increase acc pp for high od low acc (95-98%) and low od high acc (100%)
pls
pls
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
Are you sure OD affects the follow circles? I couldn't notice any difference even when comparing OD0 with OD10.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
GhostFrog wrote:
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.
Wickedsharkz wrote:
sometimes i don't get pp for playing. (the map is on my level, if you know what i mean), and that's just... argh gawd!! Fc after 12 retries and no pp?!
P.S I'm playing online...