Oh, yeah, I just assumed it started splitting the intervals from the first hitcircle, but apparently it doesn't.
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%
Because it's easier to acc on faster tempos at the same hitwindow, just because you have less room for errorsKheldragar wrote:
Dt is weird with acc since od7 becomes od9 yet I can maintain 96%+? I can hardly 95% od8 so idgi
saying that is only going to confuse people. it decreases the hit window so in essence it's the same as increasing OD.GoldenWolf wrote:
also OD doesn't get increased by DT
The osu client tells me it does and apparently pp gets calculated as if it's OD9?GoldenWolf wrote:
Because it's easier to acc on faster tempos at the same hitwindow, just because you have less room for errorsKheldragar wrote:
Dt is weird with acc since od7 becomes od9 yet I can maintain 96%+? I can hardly 95% od8 so idgi
also OD doesn't get increased by DT
How AR affects the difficulty of getting good accuracy is pretty subjective.[ Momiji ] wrote:
>tfw pp doesn't recognize that cs5.2 and ar10 makes acc harder
>tfw can get 98.5-99.5% od10 if i memorize the map but too hard to fc
Came here to write this but it seems someone beat me to it.Default wrote:
High OD sliders seem to be extremely underrated by the pp system considering they are harder to hit because of the smaller follow circles
For the same play the unstable rate is 50% higher when playing with DT since it warps time directly. So 90 nomod is exactly the same as 135 with DT. Your numbers check out. :p[ Momiji ] wrote:
doesn't matter to me, i can get ~90 unstable rate nomod and ~135 unstable rate DT... but there aren't many OD9 nomod maps
Do you mean high cs sliders? The current difficulty algorithm treats them as identical to fast sliders, essentially (all maps are scaled to the same cs, which elongates the slider), which in general are underrated, yes.Default wrote:
High OD sliders seem to be extremely underrated by the pp system considering they are harder to hit because of the smaller follow circles