I've not seen this asked yet. How much does the spinner mod affect pp?
Probably counts as a normal hit in terms of accuracy. Might contribute to speed?ntaig wrote:
I've not seen this asked yet. How much does the spinner mod affect pp?
Tom94 wrote:
Spinners are included as having to aim to the center and move a big. They are pretty much negligible. SpunOut multiplies the pp you gain from that particular score by 0.95.-ArmoredTitan- wrote:
3. Are spinners included in the PP formula? Also, would Spun Out affect your PP gain?
Outranking shouldn't matter now, that it is 100% based on the difficulty algorithm, unless it was changed into back into ranks mattering (which I personally disapprove of)GoldenWolf wrote:
You probably don't get enough pp and people are outranking you in the meanwhile
are you implying that 30 people passed me (or the others, haven't read the thread) by more than 2 pp in about 2 hours?PlasticSmoothie wrote:
All right guys.
What you need to realise is that there are others playing this game, and their rank can influence yours. How? If they're below you in overall rank (NOT A RANK ON A MAP) and then increase to being above you, you will drop 1, because now one more person is above you.
Now, there are a lot of people playing this game and so often many more than just one person will pass you overnight. When you then again play a song, your rank updates. You'll drop ranks because you gained no pp yet others passed you while you weren't playing/getting pp.
your rank does NOT update real-time, it updates EVERY TIME you set ANY KIND OF SCORE. So if it's been 24 hours since your lasts core, that's 24 hours of changes. Often at least one person will have passed you.
It's 6:39PM UTC now, this is the online users count:Brimroth wrote:
are you implying that 30 people passed me (or the others, haven't read the thread) by more than 2 pp in about 2 hours?PlasticSmoothie wrote:
All right guys.
What you need to realise is that there are others playing this game, and their rank can influence yours. How? If they're below you in overall rank (NOT A RANK ON A MAP) and then increase to being above you, you will drop 1, because now one more person is above you.
Now, there are a lot of people playing this game and so often many more than just one person will pass you overnight. When you then again play a song, your rank updates. You'll drop ranks because you gained no pp yet others passed you while you weren't playing/getting pp.
your rank does NOT update real-time, it updates EVERY TIME you set ANY KIND OF SCORE. So if it's been 24 hours since your lasts core, that's 24 hours of changes. Often at least one person will have passed you.
sDraxuss wrote:
It's 6:39PM UTC now, this is the online users count:Brimroth wrote:
are you implying that 30 people passed me (or the others, haven't read the thread) by more than 2 pp in about 2 hours?
It can go as high as 10-11k from what I've seen, probably higher.
Do you really think 30 people is a lot? There is many people that are better than you, get over it.
I don't understand why you would just discount that. No, he's not as good as you in the top 1000s, but he was still a decent player at least at 14k. Literally 7/10 of his top performances were non full combo DTs before the most recent update. I'm not complaining that the updates made him lose rank. In fact, he barely lost any. All that I was saying is that his new top performances don't seem to show what he is good at. Now it shows some easy-medium difficulty FCs with only average accuracy. Nothing shows what we both consider to be his best plays. I remember seeing something along the lines of some profile page rework maybe in the feature requests. Perhaps we could also include a new, separate section for the profile where a user can select 10 performances that they themselves feel showcase their own skill rather than only the 10 giving the most pp being shown.RaneFire wrote:
Sigh...IamNotgod wrote:
For example, one of my friends who played mostly DT maps with low 90s accuracy suddenly got 95% overall accuracy after the most recent recalculation. Also, all his DT scores got removed from his top performances aside from the only one he had a FC on
Unless you're Jesus, you won't get PP doing that.
I saw everything become [N], for normals, for a couple of minutes only 2 days ago. I was about to say "I can't even pass normals now" but then it was fixed to represent E/N/H properly with lower star values. Changelog says this was changed on the 27th Feb though, I guess there was some delay.Novixion wrote:
Is the new star system out? I noticed the star rating on some maps have already changed...
...
And I thought 5.00+ are hard to find...
I just made an assumption based on the zero info you gave. I don't know who he is, or what maps he's been playing. All I meant by "unless you're jesus" was that you would need some crazy speed just for the pp system to recognise your play if it is a low-acc, non-fc. General rule of thumb, as Tom has explained many times, is that it rates good performances first and foremost, not bad ones.IamNotgod wrote:
Literally 7/10 of his top performances were non full combo DTs before the most recent update. I'm not complaining that the updates made him lose rank. In fact, he barely lost any. All that I was saying is that his new top performances don't seem to show what he is good at. Now it shows some easy-medium difficulty FCs with only average accuracy.
All planned.Keeby wrote:
It would be nice to implement the star system in-game, if possible.
Rank isn't updating realtime now (Web)Commy wrote:
rank is not showing correctly for a long time, for example, it shows rank 1000 ingame but on site (rankings) it is 980, whats wrong? o.o
well, I dont think it is caused by updating because every single player (rrtyui, www and the others in top5 (?) no) has wrong rank written ingame, on site (profile), you can be #50 but it will still show #53 even if you never had this positionUltrayano wrote:
Rank isn't updating realtime now (Web)Commy wrote:
rank is not showing correctly for a long time, for example, it shows rank 1000 ingame but on site (rankings) it is 980, whats wrong? o.o
hakurei/shizuru/others that have temporary (i think) bans still have their ranks calculated etcCommy wrote:
well, I dont think it is caused by updating because every single player (rrtyui, www and the others in top5 (?) no) has wrong rank written ingame, on site (profile), you can be #50 but it will still show #53 even if you never had this position
Before pp was farming all day.Soinou wrote:
Well, i know that, but it's still hard for me, and pp was before something you gain when you improve.
I'm improving, because i'm doing scores i couldn't do before, and i'm not gaining anything.
It's like the game is saying i suck and i should stop playing, or go farm DT because now only DT is rewarded.
The difference is, that SS'ing OD8 gives a lot of accuracy points, while OD10 97% gives practically nothing.GoldenWolf wrote:
Okay let's be honest, 97% OD10 is trash because it like OD8 SS, which is trivial (especially on those maps full of 1/2s / no stream)
This is a pretty good point.Novixion wrote:
With the amount of pp you have and the accuracy of those scores, you wouldn't get much pp. To get accuracy pp you need >99%, which is why DT, which grants aim and speed, gives more points.
I don't know exactly how pp handles OD or how it treats SS, but if you can consistently get 97% on OD10, then, assuming your hits are normally distributed and centered on the correct timing, you can consistently get > 99.9% on OD8. If 97% OD10 isn't giving comparable pp to OD8 SS (I don't know if it does or not), that's unfair to HR players.Ziggo wrote:
The difference is, that SS'ing OD8 gives a lot of accuracy points, while OD10 97% gives practically nothing.GoldenWolf wrote:
Okay let's be honest, 97% OD10 is trash because it like OD8 SS, which is trivial (especially on those maps full of 1/2s / no stream)
GhostFrog wrote:
I don't know exactly how pp handles OD or how it treats SS, but if you can consistently get 97% on OD10, then, assuming your hits are normally distributed and centered on the correct timing, you can consistently get > 99.9% on OD8. If 97% OD10 isn't giving comparable pp to OD8 SS (I don't know if it does or not), that's unfair to HR players.
Problem with this... is that it's only a margin for error, and thus scoring.GhostFrog wrote:
If 97% OD10 isn't giving comparable pp to OD8 SS (I don't know if it does or not), that's unfair to HR players.
People playing 180bpm stream maps could very well have the speed to play 240bpm stream maps. People playing a jump map nomod (or hey, with HR) could very well be hitting the exact center of every hitcircle and would still FC with CS13. It doesn't matter - a 180bpm stream map can't prove your ability to stream 240bpm and playing a CS4 map can't prove your ability to play CS7. While it's entirely possible some random person SSing OD8 would be getting high accuracy OD10 scores, playing OD8 doesn't test that and they deserve no extra reward for the *possibility* that they're better than their play demonstrates. If they want to be rewarded for good OD10 accuracy, they should find OD8 maps they can play with HR. It's unfortunate that HR will almost certainly make the map AR10 if the player can't read it, but the job of the ranking system isn't to determine whether or not the rules of the game make sense - it's to rate the performance of a player in a particular play.RaneFire wrote:
People playing OD8 maps with high accuracy could very well be hitting as accurately as OD10 players, but it doesn't matter because it's within that margin anyway.
Then remove the extreme part of it. If you FC a CS4 map, don't you think it's reasonably likely you could have FCed it on CS4.2 (CS3 + HR)? If so, should you be given extra aim points for that possibility?RaneFire wrote:
That's a bit extreme and doesn't really bear extra weight to the argument because they're unrealistic situations.
HR players are rewarded properly for their accuracy in certain cases.Are you referring to the EYES OF DEVILELIET scores you posted? That map is OD7. OD9.8 is harder compared to OD7 than OD10 is compared to OD8. I ran the same calculation as I did earlier - getting 97% consistently on OD9.8 (assuming normal distribution, hits centered at perfect timing) means getting > 99.98% consistently on OD7.
Maybe 1 more point? You should get a better understanding of how human beings perceive their environment. The approach circle scales with circle size as well, and in some cases I find it harder to read a map with very large circles as opposed to smaller ones. The map is also mapped according to the circle size, otherwise you will have weird spacing. So all in all, it's about what is appropriate, and CS plays a very small role in difficulty so long as it's appropriate. HR should increase the difficulty immensely in cases where the CS becomes obfuscated and patterns can no longer be hit in the nomod fashion.GhostFrog wrote:
Then remove the extreme part of it. If you FC a CS4 map, don't you think it's reasonably likely you could have FCed it on CS4.2 (CS3 + HR)? If so, should you be given extra aim points for that possibility?
Yes, but getting an SS on that map with OD7, or even just 99%, is many times more difficult than getting 97% on other OD10 maps because of the way it's made. If a map is not difficult to play in aim or speed, why should you get a full accuracy reward from HR?GhostFrog wrote:
Are you referring to the EYES OF DEVILELIET scores you posted? That map is OD7. OD9.8 is harder compared to OD7 than OD10 is compared to OD8. I ran the same calculation as I did earlier - getting 97% consistently on OD9.8 (assuming normal distribution, hits centered at perfect timing) means getting > 99.98% consistently on OD7.
Why do you want to compare this map with other maps? The point was comparing no mod and HR on the very same map. And the map you mentioned is really difficult with HR as well, so getting 97% with HR should easily be on a level with 100% no mod.RaneFire wrote:
Yes, but getting an SS on that map with OD7, or even just 99%, is many times more difficult than getting 97% on other OD10 maps because of the way it's made.
What calculation method did you use?GhostFrog wrote:
I ran the same calculation as I did earlier - getting 97% consistently on OD9.8 (assuming normal distribution, hits centered at perfect timing) means getting > 99.98% consistently on OD7.
It uses a formula made by Tom94 http://pastebin.com/XDDgKEvw#_=_ (this pastebin is outdated though, it is probably somewhat different currently).KaosFR wrote:
How does the algorithm work for accuracy ? Does it compute an estimated unstable rate (or a range) ?
Something I assume is much less sophisticated than what the table uses. I found the standard deviation of hit timings that would give 97% accuracy on OD9.8 and found what percent of 300s that would give on OD7 (I basically counted 100s as misses instead to be on the safe side). If you're consistently getting that standard deviation, you should consistently be getting the corresponding OD7 accuracy, unless I did something wrong.Full Tablet wrote:
What calculation method did you use?GhostFrog wrote:
I ran the same calculation as I did earlier - getting 97% consistently on OD9.8 (assuming normal distribution, hits centered at perfect timing) means getting > 99.98% consistently on OD7.
The thing is that i'm not a DT player.Aqo wrote:
DT players saying it's too easy to get points with DT and too hard with HR
HR players saying it's too easy with HR and too hard with DT
hmmmmmmmmmm
Hmm, that's not exactly intended though. I'll try to make it more appropriate in that direction.Ziggo wrote:
GhostFrog wrote:
I don't know exactly how pp handles OD or how it treats SS, but if you can consistently get 97% on OD10, then, assuming your hits are normally distributed and centered on the correct timing, you can consistently get > 99.9% on OD8. If 97% OD10 isn't giving comparable pp to OD8 SS (I don't know if it does or not), that's unfair to HR players.
You find the beatmaps with DT easy because you already have the skills and experience required to play it. Just because you didn't have to "work" for a certain score, doesn't mean it was an easy feat. Half of my top scores were done in less than 5 plays (complete fluke plays of course), while the other half I probably had to play up to probably 50 times over the course of a few weeks (Which is ridiculously high for me, I've never retried past 10 in one go).Soinou wrote:
SPOILERThe thing is that i'm not a DT player.Aqo wrote:
DT players saying it's too easy to get points with DT and too hard with HR
HR players saying it's too easy with HR and too hard with DT
hmmmmmmmmmm
Well, sorry for my totally useless posts, it was just me trying to blame something for being bad, but well, I'll try to be a bit more clear about what I think even if nobody cares.
I think the problem with the current system is that it gives pp based on the difficulty of the maps.
However, what is difficulty ? How is it possible to accurately evaluate difficulty for every players ?
For example, like you all point out, my top scores are DT, but ... I find them really easy. I almost never practiced for DT, I just play DT from times to times and that's where I got these scores, which gave me a lot of pp because the system evaluates them as "hard", while they're kinda easy.
But, I got some HD scores only after a long long time practicing HD, and it took me several weeks training with this mod to have some scores like my 96% FC on Torikago, which is considered as bad by the system, because the map is not considered difficult, while this is very difficult for me.
The point I'm trying to make is that, with this system, you get rewarded doing something easy to achieve, and you get no reward doing something that took you a lot of training, and really hard to achieve.
I find this kinda sad.
But well, you'll probably say that it's just me trying to blame the system for being bad or something, or that I just suck, and i should stop/farm DT or anything else, so feel free to ignore me, delete my post or anything, I don't care.
Well, I know that the system can't compensate for everyone individually, but it feels kinda sad that the system rewards you for choosing simplicity over hard work.nooblet wrote:
You find the beatmaps with DT easy because you already have the skills and experience required to play it. Just because you didn't have to "work" for a certain score, doesn't mean it was an easy feat. Half of my top scores were done in less than 5 plays (complete fluke plays of course), while the other half I probably had to play up to probably 50 times over the course of a few weeks (Which is ridiculously high for me, I've never retried past 10 in one go).
The scores may have felt easy, but you wouldn't have been able to pull it off when you just started, right? Everyone has their own strengths and weaknesses, the system can't compensate for everyone individually. In other words, what's easy for you may not be easy for others.
you may not always get rewarded for something you find hard, but you'll get rewarded for something that is hard, depends on what you're good/bad at.Soinou wrote:
The point I'm trying to make is that, with this system, you get rewarded doing something easy to achieve, and you get no reward doing something that took you a lot of training, and really hard to achieve.
Yeah, but being "hard" or "easy" depends on the player, so how can you judge the difficulty of a map for every players, and say a map "is" hard ?GoldenWolf wrote:
you may not always get rewarded for something you find hard, but you'll get rewarded for something that is hard, depends on what you're good/bad at.
This is true. I've managed to do good performances on some maps easily that some of my friends couldn't do at all, even if they can easily clear maps I have lots of trouble with (For example, I FC'd LeaF - MEPHISTO, something none of my other friends managed to do, but I'm nearly at the bottom of my friends list on Nico Nico Chorus - Leia, even though the map isn't that hard). Everyone is good at different things, some people are better with higher AR's, others with lower ones, some are HR players, others HD players, and others DT players. You can't really say "X mod is easier than Y mod", since it varies for everyone. I find HR easier than HD, because I have trouble reading HD and perform better on AR10, even though I'm sure many people think HD is easier than HR.nooblet wrote:
You find the beatmaps with DT easy because you already have the skills and experience required to play it. Just because you didn't have to "work" for a certain score, doesn't mean it was an easy feat. Half of my top scores were done in less than 5 plays (complete fluke plays of course), while the other half I probably had to play up to probably 50 times over the course of a few weeks (Which is ridiculously high for me, I've never retried past 10 in one go).
The scores may have felt easy, but you wouldn't have been able to pull it off when you just started, right? Everyone has their own strengths and weaknesses, the system can't compensate for everyone individually. In other words, what's easy for you may not be easy for others.
Some things are objectively hard; like a 129 circles stream at 222bpmSoinou wrote:
Yeah, but being "hard" or "easy" depends on the player, so how can you judge the difficulty of a map for every players, and say a map "is" hard ?
-Scylla- wrote:
It's best to just calculate based on what the mod changes on the map (for example, in my opinion, HD should give a similar bonus to HR for aim, since you have to aim for disappearing notes, while HR should give a significantly larger bonus than HD for accuracy, since HD doesn't alter the map's accuracy settings at all). But I think this has already been done quite well, and I don't think anyone should be trying to get the algorithms to change based on what they find easy or hard. It's different for everyone.
Do you realize how hypocritical this is?Alarido wrote:
Well, the calculation formulas are perfect now :3
just need two adjsutements:
This has already been asked, and it's not really high priority. Doing it based on date would be stupid, though a visible difficulty meter based on the map would be useful.Alarido wrote:
- fix star diff rating to reflect exactly the challenge level, according to the date in which a given map was ranked. Such challenge approaches varies from year to year, from epoque to epoque, so diff star rating would be made really great when it consider the epoque when the map got ranked (2007 maps challenge people in different fashion of current maps does). It would help with relax a bit with diff names, etc.
I like this, but I think it's already been mentioned, and I recall Tom saying that he would probably implement it in the future.Alarido wrote:
- calculate a 'personal difficulty profile' for each player, so it'll take the correct pp/rank for each person according to relative skills, instead of pushing an universal skill profile for everyone.
RaneFire wrote:
When selecting "osu!" on the beatmap listing, is it possible to make the "sort by difficulty" ignore difficulties from other game modes in the same mapset as standard difficulties? Bunch of apples and drums amongst the stars are bringing far too many irrelevant maps to the top, because of their SR, when trying to look for standard difficulties. Or is there some technicality preventing that? (Not talking about entire mapsets devoted to taiko/ctb/mania)
I meant on the website, which has the proper star difficulty rating. The osu! client does not at present.Draxuss wrote:
Open "osu!" collection.
I can also play (pass) 0108 songs or harder songs like HujuniseikouyuuP - Talent Shredder [Lesjuh Style] (3.63 Stars) or TJ.Hangneil - Kamui [SHD] (4.14 Stars)Lancelot wrote:
So far I think that the rank are accurate. I went to 130k to 70k after the update.
But I feel like there's something wrong , one of my friend is better than me but his rank is lower than mine
probably because he don't fc song but he can acutally plays 0108 songs and I cannot .
This basically means that his 0108 passes doesn't have as much skill as your other plays.Lancelot wrote:
So far I think that the rank are accurate. I went to 130k to 70k after the update.
But I feel like there's something wrong , one of my friend is better than me but his rank is lower than mine
probably because he don't fc song but he can acutally plays 0108 songs and I cannot .
Yes it's how you said ... but FCing Maps is a better way to gain much PP-Scylla- wrote:
Not really. You will still gain pp if you do a good performance on a hard map without FC'ing it. I remember getting more pp for passing (but with a relatively high combo) Yumemi Sunrise [Insane] than for silver SS'ing both Signal Graph [Insane] and One Reason [Insane].
It all has to do with how hard the map is as compared to how much pp you already have. Obviously, the more pp you have, the better your performances have to be for an increase in pp (if that wasn't the case, pp should be thrown out right away), and above-average performances give above-average pp. Not that you shouldn't learn how to FC hard maps, but do keep in mind that you'll be awarded for your performance (given that your top performance is also your #1 score)
Too many breaks in continuity. Mapping style is not intuitive. The map doesn't even feel right for the music.UsaTewi wrote:
Why is this map only rated 1.60 star?
It's a map that almost no one can FC with HR ...
It's just tsuka's mapping style. I think it matches the music pretty well.RaneFire wrote:
Too many breaks in continuity. Mapping style is not intuitive. The map doesn't even feel right for the music.UsaTewi wrote:
Why is this map only rated 1.60 star?
It's a map that almost no one can FC with HR ...
The algorithm can't accurately weight complexity at present, but I doubt it's just that. The music plays a part.
It's probably mostly due to those stepped streams though.
It's not about liking it or not. After playing many other maps, that style of mapping is particularly more difficult to anticipate with the music for some reason. Maybe a better player could give you a better answer, since it is subjective.UsaTewi wrote:
It's just tsuka's mapping style. I think it matches the music pretty well.
Whether you like it or not, it has a jumpy part, and is obvious not a [Hard] map.
edit: Oh, I just saw your last sentence
Pretty sure it's all already based on the 'new' method.miharih wrote:
Doesn't the star difficulty affect the amout of points you get? How will thet be handled, when the new star difficulty system gets implemented?
HD increases the aim difficulty in the calculations by a percentage of it's value so at extremely low values, it's not going to add that much extra pp. Also, the ratio of 100:300 is a lot higher in the hard which shows that the amount of accuracy points you are getting is a lot lower in the hard.TheVileOne wrote:
I checked the new pp star rating for both of these difficulties and the Normal difficulty rates 1.87 compared to the Hard at 1.85. The Hard difficulty is clearly harder, despite the Normal having more clickable objects. The jumps in the Hard are much harder than any pattern in the Normal, so I think one more 100 shouldn't make that much of a difference in two maps that should be considered nearly equal in difficulty (supposedly), and certainly not enough to outweigh a Hidden mod play of it. Anyways the difficulty of the Normal should not be anywhere close to the difficulty in my Hard. It's not difficult to play.
I checked the new pp star rating for both of these difficulties and the Normal difficulty rates 1.87 compared to the Hard at 1.85. The Hard difficulty is clearly harder, despite the Normal having more clickable objects. The jumps in the Hard are much harder than any pattern in the Normal, so I think one more 100 shouldn't make that much of a difference in two maps that should be considered nearly equal in difficulty (supposedly), and certainly not enough to outweigh a Hidden mod play of it. Anyways the difficulty of the Normal should not be anywhere close to the difficulty in my Hard. It's not difficult to play.
Again, FL scales with how much aim it gives normally.TheVileOne wrote:
Also I found that https://osu.ppy.sh/b/10878 play isn't in my top performances as well. I know it's a Normal, but really I'm playing Flashlight with Hardrock for over 3 minutes and I only get 2 100s. I'm really surprised that this hasn't shown up higher. It is my most played song for a reason. This was not easy for me to get this score, mainly because of how awkward the note spacing is.
It does, but only if you do well.TheVileOne wrote:
I think note density is playing too high an importance in these cases. A higher note density does necessarily mean that a map is harder, and the opposite is true for a map will less note density. Also circle size and the smaller hit window when HardRock is applied doesn't seem to make a huge difference when you play with mods that inhibit your ability to be accurate. I'm not sure, I don't usually play with mods in standard.
Longer maps with FL already do give more bonus compared to shorter maps I think. The "FL should award more pp" debate is heavily opinionated and I personally think grinding a map for hours with the only difficulty increase being to memory (a skill that shouldn't even be in a rhythm game) should give stupidly large bonuses. Last sentence doesn't really make sense to me anyway.TheVileOne wrote:
Longer maps with flashlight should definitely get more of a bonus than shorter maps and the difficulty raises extremely high when you get to harder difficulties. So much so that I wont even bother, but if I want to put the effort to spend 8 hours learning a normal map in Flashlight and FCing it I want to be rewarded. Skill with playing with accuracy reduction mods is more important than maps that just like to give you 100s without mods, because most likely the beat is awkward to follow.
No, it should count every bit of accuracy. If you only counted accuracy differences of >1%, long songs where 10s of 100s may only count for a fraction of a percent would not be valued correctly.TheVileOne wrote:
It just should count more than 1% difference in accuracy.
There is a considerable difference between 98.88% and 98.40% accuracy. Also, take into consideration that Je t'aime has a bigger circle:slider ratio (it's circle accuracy is about 98.5%, while the Raise This Barn play has an equivalent accuracy of about 96.8%).TheVileOne wrote:
0.44% difference is a lot lower? I think the hidden bonus should outweigh a 0.44% difference. And the star rating is not accurate. It says the Normal is harder than the Hard, which has substantially larger spacings at relatively the same BPM. The aim value for my Hard should be much higher than the Normal. This difference along with the Hidden bonus should outweigh a 0.44% difference in accuracy IMO. It doesn't make sense to start judging accuracy differences below 1% when you include mod weights in the mix. It just should count more than 1% difference in accuracy.
Edit: Well I beat my score on the normal and now it's even higher on the list. I can see why it's rated so highly, and it's a long map. I can still play it much more consistently than I can Raise This Barn Hidden, which wears my arm out very quickly. ._.
I believe you'd have to be a little more specific and base it on the misses/100s/50s count as well.PinkHusky wrote:
How big of a PP boost does a FC give? Since this is like osu!tp would it be the misses that are hurting me greatly? I thought that was something peppy was trying to do away with?
On the song 1 Year 2 Months 20 Days (Mapped by Athena Tennos) - Difficulty "Neko" Using DT only I got as follows.
Score: 2,156,908 (x295) 90.96% DT
Current PP: 1808
New Score: 3,012,150 (x276) 95.74% DT
PP Change: 1809
New Score: 5,971,551 (x569) 93.99% DT
PP Change: 1830
New Score: 6,055,706 (x570) 95.31% DT
PP Change: 1835
An almost 5% accuracy increase gave me 1 PP.
A Score only increase and 2% accuracy decrease gave me 21 PP.
Then a small increase of 1.5% accuracy gave me 5 after that.
Intended? No misses the way to go?
Combo is very relevant for PP. You've doubled your combo!PinkHusky wrote:
How big of a PP boost does a FC give? Since this is like osu!tp would it be the misses that are hurting me greatly? I thought that was something peppy was trying to do away with?
On the song 1 Year 2 Months 20 Days (Mapped by Athena Tennos) - Difficulty "Neko" Using DT only I got as follows.
Score: 2,156,908 (x295) 90.96% DT
Current PP: 1808
New Score: 3,012,150 (x276) 95.74% DT
PP Change: 1809
New Score: 5,971,551 (x569) 93.99% DT
PP Change: 1830
New Score: 6,055,706 (x570) 95.31% DT
PP Change: 1835
An almost 5% accuracy increase gave me 1 PP.
A Score only increase and 2% accuracy decrease gave me 21 PP.
Then a small increase of 1.5% accuracy gave me 5 after that.
Intended? No misses the way to go?
I think it depends on the length of the map and the actual possible combo. I had a DT play with 3 misses and 96% acc and when I improved to FC but ruined my acc(92%) I lost like 4 pp. It was 40 seconds on DT.nooblet wrote:
Is it a direct relation like (combo/max combo)*(Rest of PP calculation)? I have an almost-FC score that I don't think I'll ever beat in accuracy (and it's second in my top plays), so I'm not sure if it's even worth the effort, I don't wanna end up losing PP for the loss in acc + combo gain.
The reason is, that the current way sliders are dealt with is very generous in terms of the slider's favor. Currently there is no measure as how hard it is to actually follow a slider. The minimum distance you have to move to complete the slider is added up to the jump to the next hitobject, but that's it atm. This "minimum distance" is required to not give fast repeatsliders, or even worse: slider-streams, ridiculous pp amounts.blissfulyoshi wrote:
Is it just me, or are more slider pattern oriented maps seemed to have low star ratings in comparison to more circle patten oriented maps.
For example:
https://osu.ppy.sh/s/28425 (Black Rebel 3.43 stars) vs https://osu.ppy.sh/b/178966&m=0 (Talent Shredder 3.29 stars), but I am pretty sure most will agree that Talent Shredder is harder than Black Rebel.
Or take Skystar maps that frequently depend on you to leave sliders early to do jumps have lower star ratings than maps that depend on circle jumps
https://osu.ppy.sh/s/122658 (Maware (Skystar) 3.42 stars) and https://osu.ppy.sh/b/318294&m=0 (S.M.L (Skystar) 3.38 stars ) versus Fycho's https://osu.ppy.sh/s/122233 (Univer Page 3.33 stars) or https://osu.ppy.sh/b/318294&m=0 (S.M.L 3.52 stars )
(Sorry for the limited selection of songs, mostly just using the songs I was farming recently)
Wow yes, this is greatLach wrote:
Holy shit, Tom (or whoever actually did this). Thank you for the pp values for scores on profile. I just spent a few minutes getting to the bottom, and felt so nostalgic.
the pp shown on your profile is the raw pp amount, before the pp equation is applied.Kasugunai wrote:
I just checked out those pp values and played a map that supposedly granted me 39 pp, the value increased to 52 yet my pp is still the same. Is this intended? If so, how does it work?
That 52 raw pp should be worth about 6pp (according to it's position on the rank list), but by making that score, any performance worth less than 52pp gives 5% less (except the scores that were worse than 39 raw pp, but those were giving practically zero anyways), so you might end up getting practically nothing.Kasugunai wrote:
It's still weird that a D-rank play (around 66% acc) is worth 52 raw pp when it's not even worth 1 after the equation is applied.
I approve of this.Soulg wrote:
also i have a suggestion; maybe show the raw pp a play is worth ingame on the score screen? to give an idea of how much the song would be worth.
Any plans to implement a raw PP values into the "Recent Plays" area of a profile? Or something equal to that?Tom94 wrote:
Soon the percentage by how much a given score is weighted will be shown along with the raw pp value to avoid confusion.
And Accuracy as well would be nice. When I go over my top ranks I find myself looking for low accuracy plays to improve upon.Fanker wrote:
New update, showing PP super, but can you add information about mod which played map (HR, DT, DT+HD, None...), and "new" as in the TP system. It is simply amazing