what happen with the rank? i lost a lot of pp and gain a 3% of acc, is this working as intended?
Quick, someone rank a 100 BPM OD8 maps so my DT A can beat all those pesky no-skill HR SS /sEBAWER123 wrote:
Having A with DT should always be better than SS HR/HD
Even though you think you are sarcastic that is actually 100% correct =)Luna wrote:
Quick, someone rank a 100 BPM OD8 maps so my DT A can beat all those pesky no-skill HR SS /sEBAWER123 wrote:
Having A with DT should always be better than SS HR/HD
My mistake, it's actually OD6.66 + DT which is equivalent to OD10. Sorry. OD7 + DT would be slightly harder.Luna wrote:
OD7 DT (OD5 HRDT) is equivalent to OD10
OD6 DT is easier
His spam scores are pretty damn ridiculous. I've never seen a human come even close to that speed so far, so I'm not exactly sure how to view those._Gezo_ wrote:
Converted maps needs to be weighed much less, especially spam maps.
Sorry to the mentioned guy, but https://osu.ppy.sh/u/1451311#_general
Look at his best performances.SPOILER1. spam
2. SPAAAAAAMMMMMMMM
3. spam
4. spam
5. spam
6. idk didn't play
7, 8. taiko so it's ok
9. idk
10. spam
all the maps under "spam" are maps with impossible 1/8 streams - which are barely playable without HT or EZ.
same for this guy: https://osu.ppy.sh/u/1506011, his BP almost only consist of spam maps, here having only ONE taiko diff. other people have insane scores on taiko diffs that are really overshadowed by spammy converts which got magical fcs like strangeprogram. this is what we wanted to avoid, actually.
EBAWER123 wrote:
they did, both midnait and whosthebox can't play for shit xD same as kawhy, one kb is more than enough, lol, you can either use 3 keys for each colour or use 2 hands for spamming 2 buttons, alternating left-righ hand, kawhy had a guide how to do it but I cba to look for it.
It'd be better to look through the difficulty list I posted in this thread for checking this.Luna wrote:
After looking through a lot of top players' performance lists, I've come to the conclusion that the rhythm complexity factor might be overrated a bit. It was intended to boost the difficulty or maps with mixed 1/4 1/3 1/6 streams and similar patterns, but right now I get the impression that maps with just one or two stray 1/3 patterns are considered significantly harder than regular 1/2 1/4 maps. Maybe it's just coincidence and the real issue lies elsewhere, but that's what i gathered so far.
Luna wrote:
After looking through a lot of top players' performance lists, I've come to the conclusion that the rhythm complexity factor might be overrated a bit. It was intended to boost the difficulty or maps with mixed 1/4 1/3 1/6 streams and similar patterns, but right now I get the impression that maps with just one or two stray 1/3 patterns are considered significantly harder than regular 1/2 1/4 maps. Maybe it's just coincidence and the real issue lies elsewhere, but that's what i gathered so far.
Combo isn't weighted as heavily in Taiko as it is in standard at the moment. Not exactly sure how much I should change that.Tasha wrote:
http://osu.ppy.sh/b/90616?m=1 this map being on my top ranks despite a miss gives me the feeling that the high SV section at the very end is skewing the maps rating a bit, especially when a much more difficult to FC song like http://osu.ppy.sh/b/284037 isn't on my top 10 yet Taiko Time is.
imo depends on amount of missesTom94 wrote:
Combo isn't weighted as heavily in Taiko as it is in standard at the moment. Not exactly sure how much I should change that.Tasha wrote:
http://osu.ppy.sh/b/90616?m=1 this map being on my top ranks despite a miss gives me the feeling that the high SV section at the very end is skewing the maps rating a bit, especially when a much more difficult to FC song like http://osu.ppy.sh/b/284037 isn't on my top 10 yet Taiko Time is.
yes plsEBAWER123 wrote:
kawhy had a guide how to do it but I cba to look for it.
I couldn't agree more and that's why I think you need to adjust the algorithm to avoid situation like that :Tom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.
The first requirement for getting pp is delivering a decent performance. Map difficulty is also factored in and can make up for worse performances up to a certain degree, but barely passing won't get you anywhere. As a guideline, you should try to get below 10 misses and above 90% accuracy if you want your play to be rated well. A higher combo also does help. Of course if the map indeed is ridiculously hard, then you can get away even with a low accuracy, as long as you keep your misses low and your combo high.
I'll address it this weekend. While it's valid for some players to have such plays in their best performance list (if they're not good at other things), it shouldnt be able to give so much pp in general.Nashmun wrote:
You said this in the standard pp thread :I couldn't agree more and that's why I think you need to adjust the algorithm to avoid situation like that :Tom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.
The first requirement for getting pp is delivering a decent performance. Map difficulty is also factored in and can make up for worse performances up to a certain degree, but barely passing won't get you anywhere. As a guideline, you should try to get below 10 misses and above 90% accuracy if you want your play to be rated well. A higher combo also does help. Of course if the map indeed is ridiculously hard, then you can get away even with a low accuracy, as long as you keep your misses low and your combo high.
Like, having 'bad' performance on heavily rated maps because they are full of spam. That means, it's easy to get FC during 95% of the map, and then you have 5% full of 1/8 spam so the algorithm might think it's still a great performance because you have a relative high combo.
Please name the maps and show the scores, so I can check it.WemadeFOX-solo wrote:
i really dont get how the new system works, playing some converted normals/hard for chill and i got pp, fcing specific taiko maps(muzu/oni) and got nothing, same goes with easier difficulties giving more pp than harder.
ilyAnFace wrote:
yea penalize me so hard
It seems accurate, as those players possess enough accuracy and precision in reading notes to hit them at faster speed, and more speed = more BPM, and at that point playing well consistently at those speeds is reason enough to be placed fairly high. Though it makes noobita OP :3XK2238 wrote:
yes plsEBAWER123 wrote:
kawhy had a guide how to do it but I cba to look for it.
edit: as far as I'm concerned, the top 12 are entirely strong DTers? o.o
yesssssssNashmun wrote:
You said this in the standard pp thread :Tom94 wrote:
pp are called "performance points". They are rating your performance, not your skill. Those 2 things are very similar but not exactly the same. Let's look at a piano player for instance. Would you rate a perfect interpretation of an easier piece lower than a horrible play through some ridiculously hard piece? I wouldn't.