it's just like default formula but with post-processing
cirlces, sliders and spinners' end give you 300
score calculates after miss or play's end
every miss separates play into parts, and every part has its own accuracy
if there are no misses then play has 1 part
Raw Score [part] += 300 + 300 * (Combo multiplier * Difficulty multiplier * Mod multiplier) / 25
here goes c++ code because idk how to explain in other way
ok here's ~graph~
kill me
cirlces, sliders and spinners' end give you 300
score calculates after miss or play's end
every miss separates play into parts, and every part has its own accuracy
if there are no misses then play has 1 part
Raw Score [part] += 300 + 300 * (Combo multiplier * Difficulty multiplier * Mod multiplier) / 25
here goes c++ code because idk how to explain in other way
for (part = 1; part <= numberOfParts; part++)Score += Sliders' ticks + Spinners' bonus
{
score += rawScore[part] * accuracy[part];
}
ok here's ~graph~
kill me