Please be nice; I love you.
nah the easier one would still be a lower star rating. the longer the hard part went on the more the star rating would increase, until it eventually got to a point where it wouldn't increase anymore.uberpancake wrote:
So you could have one map that is insane all the way through with a peak and a map that is really easy all the way through with the same peak, and they'd have the same star difficulty?
If they had the same amount of circles, would they also give the same amount of pp despite being very different in difficulty for most of the song?
Nah it does, star rating, OD, and map length are the only things that affect PP, aside from subtle things like how many sliders vs circles and their effect on accuracy ppB1rd wrote:
I don't think star rating directly affects pp
Not exactly. You will be able to have scores with all mod combinations on the same map, but will get pp from the highest-pp-giving score only, however this will not change anything regarding same mod combinations (or nomod) at all. If your top score is a 99% HR score with a sliderbreak near the end, and then you FC with 98% and get a higher score, you will still lose pp.-Ruri no Tori- wrote:
that is getting changed 'soon'. When?
It is a mystery.
Best FriendS and stuff are high rated because of that, literally every top 300 player I know has a Best FriendS DT FC in their top 10uberpancake wrote:
So you could have one map that is insane all the way through with a peak and a map that is really easy all the way through with the same peak, and they'd have the same star difficulty?
If they had the same amount of circles, would they also give the same amount of pp despite being very different in difficulty for most of the song?
That's something about rounding I think.[ Momiji ] wrote:
well, I've been getting different star ratings from simply changing the offset of a map, so...
Offset doesn't change the time between notes though, does it?- DT - wrote:
That's something about rounding I think.[ Momiji ] wrote:
well, I've been getting different star ratings from simply changing the offset of a map, so...
The difficulty algorithm doesn't look at the bpm and beat snap to determine the interval between two notes, it takes the difference of the two notes' offsets. And that's where the rounding error could come from.
It doesn't, but the offsets of the notes themselves do, which according to this code are floating point numbers. That means that calculations involving the offsets of the notes, including their distance in time, could cause a 5.994 (rounded to 5.99) star map to become a 5.9995 (rounded to 6.00) star map because of rounding errors.GhostFrog wrote:
Offset doesn't change the time between notes though, does it?
Unless all object timings are decreased by map offset, this gives an offset-dependent partition of map objects.that link wrote:
// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
private const double STRAIN_STEP = 400;
// The weighting of each strain value decays to 0.9 * it's previous value
private const double DECAY_WEIGHT = 0.9;
private double CalculateDifficulty(DifficultyType Type)
{
// Find the highest strain value within each strain step
List<double> HighestStrains = new List<double>();
double IntervalEndTime = STRAIN_STEP;
Wolfskin, I had the same problem here...Wolfskin wrote:
Let's say, I've got different scores on my top Beatmap . Now in order to determine which one of these individual scores gets picked to give me as a player performance points, the map with the highest rank (!) is used. Why? Why does the system choose this map, and not - which would make more sense to me - the map which would result in the best pp?
Example:
I had my pp-wise top map on 98% Acc, 269 Combo,1084.000 points, which gave me 46pp.
After replaying it recently: 94% Acc, 276 Combo, 1111.000 points, 38 pp.
So, the system only compares the point value, and I lost 8 pp by beating my record on this beatmap. It picks the 38 pp score, allthough I've got one who is higher, which is quite a downer. Feels in fact a bit as if I get punished for trying to get better on my best maps. You shouldn't be able to lose ranks just by achieving a higher map ranking, right?
Because a rhythm game is about hitting as many notes as you can without any regard to how accurately you hit them. Nice.FuZ38100 wrote:
Losing PP when making a better combo and score but with a lower accuracy is the most retarded thing ever
You should be able to hit the notes first then worry about accuracy. Who cares if you can press a button with 0 ms error everytime if you can't aim?- [ U z z I ] - wrote:
Because a rhythm game is about hitting as many notes as you can without any regard to how accurately you hit them. Nice.FuZ38100 wrote:
Losing PP when making a better combo and score but with a lower accuracy is the most retarded thing ever
Yes. That's why you get less than 60% of the pp for half combo than max combo, (just look at how harshly the combo bonus scales on a 10000 combo map: http://tinyurl.com/m29cgyo ) and each miss takes off anotherKheldragar wrote:
You should be able to hit the notes first then worry about accuracy. Who cares if you can press a button with 0 ms error everytime if you can't aim?
3%- DT - wrote:
and each miss takes off another 5% from the pp.
You're right, sorry. No idea where I read it was 5%.silmarilen wrote:
3%- DT - wrote:
and each miss takes off another 5% from the pp.
where did this 5% come from and why do people believe it?
And how what you said would be converted to code? Multiply pp by zero if there is a single combo break?- DT - wrote:
The only thing that doesn't make sense here is the obsolete scoring system letting more pp-giving scores to be surpassed by less pp-giving scores.
Makes all sense. pp is not about "you must be full accuracy" or "you must be full combo", but a combination of them. That's what pp is doing right now. So the wrong here is the scoreboard that only consider the best score (and not the best pp) to keep on the server.koromo wrote:
Easiest solution would be to switch to a pp based ranking system on maps or something I think. It's kinda weird how our rank itself is determined by pp, yet scoreboards still rely on the ancient scoring system.
Err...mattkun7 wrote:
And how what you said would be converted to code? Multiply pp by zero if there is a single combo break?- DT - wrote:
The only thing that doesn't make sense here is the obsolete scoring system letting more pp-giving scores to be surpassed by less pp-giving scores.
- Rework the scoring system (and mod boni) to be strongly correlated with pp while still remaining simple.This was 5 months ago though...
94.09Kheldragar wrote:
When you miss twice and 3% is taken off your max pp twice, is that 94% or 94.09%