Generally, the difficulty of a Taiko map can be determined by two basic factors
- Note density
- Color changes
The note density can be easily termined by considering the time between notes in milliseconds. (this ensures that 1/4 snapped objects on low BPM are not considered as really hard). As higher the note density, as harder the map.
Color changes is the amount of changes between don and kat. Generally said, this is hard to describe. Patterns like kkk k kkk k kkk k are way harder than ddk d k ddk d k, because of exhaustion effects, whereas a ddk triplet is easier than a kdk triplet. When we come to longer streams (above 6 notes or higher), a very high color change increases difficulty, but also a very low one. (e.g. kdddkdddkdddk is easier than kddkdkkdkkdkk or ddddddddddk)
Finishers can be also hard, especially when the previous and upfollowing notes are of the same color. ddd D ddd is harder than ddk D kkd. Finishers at the end of a stream are easier, when most of the previous notes were of the opposite color (e.g. ddddK is easier than ddkdK).
Doubles are hard to get if mixed together with triplets or quadruplets.
Every pattern that is a combination of xxy/xyy patterns is easier to play than patterns of a xyx/xxx combination. (whereas x is color 1 and y is color 2) (kddkddkddk is easy. ddkkddkkddkk is easy. ddk is easy. dk kd is easy. kd kd is harder. kdkdkkkd is harder. kdk is harder. dddk is harder than ddk
Let me give out a few examples with maps working in various ways to create difficulty (it could be that many of these maps are my own, but I just know them the best, so sorry to appear biased):
https://osu.ppy.sh/b/171025&m=1 a quite simple Oni, mainly working with triplets (easiest "hard pattern" in Taiko) that are working in a xxY fashion. (ddk oder kkd are easier than dkd and kdk)
https://osu.ppy.sh/b/262458 finish overusing map. Please consider that the finishers at the streamends are painful and also the 1/2 quicktapping part with finishers inbetween is really difficult. It also provides the above example of kkk k kkk k kkk stuff that is really really really painful.
https://osu.ppy.sh/b/284037&m=1 Working with longstreams (many color changes here), being an eggpain to play. If you drop once you are out. Out of everything.
https://osu.ppy.sh/b/263683 Using doubles in a fancy fashion, a decent Oni level (Insane level). The hardest part for me is the dddddddk dddddk ddk thing, because its hard to keep up streaming the same color without switching to kat inbetween.
https://osu.ppy.sh/b/169371 the monotony of this patterns makes your hand complain. I assure you.
Anyways, Taiko's skill is basically based on tapping speed and reading skill. BPM is highly correlated to skill.
Moreover, HD and HR are equal, DT increases OD massively. HD players are having more problems on lower BPMs (due to low scrolling speed), whereas HR players are having more problems with higher BPM (due to HR causing a too fast scrolling speed). DT doesnt change scrollspeed based on SV but on BPM, but it decreases the hitwindow massively. HD+HR is impossible to read. FL+HD is memorization (you wont see ANY note at all), FL+HR is also memorization, but objectively easier (since you can at least see the notes, even if its just a short while).
Basically I see it like (vision based mods. HD/HR/FL only affect vision): (HD = HR) < HD+HR < FL < FL+HR < FL+HD < FL+HD+HR
DT is an extra factor, increasing OD and BPM and therefore should be calculated into the difficulty where note density calculations happen.
Please comment.
- Note density
- Color changes
The note density can be easily termined by considering the time between notes in milliseconds. (this ensures that 1/4 snapped objects on low BPM are not considered as really hard). As higher the note density, as harder the map.
Color changes is the amount of changes between don and kat. Generally said, this is hard to describe. Patterns like kkk k kkk k kkk k are way harder than ddk d k ddk d k, because of exhaustion effects, whereas a ddk triplet is easier than a kdk triplet. When we come to longer streams (above 6 notes or higher), a very high color change increases difficulty, but also a very low one. (e.g. kdddkdddkdddk is easier than kddkdkkdkkdkk or ddddddddddk)
Finishers can be also hard, especially when the previous and upfollowing notes are of the same color. ddd D ddd is harder than ddk D kkd. Finishers at the end of a stream are easier, when most of the previous notes were of the opposite color (e.g. ddddK is easier than ddkdK).
Doubles are hard to get if mixed together with triplets or quadruplets.
Every pattern that is a combination of xxy/xyy patterns is easier to play than patterns of a xyx/xxx combination. (whereas x is color 1 and y is color 2) (kddkddkddk is easy. ddkkddkkddkk is easy. ddk is easy. dk kd is easy. kd kd is harder. kdkdkkkd is harder. kdk is harder. dddk is harder than ddk
Let me give out a few examples with maps working in various ways to create difficulty (it could be that many of these maps are my own, but I just know them the best, so sorry to appear biased):
https://osu.ppy.sh/b/171025&m=1 a quite simple Oni, mainly working with triplets (easiest "hard pattern" in Taiko) that are working in a xxY fashion. (ddk oder kkd are easier than dkd and kdk)
https://osu.ppy.sh/b/262458 finish overusing map. Please consider that the finishers at the streamends are painful and also the 1/2 quicktapping part with finishers inbetween is really difficult. It also provides the above example of kkk k kkk k kkk stuff that is really really really painful.
https://osu.ppy.sh/b/284037&m=1 Working with longstreams (many color changes here), being an eggpain to play. If you drop once you are out. Out of everything.
https://osu.ppy.sh/b/263683 Using doubles in a fancy fashion, a decent Oni level (Insane level). The hardest part for me is the dddddddk dddddk ddk thing, because its hard to keep up streaming the same color without switching to kat inbetween.
https://osu.ppy.sh/b/169371 the monotony of this patterns makes your hand complain. I assure you.
Anyways, Taiko's skill is basically based on tapping speed and reading skill. BPM is highly correlated to skill.
Moreover, HD and HR are equal, DT increases OD massively. HD players are having more problems on lower BPMs (due to low scrolling speed), whereas HR players are having more problems with higher BPM (due to HR causing a too fast scrolling speed). DT doesnt change scrollspeed based on SV but on BPM, but it decreases the hitwindow massively. HD+HR is impossible to read. FL+HD is memorization (you wont see ANY note at all), FL+HR is also memorization, but objectively easier (since you can at least see the notes, even if its just a short while).
Basically I see it like (vision based mods. HD/HR/FL only affect vision): (HD = HR) < HD+HR < FL < FL+HR < FL+HD < FL+HD+HR
DT is an extra factor, increasing OD and BPM and therefore should be calculated into the difficulty where note density calculations happen.
Please comment.