DT should be nerfed.
end of story.
end of story.
Or you should be buffed. DT as a whole should not be nerfed, if anything buffed in some areas. Small notes should be buffed and large notes should be nerfed. Large jumps should be nerfed and fast jumps should be buffed.dennischan wrote:
DT should be nerfed.
end of story.
yeah i went from 20k -> 19k as well (without doing anything)Ethelon wrote:
Was there a change recently? I didn't see anything in the changelog and I'm sure my ranking already updated when I earned my pp from the other day, but I updated my rank today with a junky score on a new map and went from ~13,100 to 12,477.
I see. I knew it was a factor but wow, the pp difference is insane.silmarilen wrote:
you have only a bit over half their combo. since combo is still the main way to get score, tom decided that it should also be a big factor in the amount of pp a score gives.
Hm, interesting. Can Tom confirm/deny this?casmith789 wrote:
As far as I can tell, your pp for missing combo is approximately equal to max pp for that song * (your combo / max combo)
So if you have half combo you will get about half pp score.
The scalar from combo is (Your combo)^X / (Max combo)^X where X = 0.8 for standard. It's not quite as strict as (your combo / max combo).Rewben2 wrote:
Hm, interesting. Can Tom confirm/deny this?casmith789 wrote:
As far as I can tell, your pp for missing combo is approximately equal to max pp for that song * (your combo / max combo)
So if you have half combo you will get about half pp score.
id be interested to see the max pp possible then because I remember checking a hackers top ranks and a DT score on airman was well over 800-900 pp imagine every play being thatsilmarilen wrote:
the only cap there is is the cap of ssing every single beatmap with hd hr fl dt. putting a hard cap on something like this is seriously stupid
The day ppv2 was introduced there were 2 cheaters (who obviously wanted to find this "max" as well) who managed to get 30,000pp in just over 20 maps IIRC.Bassist Vinyl wrote:
id be interested to see the max pp possible then because I remember checking a hackers top ranks and a DT score on airman was well over 800-900 pp imagine every play being thatsilmarilen wrote:
the only cap there is is the cap of ssing every single beatmap with hd hr fl dt. putting a hard cap on something like this is seriously stupid
Tess wrote:
Also, maybe I'm wrong, but doesn't your spinner efficiency also (slightly) affect your pp gain?
All maps have a cap, no matter how fast you spin.Tom94 wrote:
It is impossible to find out how good someone has spun without per-hitobject data. If it ever happens there will be a small bonus for spinning well, but it is certain that it will never happen to old scores retroactively. It's simply impossible to recover that data for scores without replays and even the ones with replays would have subtle bugs.
To summarize: A spinner bonus can't possibly happen right now in a fair way, therefore it won't. Sorry.
I have noticed this same thing happening with EVERY map, combo being the only variable. Unfortunately I do not have exact numbers, but here are the rough figures from memory: (on https://osu.ppy.sh/b/291996)Rewben2 wrote:
Someone I know made an unlimitation play and got 177pp for this score: http://puu.sh/8J8SX.jpg. 89% acc, 1 miss.
I made this play: http://puu.sh/8J8VD.jpg. I have 2.5% better accuracy and another miss, yet the score isn't even on my top performances so is worth <108pp.
For frame of reference, a 97% accuracy fc is worth 217pp, http://puu.sh/8J907.jpg.
I doubt the insane pp difference is caused by 1 miss (the improved accuracy I got should just about account for the extra miss alone, shouldn't it?) so is my score worth so little because of low max combo? Other than accuracy and the amount of misses, the only thing that could be causing a loss of pp is max combo, right?
If so, I'm a bit surprised that a lower max combo can really affect a score from being 180~ to <108.
mastaa_p wrote:
I have noticed this same thing happening with EVERY map, combo being the only variable. Unfortunately I do not have exact numbers, but here are the rough figures from memory: (on https://osu.ppy.sh/b/291996)Rewben2 wrote:
Someone I know made an unlimitation play and got 177pp for this score: http://puu.sh/8J8SX.jpg. 89% acc, 1 miss.
I made this play: http://puu.sh/8J8VD.jpg. I have 2.5% better accuracy and another miss, yet the score isn't even on my top performances so is worth <108pp.
For frame of reference, a 97% accuracy fc is worth 217pp, http://puu.sh/8J907.jpg.
I doubt the insane pp difference is caused by 1 miss (the improved accuracy I got should just about account for the extra miss alone, shouldn't it?) so is my score worth so little because of low max combo? Other than accuracy and the amount of misses, the only thing that could be causing a loss of pp is max combo, right?
If so, I'm a bit surprised that a lower max combo can really affect a score from being 180~ to <108.
I had ~400/545 combo with 96% accuracy and was given about 40pp for it
Then I went back and got a full combo with a slightly higher accuracy (~96.5%) and was given 100pp for it
another example (exact numbers from https://osu.ppy.sh/p/beatmap?b=229180):
~96% accuracy with 539/617 combo: 79pp
SS: 131pp
third example for demonstration's sake (exact numbers from https://osu.ppy.sh/p/beatmap?b=93842):
~97% accuracy with 330/892 combo: 56pp
SS: 150pp
How the <edited explicit> is a full combo worth more than double a near-full combo with comparable accuracy? PPv2 weights combo so high that combo is pretty much the only deciding factor until you get a full combo (and then accuracy only shifts +/- 10% or so).
I probably had a miss or two, I was just trying to highlight how ridiculous the weight is on combo as opposed to accuracy or map difficulty (50% combo on a map twice as hard as another with a full combo is worth less than half the fc pp). As to addressing the first example: I can verify that the pp given was around 40 (I was annoyed by this at the time) and the exact figures from the score were 400/535 combo with ~97% acc. Somehow I managed that with 8 misses, no idea how I did that XD.Rewben2 wrote:
mastaa_p wrote:
I have noticed this same thing happening with EVERY map, combo being the only variable. Unfortunately I do not have exact numbers, but here are the rough figures from memory: (on https://osu.ppy.sh/b/291996)
I had ~400/545 combo with 96% accuracy and was given about 40pp for it
Then I went back and got a full combo with a slightly higher accuracy (~96.5%) and was given 100pp for it
another example (exact numbers from https://osu.ppy.sh/p/beatmap?b=229180):
~96% accuracy with 539/617 combo: 79pp
SS: 131pp
third example for demonstration's sake (exact numbers from https://osu.ppy.sh/p/beatmap?b=93842):
~97% accuracy with 330/892 combo: 56pp
SS: 150pp
How the <edited explicit> is a full combo worth more than double a near-full combo with comparable accuracy? PPv2 weights combo so high that combo is pretty much the only deciding factor until you get a full combo (and then accuracy only shifts +/- 10% or so).
Tom posted the formula for max combo. It is pretty harsh yeah, unless you're towards the full-combo mark your pp output is going to get shot down by quite a bit. If you get less than half of the maximum combo you can pretty much say goodbye to your pp. I'm not complaining, the intention is that the combo is the main way of getting score thus it should be a big factor in getting pp, which I understand.
Your first example is rather interesting; the difference is a tiny bit of accuracy and the first score was about 73%~ of the max combo, yet the pp output was about 2.5x higher for the second score. Are you sure those are the exact values you had for both before and after and the pp given? Because that doesn't seem normal. Did you have a few misses on the first score before you fc'd? That could explain it.
The last two examples are rather expected. The second example has pretty bad accuracy and the last one is very far off a fc with also missing acc.
Tom94 wrote:
Let me repeat once again, the system rates the quality of your performance. It is not intended to give a lot of points to plays on hard maps which you can barely pass. Imagine playing the piano. You don't perform in a concert with a damn hard piece, that you can barely play with quite a lot of mistakes.
There lies your problem. Eight misses, with or without combo and accuracy, will murder your PP completely. I wouldn't be surprised if that alone is what cut down half of the PP.mastaa_p wrote:
I probably had a miss or two, I was just trying to highlight how ridiculous the weight is on combo as opposed to accuracy or map difficulty (50% combo on a map twice as hard as another with a full combo is worth less than half the fc pp). As to addressing the first example: I can verify that the pp given was around 40 (I was annoyed by this at the time) and the exact figures from the score were 400/535 combo with ~97% acc. Somehow I managed that with 8 misses, no idea how I did that XD.
-GN wrote:
hi, a friend of mine recently improved his score on With a Dance Number [0108 style]:
the supposed improvement was from a 700 combo 96% score to this. he actually lost pp for setting the score, somehow - and i can't think of any possible causes for this happening(not to mention, the map itself is a lot harder than it is credited for, and i'm blaming the difficulty calculation for that). could you look at it and try to find the cause for it? if it was a bug of sorts, it should probably be checked, and if not, i'm not sure what the system is doing, but it can't possibly be what it should do.
e: http://osu.ppy.sh/ss/1627393 this is the old score that was overwritten - 3 less 100s, but 11 misses as opposed to none, for reference.
just your opinionBassist Vinyl wrote:
still seems wrong
feedbackGoldenWolf wrote:
just your opinionBassist Vinyl wrote:
still seems wrong
Rewben2 wrote:
@Monstrata, yes, they do give bonuses. Refer to the wiki page about performance points for an explanation.
It's the easiest way to lose pp. When in doubt, don't submit lower accuracy HD scores, especially if you're replacing a 99% with a 97%, or a 1x100 with 3x100.monstrata wrote:
Also asking this because I am now playing Hidden to increase some of my scores but i notice my accuracy tends to drop by ~2%. I just want to know if getting a higher score with hidden can still make me lose pp due to a lower accuracy.
This is PPv1 style, since a 96% HD is MUCH easier than an SS no mods and gives more score. You should avoid this now, because HD isn't worth nearly as much PP-wise as it is score-wise.monstrata wrote:
Also asking this because I am now playing Hidden to increase some of my scores but i notice my accuracy tends to drop by ~2%. I just want to know if getting a higher score with hidden can still make me lose pp due to a lower accuracy.
HD will only compensate for a 1%~ accuracy loss from what I've read, so a 97% HD score = 98% nomod score pp wise. There's more to it of course but I think that's an alright guideline.monstrata wrote:
Rewben2 wrote:
@Monstrata, yes, they do give bonuses. Refer to the wiki page about performance points for an explanation.
Thanks. I've read the wiki page and now I'm wondering how much more pp will you get from playing on Hidden and Flashlight? Flashlight is clearly more difficult so i'd expect a much higher pp multiplier but is it to the extent of DoubleTime?
Also asking this because I am now playing Hidden to increase some of my scores but i notice my accuracy tends to drop by ~2%. I just want to know if getting a higher score with hidden can still make me lose pp due to a lower accuracy.
It depends a lot on how hard the aim in the map is and how low the OD is. If you use HD on Airman for instance, then you will most likely gain pp, even if you lose a couple % of accuracy.Rewben2 wrote:
a 1%~ accuracy loss from what I've read, so a 97% HD score = 98% nomod score pp wise. There's more to it of course but I think that's an alright guideline.
Would be cool if you could provide examples of scores (user + beatmap) you believe are overrated / underrated. I (and others reading this thread) can than have a look.Cinagro wrote:
I still feel like I can "game" this pp system because some maps just give so much ranking for a reason I don't really understand (I have not read this thread, so please don't pitchfork me if it's been explained).
There are some scores/full combos with decent accuracy on my page that I'm proud of (Remote Control is the only one really depicted in my top ranks), but I can go FC some very easy TV Sizes/short 1:30-2 minute songs that I see have granted my friends a lot of pp and gain just as much. I know I'm at a lower pp rating than most posting about the system in this thread, but it just feels so silly at times.
A lot of these songs seem to have lots of slow streams/lots of short sliders, as opposed to more jumps and single taps. I don't know if these factors are weighting their score a lot, but that's honestly what it feels like.
I don't mean to be complaining or anything of the sort, just posting my current experience with the system.
Yup, that's me.Cinagro wrote:
Also, are you the Tom94 that released a program to protect against a vulnerability in the first set of Flyff private server files a good six or so years ago? If so, fancy seeing you again here working on this great game.
Holy shit that's ridiculous! I used to go by Organic on RZ, but I really doubt you remember me.Tom94 wrote:
Would be cool if you could provide examples of scores (user + beatmap) you believe are overrated / underrated. I (and others reading this thread) can than have a look.Cinagro wrote:
I still feel like I can "game" this pp system because some maps just give so much ranking for a reason I don't really understand (I have not read this thread, so please don't pitchfork me if it's been explained).
There are some scores/full combos with decent accuracy on my page that I'm proud of (Remote Control is the only one really depicted in my top ranks), but I can go FC some very easy TV Sizes/short 1:30-2 minute songs that I see have granted my friends a lot of pp and gain just as much. I know I'm at a lower pp rating than most posting about the system in this thread, but it just feels so silly at times.
A lot of these songs seem to have lots of slow streams/lots of short sliders, as opposed to more jumps and single taps. I don't know if these factors are weighting their score a lot, but that's honestly what it feels like.
I don't mean to be complaining or anything of the sort, just posting my current experience with the system.Yup, that's me.Cinagro wrote:
Also, are you the Tom94 that released a program to protect against a vulnerability in the first set of Flyff private server files a good six or so years ago? If so, fancy seeing you again here working on this great game.
If those values haven't changed in a while:Dexus wrote:
What's the exact effect of hidden on the calculations? Currently it seems pretty ambiguous. I see it affects aim but to what extent and how? The wiki just says "Hidden and/or Flashlight is active."
i dont think hd got changed thoTom94 wrote:
Also, FlashLight is giving a 50% aim bonus since the last update (you can find it in the changelog somewhere, it's been a week or two), not a 36% one anymore.
From single tapping alone, how would you ever deter the player's preference to either alternate or single tap apart from looking at their replays? I believe val maps don't need a buff, they sit perfectly where they currently sit. There are a lot of other maps that are total BM compared to val's.TUOPlays wrote:
2. Single Tap maps high BPM whatever
Although Scarlet Rose isn't the hardest map, I have no idea why WWW's HD/HR FC with only 6 100s is rated so low, not even worth 300tp on osu!tp, on a map that where the top 50 aren't even all FCs, or why With a Dance Number gives so little pp. It was mentioned previously in this thread that it should be buffed somehow, but really, val0108's maps really need to be worth more.
iirc, updates do take some time to be updated to the correct values, it happened to me and a lot of other people. 2 hours is too quick for it to update, it happens where there is a lot of shifting going on.Rewben2 wrote:
A question about ranks - My friend noticed that he's a higher rank than someone else yet having more pp, here are the profiles: https://osu.ppy.sh/u/1559215 and https://osu.ppy.sh/u/3693177
My friend is 4 pp higher yet 200 ranks higher. At first I thought it may have been an issue where the players ranks weren't updating due to not having played, but both these players have set scores as recent as 2 hours ago.
This is correct. The rank shown on the profile doesn't update in realtime.Melt3dCheeze wrote:
iirc, updates do take some time to be updated to the correct values, it happened to me and a lot of other people. 2 hours is too quick for it to update, it happens where there is a lot of shifting going on.Rewben2 wrote:
A question about ranks - My friend noticed that he's a higher rank than someone else yet having more pp, here are the profiles: https://osu.ppy.sh/u/1559215 and https://osu.ppy.sh/u/3693177
My friend is 4 pp higher yet 200 ranks higher. At first I thought it may have been an issue where the players ranks weren't updating due to not having played, but both these players have set scores as recent as 2 hours ago.
Follow-up question to this: is accuracy overrated on easier maps, or just these ones?Chipmunk42 wrote:
Not sure if you care about the easier maps, but https://osu.ppy.sh/b/327673?m=0 seems overrated. Without a doubt the easiest Hard I've so far played (very simple & took 2 tries to SS), yet it's my top score.
Getting PP for passing songs is probably not a good idea. Someone who can mash their fingers fast can /probably/ pass chipscape or mad machine or any other crazy stream map (NF easily negates HP, since that's only 0.9*PP) with half-decent accuracy, but that doesn't mean they can play the game.dennischan wrote:
I agree that we should get pp for simply passing hard songs.
It could work like this:
pp gain from passing freedom dive+senketsu no chikai+ DT warheit
You can just calculate the difficulty to pass those songs:
The formula should be something like this: beatmap difficulty*HP drain*log(longest combo length)
and then we get a fixed amount of pp for each song.
For example, we get 50pp passing freedom dive, 45 for senketsu, and 80 for DT warheit
Then total gain of pp: 80*100%+50*95%+45*90%
then weight them all and then get the pp tweak
That would make marathons overrated, and length from not-so-relevant would become the only relevant factor for pp. Some marathons are so easy you can hold multiple 1000x combos with no effort at all.dennischan wrote:
I think we should get more pp from long songs, and it should work exponentially
something like: base^(length of song in minutes)*original pp
tfg50 wrote:
The problem with just passing is that this system doesn't punish playing with NF, it gives the same PP as playing without it (iirc). Also, I know people that can pass insanely hard stuff when comparing what they can pass to easy maps that they can't even fc (https://osu.ppy.sh/s/120002 + dt vs https://osu.ppy.sh/s/55945 nomod)
i always thought 4d was one of those ridiculously epic songs and anyone who fcs it should feel quite rewarded for it.. the map is basically osu! lore...nooblet wrote:
Also not sure if jesus is serious when he says 4D is overrated ...
It's just dumb how FL seems to be completely obsolete now. The only difficulty mod that you shouldn't bother using if you want to gain PP because, as my friend so eloquently put, "memo isn't a real skill."silmarilen wrote:
the map is od8 and has virtually no aim rating, it's only natural when you consider the way pp works that this would give less pp.
comparing it with tp, you lose 16 acc and gain 15 aim.
Should FL really, REALLY be encouraged though?Shimatora wrote:
Precisely why I said Flashlight is obsolete. Useless outside of score. The new system is excluding FL as something that actually makes the game harder and you should be rewarded for using. Basically, we both agree. I understand WHY it happens, I don't need explaining, just offering feedback.
https://osu.ppy.sh/wiki/Performance_Pointshaha5957 wrote:
Is There a clear thread, or maybe some kind of wiki, consisting of the factor what pp accounts in? I mean, I can guess that we take combo, accuracy, difficulty, etc.. but you know, the details. like, losing 10% pp with nofail, losing 5% pp with spunout, combo penalties you by combo^0.8/maxcombo^0.8...
would be much easier to feedback if we had a thread or wiki that consists of information that tom94 has currently given out..
There are 2 different maps with the same song and difficulty name, but one is harder. Are you sure you are comparing the same map?Cifica wrote:
discuss
Illkryn wrote:
I think this should be attended to, bugged hard diff
You have nofail on the SSCifica wrote:
discuss
have you considered the fact that you might be an exception and that you happen to be really good at high accuracy on low-medium bpm long streams?haha5957 wrote:
example would be Mendes, with it having low enough bpm to long stream with ease, it seems to have high difficulty and it gives me the most pp, while it was one of the most easiest map to 99%/FC it.