible to use Spibrian and Ne Fuji in advance, is it practical?
I thought it would be easy to get “Off we go,” so I tried it for the first time, but isn’t this skill pretty strong…?
I feel like having this really makes a huge difference because we can practice fully during the training camp…
>>15
The central route is undeniably extremely strong, but…
I wonder how useful the activation triggered by days off and outings is in Seiko-chan’s route.
It seems interesting if you can leave plenty of time to go out during the first half of the classic.
>>18
If I can combine “Mabiler Jikyo,” “Off we go,” and going out, I can practice and race for about six months without a break.
Is this the return of the days of tormenting my boss with crappy rotisserie chicken, green juice, and cupcakes…?
>>49
I want you to think calmly, but the fact that going out without a break can only last for six months shows a lack of wisdom.
>>15
It’s strong, but it means nothing if it doesn’t come early, more than other understandings.
I can’t back down, wahaha!
If the free 10 draws don’t end soon, I won’t be able to participate in the conversation.
I’m told that extreme concentration is absolutely necessary, so I’m trying to achieve it for now, but honestly, I don’t feel much benefit from it…
>>17
When you step on a hint, the increase in the raw bond and the increase from the hint combine, resulting in an advantage that maxes out the friendship gauge in one go.
Also, with High Seiko, I fill ☆1 with Bonds x2, leaving no gaps to take Hint-type skills in ☆3.
The hint rate system is only available at ☆2, so if you want to collect skills, it’s something you want to get.
I heard that friendship training is multiplicative.
…I heard about it, but I don’t really understand it well.
>>20
It seems like something like “more” and “increased,” haha.
>>20
If you have a training effect of 20% and a training effect of 30%, the output will be 100% + 20% + 30%, resulting in 150%.
If there is 20% friendship and 30% friendship, the output will be 120% × 130%, resulting in 156%.
Both Centlight and Sue are making good progress in their research, but it seems that Seiko-chan is the easiest one.
I think it’s well done that relatively all the legends have the potential to ride on UB.
Whether Windy-chan can make use of her potential is a separate issue, though, wahaha… waha…
I thought that in Seiko-chan’s route, if I couldn’t get Bond Level 2 and Maximum Concentration in Junior, then it would be a reset, but is that not the case?
The understanding gacha is gradually becoming more enjoyable…
Especially if it starts off well, I might create something amazing! I’m feeling pumped…
The result is… Wahaha!
I want the hint types of ☆3 to be downgraded to ☆2.
Since the second step-up for the characters has been announced, I tried to list the characters I want, but it’s quite difficult to come up with 10 characters that I really want.
If the effect of “looking ahead to the future” was not a hint +1 but an increase in hint rate, it would have been just right.
Could it be that the free 10 consecutive draws end today…?
>>32
There is tomorrow too.
>>36
There is also the day after tomorrow.
>>30
A wonderful harmony isn’t necessarily needed as much as one might say.
I think that even with other ☆2 characters, there isn’t much of a difference, so I would be happy if I could get them.
I think it would be interesting if, after mastering the openings of any route, one could flexibly choose which route to take depending on their understanding and experience up to the classic stage.
Let’s not think about which is more efficient: repeatedly resetting with a fixed route or not.
Since there’s only the exchange group for Stasapo, I can’t do the UB challenge.
For now, I have become able to make around UC3 to UC7.
If it’s Chanmi, I believe that with this much, there might be a chance after all.
I feel that the hints are too much like garbage and that certain knowledge is too essential, which makes it a shame that there is almost no variety in the builds.
>>38
I can’t help but think that after two months, I hope they won’t mess things up and break the balance even more with additional guidelines.
Is the bond harmony functioning at tier S on other routes as well?
>>39
Because there are fewer people for support, it’s not that great.
In actual training, it’s important to see how many support card hints you can pick up, so I want to aim for extreme concentration.
I think it would have been fun to have the ability to build about two different setups for each legend…
>>43
I thought it would be interesting if St. Light could move completely differently with the Charity Build and the Dear Friend Build.
The current situation is just that Dear friend is dead.
The free gacha period is a bit long, isn’t it?
Well, I’m grateful, but…
As a result of trying various things, it seems that High Seiko, without needing to understand the winning rate, is the most efficient, right?
When hint elements combine well in factor loops, it becomes “tonhoooooooo”!
So the top of the rankings was filled with Seiko-chan.
Is the hint system not delicious even on Seiko-chan’s route?
>>51
It’s delicious, but the ☆1 is filled with bonds, and there’s no spare time to spare on hints for ☆3.
So it’s like extreme concentration aimed at a single point.
As an alternative, there is a perspective looking towards the future.
>>51
Can’t you read that it’s saying extreme concentration is almost essential up there?
In other words, even if Seiko-chan is shining in a brain-dead way, it still ends up looking decent.
>>52
As a result, there are many people who are evaluated as being quite strong but not as strong as machines.
I want a feature to change the color of the acquired gauge with a limit on the number of times… It’s disappointing when the color that’s already filled is placed on the friendship I want to step on.
As for Seiko-chan’s characteristics, she prefers an increased hint rate rather than receiving hints twice, but the only thing that achieves that is extreme concentration.
>>57
If you can get a subtle tip early on, it’s fine to stack two hints at 80.
If you attract charm, then hint 80*2 is definitely a thing.
Since both hints and friend gauges increase, it’s wise to maneuver in a way that ensures one of the friend’s gauges is always full by combining two bond-boosting effects, training effects, and bond-up from hints, right?
I do occasionally get blueprints when my gacha luck is bad.
It’s a mindset that it’s only worth considering if you can find a decent extreme focus in a star 2 slot full of irrelevant things.
For now, I understand that prioritizing hints does not raise the status.
Seiko-chan often shines and pushes because she is not particularly strong in double friendship training, so I understand that she doesn’t grow.
Seiko-chan is a game where you successfully build up your gauge to raise the level of mobs.
No, I really don’t want to do something so bothersome. I want to let it grow automatically without thinking…
>>63
Step on something so that someone’s gauge fills up in a crowded place.
If you don’t have support cards stacked, you can’t forcefully touch this guy.
I only have a superficial understanding of the extent.
What parts change in your movements when you become conscious of leveling up?
>>71
In short, if you make high-level mobs and fill the support card gauge, then use a high-level mob that has filled the gauge at a fixed training spot specialized for that, you’ll be able to earn stats all at once, like a puzzle game chain reaction.
In short, it’s tedious.
I went to see the Rumman, but everyone was using one of the Power Supporters from Power Power Arda and Chris.
I’m curious about Windy-chan’s deck, who says power doesn’t matter.
When it’s left to someone else’s discretion, what should be the focus to ensure stable output?
>>65
None of them can be properly managed, so after the legendary practice event, the one where Su-san’s stamina recovery and challenges are guaranteed to succeed is the best.
Well, the output isn’t stable anyway, ha ha ha.
I somehow understand what Windy-chan meant when she said that UAF and Gralight took the worst parts in the beginning, wahaha.
The ideal is to go through practice with many mobs.
If the formation support is just shining, there’s not much benefit from leveling up.
I was thinking of starting serious training after the free period ends, but it looks like our team is about to get relegated!
Aren’t you going to erase the knowledge of industrial waste?
How much does it change at the level of a best friend?
>>72
At max level, it gives a training effect of 25% and a friend bonus of 20%… roughly speaking, it’s like an increase in fully-maxed SSRs at the environmental level.
>>79
Is the performance really that high…?
I’m glad to know, thank you.
I don’t think we need overflowing charm.
Shouldn’t this at least be something like ☆2?
>>73
I don’t really understand the effect in the first place.
The calculation of the arrangement rate for each practice is 100×5 plus 50 for skipping, or something like that.
Is it okay to think that 100×5 is reduced by 25 for slacking?
Ultimately, whether it can be used or not, the national idol really needs to disappear.
No matter how much the number of support staff increases, five is impossible.
It would be even more interesting if it could be controlled with a bit more precision, but a large part of it relies on luck…
In Speed 3, while you can earn skill points, the speed stat tends to max out, causing waste.
A performance that connects hearts can feel like a possibility if it can be continuously activated successfully…
>>83
When the color became blurry, I thought that if this came during the first half of the classic, I could at least consider the route of Seiko-chan.
The reason Seiko-chan’s route stretches absurdly in the second half is that this high-level mob gets involved in multiple friendships.
Therefore, ignoring immediate multiple friendships and leveling up the mob creates the possibility of extending in the later stages.
No, I can’t control it anymore, and I don’t seek that kind of complexity…
Isn’t the national idol Uma Musume only used when it has a stamina of 4 or higher?
It’s fine to step on a place where a lot of people are gathered, wahaha.
The scope of case studies is too broad compared to mechanics.
Why do you have to use your brain in a game that revolves around cycles?
>>87
Maybe the developers were thinking that those who don’t want to think should take the green route.
>>89
If Windy-chan has the luck to create a rise with green, she would have become a billionaire by now from betting on horse races, po wa wa.
It’s a luck-based game that looks complicated at first glance, but in reality, it’s a two-tiered scenario that doesn’t allow for mistakes in complex choices to create opportunities for downfall, wahaha!
☆1
Bond bond
☆2
Wonderful harmony
Together to the summit
☆3
Harmony played by the bonds.
The light woven by bonds.
Gathered ideals
Unquenchable spirit of challenge
Progressing by leaps and bounds.
Friendship Bonus 22
I would be happy if they could always come together.
There are more opportunities for euthanasia than ever before, wahaha…
It’s a mystery why a wonderful harmony is being celebrated at star 2.
The hint collection is too weak, so there’s no way to assign the star 2 slot to anything other than hints.
>>94
☆The hint type is only decent in terms of extreme concentration, so isn’t it just an evaluation as a second-best strategy for when you can’t draw the extreme?
>>107
Hint +1 doesn’t have duplicate contents, so the collection efficiency skyrockets, and I even think it might be good to gather all three types of hints.
In other words, if you don’t do that, isn’t it questionable where you can spend your accumulated skill points?
So, for now, it means that luck is necessary?
On company wikis, it says not to take hints, wahaha.
If in a Kizuna 2×2 state, I think it’s not absolutely necessary since you can easily max out with a hint event of 5+4 for 7+4, making it just beneficial.
The national idol must have essential performance in idol games, but in the case of Uma, it’s worthless.
>>99
If practice sessions with five people come together that frequently, we can mass-produce Windy-chan’s UB, wahaha!
>>99
In a normal setup, there won’t be more than five people even on the Seiko route, wahaha.
>>99
Activate the effects of the next training step once again!
They don’t understand the effect of a wonderful harmony.
Is it correct to understand that “when training is successful, it counts for the next time?”
>>100
That’s right.
The people are demanding a relaxation of conditions for four people.
Don’t mix in obvious trash.
A similar name’s understanding confuses Windy-chan…
I think if a strong star 3 skill with all colors appeared in the Classic March skill, it’s better to take from the green, which has a lot of hits.
If the remaining hits are biased, that color becomes difficult to step on.
I have no idea what effect this door has.
Wahaha
Could it be that we will be doing this scenario for another six months?
>>97
I feel like the star 3 skills related to the gimmick have become just useless numbers because this type is just too strong.
Hmm… I don’t feel like I can finish it without the High Seiko route…
>>112
Windi-chan’s best record is only 200 points different from Seintlight and High Seiko.
I feel like it’s made in a way that, if you understand the basic strategies, it won’t change that much.
However, there are characters that can’t be made with Saint Light, and Speed Symbol is coming to kill with a 60% rate.
In the end, there is no reason not to choose High Seiko, which has no drawbacks.
Let’s shine together! With you, it becomes even more! Seeing that on the list makes me smile.
Why is there no Friendship 22 in St. Light…?
>>113
It’s because the route assumes that you have captured 60% of the friendship.
>>113
The light woven by bonds is different from others and is 25% stronger!
Ah, I’ve become dysfunctional due to a headache.
The unconditional activation is 22%, and if the training succeeds, it’s 25%; the latter definitely results in a loss of one turn, yet the difference in effect is too small.
I’m still watching this.
“`
List of knowledge
St. Light
Good aura
Board debuff 30
Learning aviation
Hint occurrence rate up 7%
Social type
Skill hint occurrence up 2
Step of experience
Hint level up 15%
Precious
Memories of the sea
Skill activation rate 30%
Desperate environment
Hint level up 5%
Sometimes bold
Hint level up 5%
Long relationship
Board debuff 22%
Dear friend
Multiple training adaptation,
Hint occurrence rate up for stamina training 60%
Maximizing experience points
Skill activation rate
Board debuff 60%
Wish
Board debuff
Motivation state set for stamina training 25%
Walking together as a parent
Hint efficiency up for stamina training
Off we go
Pathway line, training
Failure rate down & board debuff 120%
A little time engraved in memories
Board debuff 100
Engrave the feelings you’ve carved
Time chart 25%
Speed symbol
Maximum event
Board debuff 30
Combat
Hint occurrence rate up 80%
Interaction
Board debuff 2
Leadership
Hint level up 15%
Modest movement
Board debuff 30%
Brave heart
Motivation state frequency 35%
Lucky choice
Board debuff 7%
Endless limits
Multiple training
Hint occurrence rate up
Courageous, here we go!
Hint occurrence rate up for stamina training
But good news
Board debuff 7%
Don’t glare at me
Board debuff 15
Hint occurrence rate doubled 25% 30% 50%
Fly through the night
Hint occurrence rate doubled for stamina training 25%
New work’s fate
Trace chart 120
Kindness forever
Board debuff 40%
Prevent list
Specific multiple training
Hint occurrence rate up
High Seiko
Good appeal
Board debuff 30
Trend check
Hint occurrence rate up 80%
Talk skills
Skill activation rate up 2
Idol step
Board debuff 25%
Hopeful escape
Motivation state frequency 25%
Normal trend
Be confident
More than 3 people, support
Hint occurrence rate for training
Diversify trends
In times of diversity
Motivation state 25% 25
Skill batter
Hint occurrence rate up
Regular race
Hint occurrence rate
Traffic jam’s modest minority
High tempo
More than 2 people, support
Hint occurrence rate for training
Before the moon race
Hint occurrence rate for stamina training 2
Three Upa-pat
Individuate end, immortal grapes 21 to keep air out
Motivation state
Not stopping
Board debuff 12 garbage
“`
>>115
As a kind gesture, I would like you to teach me about landmine safety as well.
>>120
Dear friend and the national idol Uma Musume are dead in all routes.
Also, don’t take anything that has a cooldown as much as possible.
When in doubt, go for the one with fewer explanation characters.
>>135
It’s like a card game.
I guess it’s better than tilling the fields—wahaha.
I think it’s good that simple friendship 22 is strong.
I think this is prepared as a fallback option when you’re unsure.
With the effort it takes to finish one Symboli Rudolf, you can finish three or more Seiko Routes, wahaha!
Junior has taken three Seiko-chan and has gotten strong ones rated 3 stars regardless of color.
In auto mode, the green is strong.
This training, after all, is just that High Seiko is too convenient for both stability and upside.
When my motivation drops in senior year, I just want to reset everything…
>>125
I really want to get the top motivation just because of that friendship with Seidlite.
I thought that stars of rank 2 were chosen based on color for route selection, under the premise that they are less favorable than rank 3 stars.
If I can save up my outings and enter April with a classic vibe, I’ll feel a lot more at ease.
Isn’t the Central Route quite a gamble?
>>131
When you have a lot of 3-star characters, taking a break guarantees that friendship support cards will gather, and the effect becomes three times better, so it will grow tremendously.
The problem is that it doesn’t grow as much as it seems because it hits the upper limit.
>>131
Every route is quite a gamble, but Seiko-chan is just relatively better, wahaha.
>>131
Motivation management disappears, and since the movements are based on not using your head, it’s not as much of a luck-based game as you might think.
The fewer times you practice, the greater the impact of one misfortune, Wahaha!
Regarding Seiko-chan’s ☆3, does something like the “friendship bonus occurring during friendship practice” get added to bonuses for friendship practices that are not selected?
The national-level Uma Musume might have four characters, and if the buffs are somewhat reckless, there seems to be a build that focuses on adding more characters, but for now, there’s nothing that can be done.
In auto mode, it continues to display the set colors even after starting up, so if there are many weak settings designated by Seiko, there will be a lot of weak adjustments in place.
>>137
During the classic summer training camp, I’ll switch to Su-san’s designated auto.
I’m really down on motivation after the second training camp; it’s seriously frustrating.
It seems that initial Uma Musume with sparse target races can fully benefit from the Central Route.
I think I could have endured this if it hadn’t been after the mecha…
>>141
I thought it would be something from the field… but since the gameplay doesn’t change much, it might have gotten boring quickly in its own way.
>>141
However, if I had come after being a farmer, I might have been broken-hearted, hahaha.
Is the number of additional people for the overall practice n?
It’s really strange that those additional training options, which aren’t even strong, have a cooldown.
>>145
It is for pressing the rest button during cooldown.
Dear fiend, are you dead?
>>146
You realize it when you do it, but even though there’s no buff, the cooldown is long.
There is no strength that would make love unnecessary.
However, if you take away compassion…
Rest → Practice → Activation during outing → Practice → Extension of 2 turns during outing
The flow is so efficient that there is almost no value in an extra turn being inserted.
I don’t know to what extent I should balance friendship and training effects, wahaha.
It’s troublesome, so I’ll just run as Su-san from the start.
If we’re talking about the probability of growth, it seems to be no different from a machine…
The output of the St. Light is so insane that I have to keep pressing the rest button to recover.
Even the streamers are getting this, so they’re stepping on it just because it’s a 5-person trade.
Isn’t it the case that no matter which route you choose, the factor farming is pretty much the same?
>>154
It is.
It’s especially an error in a routine that runs on dirt.
>>154
When it’s green, the number of times I step on the train increases markedly, so the probability of a downturn significantly decreases.
>>154
Due to the rotation schedule, it will be impossible to control the timing of the challenge zone, so Seiko-chan is the best choice.
I wished that the overflowing charm of the unselected star 3 would ensure that support cards and friends would definitely appear in some training, even if the friendship gauge wasn’t full.
The appearance rate might be higher than expected, though.
I’ve done the suruut a few times, but every time I get bounced by the crun, so I’ve definitely decided not to do it anymore…
I’m surprised that I’m now able to create things like UD5 automatically… I’m better than Windy-chan on the first day.
In the first place, while I wouldn’t say that Sue’s seven consecutive wins are weak, doesn’t the probability and advantage not quite match up?
>>160
If I can step on it six times, I just need to participate in the race.
I don’t know about auto.
>>163
That sixth time also ends up with a 30% completion rate at quite a frequent interval, so it’s tough after all…
>>179
Since the stats increase by over 150 at 30%, I think it’s quite beneficial.
>>160
I think it’s because the range of valid principles is wide.
If Saint Light and Seiko-chan don’t align, they won’t progress, but Su-san will manage somehow.
I believe it’s a difference between gambling based on experience and gambling based on success rates.
The probability of a good change happening with just one person showing up, let alone multiple people, is too low.
Considering that each Sei-chan route has its strengths, I feel that it’s more helpful if they stick together rather than scattering, so I have a feeling that a big success in the appeal might be a landmine…
It seems that if I choose Suu, we’ll end up having to use up our outing time forcefully.
That said, if I consume at a high pace before the classical training camp, it becomes difficult to follow the guidance gauge, which is troubling.
An average type that enhances performance during peak condition while maintaining an extraordinary and optimal state.
An ultra-explosive type that maintains an amazing condition while raising training performance during breaks.
The St. Light is in the process of developing these two forms.
Both feel great! Before the training camp, a loving reroll is essential! Wahaha!
>>168
The reality is that there is an influence from the upper limit of acquired status as mentioned above, so it will be somewhere in the middle.
Um, is this… insufficiently adjusted?
>>170
I think that perhaps the adjustments are more significant than what Windy-chan and the others think, or rather, it seems that they simply dislike luck-based gameplay more than the developers anticipated.
This scenario will die once the half-price sale is over.
Wahaha
If it’s not a completely free scenario like TS, isn’t it tough for Sue and Cent?
The future we carve together is one thing, but it’s generally understood that types with a cooldown cannot be used effectively.
If we are to carve out the future together, it’s better to keep the promise of training.
Digging into long-distance factors while we have the chance.
I succumbed to the magical power of the designated path, wahaha!
>>176
Since the auto-implementation, I tried buying just the re-draw pass, but even after using up all 15 rental tries, I still didn’t get as many blue 3s and red 3s as I expected, and it’s tough…
It’s enough to test your luck just with gacha…
I don’t think there is a lack of adjustment as much as it is said.
I think they are meticulously adjusting it because certain legends don’t end up having an overwhelmingly advantageous position.
If there were really a lack of adjustment, there should be a significant difference where everyone would only choose the same legend.
Is it that love combines with outings to create a mechanism that boosts motivation and allows for earning twice?
I didn’t know that… something like that…
If you give me ten times the tough drink, I’ll put down my spear.
Mr. Centlight feels good even when the practice is like garbage and the bonus increases by +100.
It’s just pleasurable.
>>186
I think it’s just right to consider the mechanism that the practice until the super excellent performance activation does not experience a downturn.
>>186
It stretches that much…
Is the St. Light’s rest type really capable of stretching that much…? No matter how many times you can hit the ceiling once every few weeks, is that really enough?
The luck-based games until now were luck-based games that ranged from 7 to 10.
This scenario is from 0 to 10.
Is it really necessary to increase the winning rate with the St. Light?
I’m a bit concerned about the increase in fan numbers in the circle rankings after the TP half-price sale ended.
Hey, how about trying to add a decrease in training points when starting to raise a horse mask? Wahaha!