Nothing being said is based off of random assumptions. Players here tested this. Please go over this thread again. Players literally went ahead and tested farming [Hard]s and reported a significant increase in their PP.lolcubes wrote:
We all know what gets taken into account, but we don't know how much.
I also went over peppy's weighting list for PP (I will not publish it since he chose to hide it, but I have it for reference) and the issues show very clearly on it: the ways PP weighs plays does not go in anything that resembles a linear line.
i.e.
It's possible to gain very high PP for a relatively easy play
It's possible to gain very low PP for a very difficult play
Sorry if this sounds hostile, but it's really just stating the obvious: PP doesn't work.
PP claims to rate players by their performance: in reality, it doesn't. I've seen players with higher PP than myself perform much worse in MP and others with lower PP perform better. If it was just a marginal difference this would be negligible but this spans to the level of 1000+ pp difference being drastically inconsistent with performance which is absurd. Looking at a player's PP to judge that player's skill feels worthless, you're better off looking at his recent plays or just speccing him.
PP claims to be unfarmable: in reality, since PP gain is tied with rankings that are based on scores, and only takes into account your best one, it's VERY farmable. Players who like to retry the same map a lot get significantly more PP than players who prefer trying out many different maps, even if they have the same average performance.
It's great that peppy wishes to take this system far and make it the best thing ever, and I'm sure the entire community has a lot of trust in him because so far osu! (at least so I believe) has been changing for the better over time lately - which means peppy has what it takes to make PP better eventually as well. However right now PP doesn't function as intended or claimed, and the source for this lies in the bare foundations of the system. Until those are changed, no fine-tuning is going to fix it.
Didn't finish checking all of lolcubes' post yet, but just one specific thing that I can respond to quickly:
Depending on BPM/OD/map layout: YES. Big yes. Some Insanes are hard to even FC let alone SS, while Hards on the same mapset as them are ridiculously easy to SS with DT, yes. This is not even uncommon; far from it. The worst part of this is that the system doesn't take your retries into account, so if I know a certain hard with DT is within my ability range I can just farm it until that SS happens and the system will make it look like I'm good enough to get that SS on every try, meanwhile some Insanes are outside of many people's ability to even FC reliably or at all, and have an OD that makes gaining even a low accuracy after retries rather impressive compared to that infinite-retry lowdiff (this is especially bad for top-tier players who play with HR) and the system just neglects this.lolcubes wrote:
Is getting a SS with HD DT on a hard easier than just getting SS on the insane?