Yeah no I don't even
lol
lol
ppv2 doesn't take your lead into consideration .Even if rryui was second, third or last, it wouldn't matter. Also, take into consideration that rrtyui missed 3 times on big black, which greatly reduces his pp gained from the map.MPGHThunder wrote:
165 * 2 = 330 as opposed to 360.3 BPM on The Big Black. If you add in the sudden jumps and hidden it probably is a more difficult map, but that's subjective really. 7,802,730 point lead and 3.80% more accurate than HappyStick. The map has also been played much more than Remote Control. The PP system is horribly vague...Zare wrote:
That's the point silmarilen addressed tho.
Remote Control on HDDT is harder to FC than Big Black Nomod.
I obviously DON'T have a grasp of what I'm talking about, but that was apparent from the first post. So instead of giving me half-baked answers, how about you stop for a second and actually give me a concise answer instead of acting like I'm an idiot. OK? Thanks.silmarilen wrote:
please, if you dont know what you're talking about, dont talk about it. just the fact that you think double time doubles the bpm already shows you dont, not to mention all the other flaws in your argument.
The Big Black is slower than Remote Control DT and has less aim strain than Remote Control DT. The Big Black doesn't play like a 360 bpm, it plays more like a 180 bpm. Score has nothing to do with how much pp you get also. The amount of contenders a map has (total map plays) has nothing to do with the amount of pp it gives either. Those are old methods to find how much pp a map gives. Remote Control DT is also 10.3 which gives a small bonus because it is over ar10, I don't know what the value for the bonus is. Remote Control DT is also OD10.3 which requires you to be more accurate than typical hardrock (od10). All of these things make Remote Control DT give more pp than The Big Black.MPGHThunder wrote:
I obviously DON'T have a grasp of what I'm talking about, but that was apparent from the first post. So instead of giving me half-baked answers, how about you stop for a second and actually give me a concise answer instead of acting like I'm an idiot. OK? Thanks.silmarilen wrote:
please, if you dont know what you're talking about, dont talk about it. just the fact that you think double time doubles the bpm already shows you dont, not to mention all the other flaws in your argument.
Thanks, that's all I needed to know.silmarilen wrote:
ok then very well.
first of all, big black may be mapped at 360 bpm, but it plays like a 180 bpm map, so for all intents and purposes it is considered 180 bpm.
second of all, DT multiplies the bpm by 1.5x, not by 2x, so remote control DT would be 247.5.
ok now that that's out of the way lets move on to the next point
the score rrtyui got compared to someone else doesnt matter, all that matters is how difficult the map is according to the difficulty algorithm and rrtyui's combo/accuracy/amount of misses. so even if #2 had only 5 combo it still wouldnt make a difference to the amount of pp rrtyui would get. even if rrtyui was rank 4.000.000/4.000.000 it still wouldnt influence his pp at all
and then lets get on to the difficulty of the maps. as i already said, big black is not the hardest thing there is, i would look at it as an easier version of this map if it wasnt for the sliders
remote control has some fullscreen jumps (which are bigger than the ones on big black aswell) and adding DT makes it 247.5 bpm (thats a whole 67.5 more than big black, since we already agreed on that it's just 180 bpm). it also has a lot of triples and 1/2 notes at the start with difficult movement without much time for breathing. so yes, remote control is harder than big black
dat information tho.Full Tablet wrote:
Is the length bonus factor, when calculating the accuracy pp of a play, independent from the accuracy percentage?
For SS, the expected probability of hitting each hit correctly tends to 100% (perfection) when increasing the amount of circles
[expected in the sense that the (probability of hitting each circle correctly) makes it so the (probability of getting a rate of correctly hit circles equal or higher than the rate of correctly hit circles in the score calculated) is equal to a predetermined probability],
while for 95% rate of 300s, the probability tends to be only 95% (and the value comes closer to 95% more quickly than in the SS case).
Because of that, accuracy-wise, there isn't much difference between getting 96%acc in 200 circles and 300 circles, while the difference is more notable between a SS in 200 circles and 300 circles.
As a way to quantify the difference, here is a set of graphs comparing how much the Expected Unstable Rate changes when changing the amount of circles (with a formula based on the expected unstable rate formula I showed months ago, but this time accounting for the probability of getting 50's and MISSES; this new formula shows similar values with high accuracy, but more accurate values with low accuracy, the downside is that it takes a ridiculous amount of time to calculate: calculating only 140 points for the graphs took about 1 hour). Here is a sample of the 2 formulas in a graph varying accuracy with the other variables constant: http://i.imgur.com/6LdrKIg.png (The one with the lower values on low accuracy is the new formula).
All the graphs are calculated with OD10 (changing the OD doesn't make much difference in the graphs with high accuracy, since with high accuracy the prevalent hit window is the one for 300s, so changing from OD7 to OD10 just roughly halves the expected unstable rate).
In the X axis is the amount of circles, and in the Y axis is (Expected UR with 100 circles) / (Expected UR with X circles) (that way the influence of accuracy alone and OD is discarded from the graph). That way, a Y value of "2" means half the expected unstable rate compared to 100 circles.
The 2 sets have the following difference:
The first set sets the (probability of getting the accuracy inputted in the formula, or more) with the (expected UR calculated) to 50% (that way, the accuracy corresponds to the median accuracy with only 1 try).
The second set tries to model the amount of expected retries a map would get based on the amount of circles: A map with 100 circles would be retried 108 times, with 200 circles half that amount, etc... (this assumes the player has the patience to play each map only a set amount of time, and that the amount of circles is directly proportional to the time each retry takes) This way maps that are more likely to get "fluke" accuracies caused by a lot of retries would give less (for example, a player who only has the skill needed to get 90% chance of hitting a 300 would eventually get a SS in a map with 30 circles if he retries a lot of times, but that would be practically impossible if the map has over 100 circles). If a map is replayed 50 times all with the same Unstable Rate, then the (probability of getting the accuracy inputted in the formula, or more) with the (expected UR calculated) is equal to 1/(1+50) (this corresponds to the formula of the expected value of the lowest value obtained in a perfect die with infinite sides with values that range from 0 to 1). I know this is not the best way to model the amount of retries, but it is something.
First Set:
http://i.imgur.com/SaWoo9P.png
http://i.imgur.com/jPIsZa6.png
Second Set:
http://i.imgur.com/hgVcl5O.png
http://i.imgur.com/OrmhWu2.png
Blue: Graph for SS.
Purple: Graph for 99%acc
Brown: Graph for 95%acc
Green: Graph for 85%acc (95% and 85% graph lines overlap each other since they have very similar values)
As you can see, in the SS case, the amount of circles has a bigger impact compared to the other cases with lower accuracy. Also, the point where increasing the amount of circles doesn't change significantly the expected unstable rate anymore is set farther to the right of the X axis when the accuracy increases. For any accuracy inferior to 100%, there is an horizontal asymptote of the graphs, but for 100%accuracy, the Y value goes to infinity (since, with an infinite amount of circles, the expected UR to get 100%accuracy is 0).
For high accuracy on circles (Acc > 0.7, so the hit window of the 300 judgment is predominant), the value of the asymptote for the expected unstable rate is approximately: (The asymptote is the same both for the cases with only 1 retry and several expected retries).
THIS gives a bit too much PPGoldenWolf wrote:
I always felt like this map gave a little bit too much pp, I guess it's because of the long-ish spaced streams?
I guess you're right, that was probably a poor thing to add on my part.silmarilen wrote:
map length should not be an indicator for how much pp a map gives, perfect example being this map https://osu.ppy.sh/s/20328
i personally think the map is you linked pretty hard to fc and worth the pp it gives.
Yeah, I've noticed spaced stream maps are worth a ton of pp. Two more maps I've noticed along with that one are:GoldenWolf wrote:
I always felt like this map gave a little bit too much pp, I guess it's because of the long-ish spaced streams?
Probably because you're 2gud at jumpsAqo wrote:
am I the only one who finds both of those maps incredibly hard compared to other maps worth more points simply because of jumps which are super easy?
I know it's hard, but it has a star rating on par with like kokou no sousei and other maps that I think are more difficult without a doubt.GoldenWolf wrote:
Gimme nightcore seems a little bit overrated yeah, but there are no spaced stream in rog-unlimitation though, the star rating there is fine because it has two 64 circles streams at 220bpm...
They're not the same, kokou no sousei has fullscreen squares at 240bpm, rog-unlimitation deathstreams at 220.. not the same kind of difficulty at allRewben2 wrote:
I know it's hard, but it has a star rating on par with like kokou no sousei and other maps that I think are more difficult without a doubt.
I see what you mean, they are difficult in their own ways, do you really think unlimitation is nearly as hard as sousei? Sousei has no fc's (apart from you know who) and unlimitation has multiple HDHR scores, lol. I think there are very little players that would actually find unlimitation harder despite having a higher star rating.GoldenWolf wrote:
They're not the same, kokou no sousei has fullscreen squares at 240bpm, rog-unlimitation deathstreams at 220.. not the same kind of difficulty at allRewben2 wrote:
I know it's hard, but it has a star rating on par with like kokou no sousei and other maps that I think are more difficult without a doubt.
Damn ponies and their pp. It seems as though shorter maps have way too much emphasis on accuracy, considering how easy it is to retry them until you get a better percentage.silmarilen wrote:
134pp is nothing, the map is star rating 2.23, i know maps with similar star rating that give close to 200pp *cough* https://osu.ppy.sh/b/112645 *cough*
I suggest you to read the pp wiki about accuracymcdoomfrag wrote:
Damn ponies and their pp. It seems as though shorter maps have way too much emphasis on accuracy, considering how easy it is to retry them until you get a better percentage.
Mind elaborating? I feel as though I'm missing something.GoldenWolf wrote:
I suggest you to read the pp wiki about accuracymcdoomfrag wrote:
Damn ponies and their pp. It seems as though shorter maps have way too much emphasis on accuracy, considering how easy it is to retry them until you get a better percentage.
almost half of the pp from the map i linked comes from accuracy, purely because it's od8+dt, there are other sub 300combo maps that give similar acc score, boosting them up by tons when they arent actually hard mapsGoldenWolf wrote:
accuracy points is calculated on the number of circles of a map and how high the OD is, it has nothing to do with the actual length of the map
Other examples of this are https://osu.ppy.sh/b/27737&m=0 and https://osu.ppy.sh/s/155691m, a lot of the difficulty is reading which the current system doesn't recognize at the moment. Tom said that he's still working on creating a satisfying algorithm for maps like these.Zare wrote:
http://osu.ppy.sh/b/227061
This map and similar ones are extremely underrated by the current system because what's the main challenge of the map is reading. I mean, the top 50 isn't even all FC (granted that's because of the 1/6 at the end but still).
Is there any chance of this getting improved at some point?
But current pp version IS v2TMoI wrote:
peppy's defense for making FL not give as much pp (during ppv2, granted, dunno how it's going to work now Tom behind the reigns) is because FL has to do more with memorization, which he thinks defeats the purpose of a rhythm game.
oopsGoldenWolf wrote:
But current pp version IS v2TMoI wrote:
peppy's defense for making FL not give as much pp (during ppv2, granted, dunno how it's going to work now Tom behind the reigns) is because FL has to do more with memorization, which he thinks defeats the purpose of a rhythm game.