

Aichan is coming to kill me!
Is the failure rate around 10%? I keep failing the training; is this how it usually is?
>助けて名無しづなさん!It’s just that the hint level of the gold skill changes…
Those who fail just have bad luck! Oh well, practice is important!
The probability of rolling a 1 with a die is 16%.
If you roll the dice, you’ll probably get at least a 1, right?
A Pokémon Trainer said that 90% accuracy means missing when it really counts.
If you don’t have speed and skill, you’ll just lose normally.
Believe that 10% will hit.
Well, you know…
Since autumn of the senior year, I have failed consecutively about three times, and Dasuka’s training has become garbage.
Sad
10% is about 20%.
10% is 10%, right!?
20% is about 80%.
Even with a 1% margin, it’s easy to fail, and the failure rate is inflated internally.
Single-digit percentage is 10%.
That’s why individual story creek development is gruesome.
I’ll show you just how terrifying a constant 2% failure guarantee can be!
30% is a sure hit.
The next round, after failing multiple times at an amusingly low probability, follows the rule of swinging upward in compensation.
Even when it’s only 50%, there are times when it succeeds…
It was a failure even with a 3% chance.
I wonder where the line is drawn for when the probability is too high to continue.
>>16It depends on the person… normally I go up to 15, and when it’s really good, I can go up to about 35.
>失敗!
Even if the failure rate at the very end of December for seniors is 50, I’ll take the leap.
You can’t say that the development was successful unless you surpass this.
There are 5 people and 3 are shining, so it’s 20%, but let’s go!
Failure!
If it exceeds 5%, I won’t step on it.
When you exceed 10% of your perceived ability, the training sessions start to improve significantly.
Of course, if you step on it, you’ll die.
Indeed, when my motivation dropped three times in a row, I felt a surge of anger towards the level designer of Uma Musume.
The training camp is tough because it requires us to push through everything, even the risks involved at the end of the senior stage, and it’s essential that our motivation never decreases despite this demand for performance.
So you are telling us to go ahead and fail with a one-digit failure rate in training without any means to do so!
>>24Sue is taking a glance.
I think the motivation drop event has occurred since I saw you going out.
>>26You’re aware that the reason it feels good up to this point is because it’s a prepayment for the uncompleted parts of the support card, right?
If I fail at 3%, I feel like there’s no way to get this many gacha pulls, right, Cygames!!
Rather, the failure rate of Uma Musume feels quite in line with what is stated.
When things are going well and I make a mistake, I feel like, “Whaaat?!!!” But I guess I just don’t remember that I’ve faced a few percent failure rate multiple times in other opportunities…
>>28I’ve done 60 defaulters before.
I don’t remember succeeding since then.
In Power Pro, I’m scared when there’s a 15% failure rate.
In Uma Musume, the disadvantages of failure (though this scenario is significant) are generally few, so I’ll go all in.
To be more specific, if the failure rate exceeds 25 percent, it can lead to a major failure that results in a debuff that ends the training, so if it’s over 25, it’s better to avoid going for it unless it’s a really good practice.
I’m scared that the scenario of Love’s might break the alarm.
It’s indirectly saying that unless you are good at practicing at level 25, your stamina will be below 30, so you should recover.
But it’s blue, so it’s okay to step on it.
Ah, no reckless behavior is allowed!
In auto training, you end up with debuffs that make you go “ho ho ho ho ho ohhh” which is quite frustrating.
I haven’t met up lately because I’ve been raising Righi.
I’ll go up to 40.
It’s worth a try up to 60.
Maybe up to 20…
A 10% failure rate means you roll a 10-sided die once and get a 1 on the first try, right?
Why does it hit so often?!
I wonder if I can succeed in the 90% range with a failure rate in the single digits that is equivalent to the probability of making a mistake…
The failure in practice is my responsibility as the trainer who chose the command.
But you’re no good for a recovery of 30.
>>40When it comes to being paid back for 70 recovery, it usually ends up being a maximum of 57 recovery.
It doesn’t add up.
Once you fail in practice, you develop a tendency to fail, making it easier to fail even at low percentages, of course, reset.
>>41Surprisingly, as long as you don’t cause any reckless incidents, the chances of being bad at practice are quite low if you choose the upper options.
Even so, since it’s possible to recover now during the summer vacation outings, there are quite a few recovery plans available.
However, in unreasonable cases, you’re basically checkmated the moment you draw!
>>44It’s a story about aluminum foil that’s not bad at practicing.
Although I failed as it seems above, even with a strong recovery effort, I still mostly end up failing and giving up.
Right after failing a trade in the low single digits, about five people gathered together and we can still recover!
It’s nice to give up after a series of failures, but it’s not good.
Once you fail, one training session is wasted, and especially before the summer camp, the plan gets messed up, so generally, it’s immediate reset.
I think the strong impression left by past failures is the reason, but I also believe that once the failure rate exceeds 10%, it’s equivalent to a 100% failure rate (with injuries at 2%).
The first time I experienced a failure rate other than 0% was during Suzuka’s training, where I failed at 1%.
I see… Suzuka-san is probably more prone to failure than the numbers suggest…
I ended up understanding it in a Super Robot Wars kind of way.
Failure rate 40%… All support characters gather for the same training… We can do this!