So when a normal player gets 92% then its a shitpass with shitty accuracy but when a pro gets 92% then thats good accuracy? Please make up your mind.
Perhaps he's like me and gets gud accuracy on things that are relatively easier and then just gets 92-95% fcs on the harder things because we're not that great at acc in actuality?Mikakage wrote:
His accuracy is good, just not the best at these extremely fast maps. A 98.98% Muteki no Soldier or his 91.91% at FREEDMAN plays aren't something to laugh at.
for someone of his skill level,that accuracy on muteki is shit. i got fewer 100s back in 2013Mikakage wrote:
His accuracy is good, just not the best at these extremely fast maps. A 98.98% Muteki no Soldier or his 91.91% at FREEDMAN plays aren't something to laugh at.Khelly wrote:
How so?
https://osu.ppy.sh/u/606544
only when its something noone else can fc with high accHK_ wrote:
So when a normal player gets 92% then its a shitpass with shitty accuracy but when a pro gets 92% then thats good accuracy? Please make up your mind.
Maybe because the increase in time you get is proportional to the increase you get of a circle?GhostFrog wrote:
if you change the OD on a map, its star difficulty doesn't change at all.
Huh? If sliders were really underrated because of what you said, the difficulty of a map should go up when you increase OD. Difficulty algorithm just assume you're hitting everything at exactly the correct time.Endaris wrote:
Maybe because the increase in time you get is proportional to the increase you get of a circle?GhostFrog wrote:
if you change the OD on a map, its star difficulty doesn't change at all.
Cause if it's proportional it can be measured by length and point of time without looking into OD while still giving sliders a disadvantage in rating.
If it's not on your profile page then no, you can't. Tillerino CAN give you an estimate for an fc.UltraRik wrote:
This thread is WAY to long for me to read trough everything, so I will just straight forward ask my question.
Is there a way to check pp value of a particular play?
I would love it if we could see every score's pp value, or at least demand
to see the value of a particular play for a score that does not appear in the Top Ranks
on my profile page..
WOW that was a quick reply, thanks!Khelly wrote:
If it's not on your profile page then no, you can't. Tillerino CAN give you an estimate for an fc.
DT is by far the most commonly underrated mod in the game at a high level. I don't think it needs more nerfs right now. It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT. I think you should experiment more with mods and then come back to report.UltraRik wrote:
WOW that was a quick reply, thanks!Khelly wrote:
If it's not on your profile page then no, you can't. Tillerino CAN give you an estimate for an fc.
That's really sad, I wish peppy would implement a way for us to do that.. because I'm not sure
if tryharding with certain mods will be worth anything or a waste of time lol.
ALSO I strongly feel that DT scores are blown out of proportions in the pp system,
DT needs nerfing in terms of pp value. Farming DT is way too easy imo
Yeah, no, I never play DT since my FPS makes AR higher than 10 basically invisible.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high level. I don't think it needs more nerfs right now. It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT. I think you should experiment more with mods and then come back to report.
Also this. Theres so many people judging mods/play styles/ whatever and calling them bad without even trying them out, seriously wtf people???jesus1412 wrote:
It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT.
Most people don't play at a high level, though and I think it's safe to say that at a medium level of play, DT is overrated.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high level
Personally, I have 8 200+pp scoresjesus1412 wrote:
how do you know that it's "easy" to farm pp when next to none of your pp comes from DT
8)xxjesus1412fanx wrote:
basically the stuff bad players do is easy for good players
thanks you for this revelation NixXSkate
AR>10 is a very high level of play that's usually not recommended for people around your rank, try ar8 DT maps and see how it goes. I'm not trying to attack you for not playing DT, I'm just saying that you should try it first and then report on it rather than "he said she said". There are maps that are very easy to gain pp from for every mod, just because more people can play DT does not mean that DT is overweighted. If you can find a way to nerf "pp" maps without nerfing the already underweighted maps then I would agree with it.UltraRik wrote:
Yeah, no, I never play DT since my FPS makes AR higher than 10 basically invisible.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high level. I don't think it needs more nerfs right now. It's worth noting that you have almost no DT scores in your top performance, how do you know that it's "easy" to farm pp when next to none of your pp comes from DT. I think you should experiment more with mods and then come back to report.
But I have a lot of friends who say that DT is easy to do, also A LOT of people have
DT / HDDT scores for their Top Ranks.
200+pp scores.Khelly wrote:
Jesse, what do you call "a high level"? 6.00*+? Top 100 player DT plays for 400+ pp?
This is a very reasonable answer however one overweighted map does not represent the entirety of DT. I'm glad that you're trying to point out specific things other than "DT is overweighted, nerf it". Specifics are what we need here. OD is a strange topic at the moment, a lot of people think it has too big of an influence, specifically in regard to the pp gain/loss from high/low acc FCs on the same map.Mahogany wrote:
Most people don't play at a high level, though and I think it's safe to say that at a medium level of play, DT is overrated.jesus1412 wrote:
DT is by far the most commonly underrated mod in the game at a high levelPersonally, I have 8 200+pp scoresjesus1412 wrote:
how do you know that it's "easy" to farm pp when next to none of your pp comes from DT
I worked very hard for every single one of them
Except for the DT play, which was a random play that I put very little effort into and got on like the 3rd try
The same trend continues for what few DT plays I have in my top plays
I'm just doing theory work here, but DT at lower levels is (IMHO) overrated because of the OD increase. Meanwhile, at high levels, you're going to be playing HR or DT to gain PP, so the OD is high regardless of which mod you're playing, so it balances out, and DT stops being overrated because the alternative is on equal ground. I don't have any personal experience of playing at a high level like that, but I haven't found many people to disagree with my theory.
This is MASSIVELY the issue, HR is DIFFERENT to nomod (which people are used to) while DT has a similar feel to nomod (essentially if you build your core skills, you're building your DT skills [aside from possibly your speed]).NixXSkate wrote:
Jesus doesn't refer to DT maps as maps like Setting Sail or Daidai Genome, they play the same as HR maps with high resolution, slightly slower AR, and 2ms more leniency. A real DT specialty player does not benefit highly from playing maps like these. If someone can play these maps accurately, they can get pp from HR with just a little more practice, no doubt. The biggest advantage with DT is that it's not as black and white as with HR, where OD7 turns into OD9.8, because DT keeps the flow of the original mapping perfectly and only speeds it up. Playing slow maps accurately with DT is just a stepping stone into HR, it won't help you get faster for higher level DT. Basically, DT is only overrated at noob level play because HR has such a big jump on AR and OD for anything with decent aim or speed pp at it's base that they can't play it well, unlike DT which can hit that middle ground between the two. Only higher level players can feel benefits from HR, and for them, pretty much most things they can no mod can be played with HR as well. The real flaw is in the nature of the HR mod itself upon it's creation based on the way map stats are set now. I feel like I'm starting to talk aimlessly in circles so I'll stop, this isn't even pp feedback.
Oh, Setting Sail is hardly the only map. I don't keep up-to-date with DT farm maps, but isn't this a similar situation with many other maps? I'm thinking this PP overweight applies to any AR8 OD8 map, and that's why maps such as several of Ztrot's pony maps are also considered good DT farm maps, along with Daidai genome (Though the difficulty spike at the end probably contributes a lot)jesus1412 wrote:
This is a very reasonable answer however one overweighted map does not represent the entirety of DT
As there are many HR farm maps out there, basically almost all MIIRO TV Size Insane and Extra difficulties are good HR farm maps. There are way more short maps with huge jumps, few triples and easy streams (like Daisy, Univer Page, Artcore Jinja, Diamond...) to farm with HR than there are with DT.Mahogany wrote:
Oh, Setting Sail is hardly the only map. I don't keep up-to-date with DT farm maps, but isn't this a similar situation with many other maps? I'm thinking this PP overweight applies to any AR8 OD8 map, and that's why maps such as several of Ztrot's pony maps are also considered good DT farm maps, along with Daidai genome (Though the difficulty spike at the end probably contributes a lot)
Same with HR assuming you can get good acc. And Koigokoro is a map that is worth quite a bit and you're not so harshly penalized for getting a so-so accuracy, different from Daidai Genome because OD8 becomes very close to OD10 with DT.Mahogany wrote:
...then again, you also have Koigokoro, and both of the insanes are only OD7, but it still manages to be one of the most popular DT farm maps.
I think it's safe to say, though, that the OD increase is one of the major contributing factors to DT overweight.
Like you said. In your opinion, probably because of your skillset. Using the example bellow:Mahogany wrote:
At a medium level, HR is a lot harder to play as well as DT is. If you're playing HR it's a lot harder to get a full combo on maps with an equivalent star rating with DT (IMHO), because of the higher AR, and (often) very low note density, compared to DT-ing the map, as well as the smaller CS.
OD is also a factor and I believe OD9.67 is far easier to get good acc on compared to OD10.
First, with HR it becomes a 4.68 star map.Mahogany wrote:
Technically, HR is still more valuable than DT at a mid level. Look at my top scores. I have a 201pp HDHR SS score on a 4.38* map, compared to the ~5* 99.66% 207PP score that my DT Setting Sail gave. The problem is that the HDHR score is all acc PP, and that score was worth like 150pp for 99%, which would be completely worthless to me, whereas a DT score would still be valuable at less-than-perfect accuracy. So unless you're playing HR perfectly, which the majority of people cannot do until they start being very high ranked, the PP gain potential is simply incomparable and you're better off playing nomod rather than HR for PP.
Like Jesse said, many (including myself) aren't very satisfied with how accuracy is handled. The way it scales at higher ODs is just ridiculous to the point that getting a 98.5% score feels like crap when looking at something just 1% above, the difference is huge even when there is a mere 0.5 ms difference in the timing window.Mahogany wrote:
I don't know, I'm too focused on the OD increase, because that's the only thing that really stands out to me, personally...I don't know what else it could be. In my experience, I've always found high OD to be OP, but at the same time I've always been an accuracy whore.
It'll be good to get others' inputs on this, but I've thought about this for a long time and this is my personal conclusion.
Also, I would agree with changing how acc is handled. I feel that PP is too weighted towards 99%+ scores, personally. I'd like there to be a more even spread between 97%-100%
Personally, I believe that it's a lot harder to get good acc with HR than with DT.Mikakage wrote:
Same with HR assuming you can get good acc.
That's very true, I'm not looking at this very objectively TBH, purely speaking from my experiences.Mikakage wrote:
probably because of your skillset
I agree with this.Mikakage wrote:
HR is harder for most players because they aren't used to play the circle size and AR10
Mikakage wrote:
It is still hilarious that a single one hundred is worth 12 pp in this and 8 pp in Setting Sail. A 0.5 ms timing window difference = 4 pp difference in a longer map. Whatever... this just shows how much OD is broken.
I completely agree.Mikakage wrote:
Like Jesse said, many (including myself) aren't very satisfied with how accuracy is handled. The way it scales at higher ODs is just ridiculous to the point that getting a 98.5% score feels like crap when looking at something just 1% above, the difference is huge even when there is a mere 0.5 ms difference in the timing window.
Except on long maps, ayy those 160pp marathon SSesKhelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
I like how pp gains go up exponentially as you approach SS because it reflects how much harder it is to go from 98 to 99 than 95 to 98 etc. It is a lot easier to go from 20x100 to 10x100 than 10x to 5x, and I like how it reflects that
Idk man I'm pretty sure most people get better acc on <200bpm streams than they do on mendes dt.Khelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
The second one is not specific enough about what type of 240+ bpm.jesus1412 wrote:
Idk man I'm pretty sure most people get better acc on <200bpm streams than they do on mendes dt.Khelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
Yeah, it's harder, but it isn't enough to justify the difference for a mere 0.5 ms timing window. Seriously, this is adding 0.25 ms of lenience for hitting a note earlier/later, yet the pp value difference is a huge disparity.Khelly wrote:
Keeping acc in <200 bpm streams is way harder than playing 240+ bpm wtf I'm ruined
I like how pp gains go up exponentially as you approach SS because it reflects how much harder it is to go from 98 to 99 than 95 to 98 etc. It is a lot easier to go from 20x100 to 10x100 than 10x to 5x, and I like how it reflects that
I said streams, if you are considering only 11 notes or so bursts as the entirety of streams in the game, that's cute. But even these are hard to play for most of the game population and I believe this majority will have more success at keeping a good accuracy at an easy to aim 170~180 bpm stream with HR than at an AR9.6~10.3 DT over 240 BPM.Khelly wrote:
The second one is not specific enough about what type of 240+ bpm.
Khelly wrote:
Actually, no, you said under 200 bpm stream and then 240+ in general which is encompassing everything; you should've said 240 bpm stream because you shofted the focus to playing dt in general.
Mikakage wrote:
In all these we are talking about simple maps, like most farm maps, that are relatively easy to play and don't actually have what makes both mods harder at the highest levels: streams. In DT it's high BPM streams and in HR is keeping accuracy on long streams. And keeping accuracy in a <200 BPM stream is much easier than playing 240+ BPM in general.
I hope you're aware that if you're rank 50000 and you get -50 ranks you'll be 49950 after it.DahakaMVl wrote:
Still confused by the pp-System. Just played hard/advanced map. First try full combo, map rank #153 and acc 97.5% and lost 70 global ranks?
I lose rank all the time I play hard maps full combo and 96+ acc. Why is this happening. (I play almost daily)
I obviously meant I got ranked worse.Endaris wrote:
I hope you're aware that if you're rank 50000 and you get -50 ranks you'll be 49950 after it.DahakaMVl wrote:
Still confused by the pp-System. Just played hard/advanced map. First try full combo, map rank #153 and acc 97.5% and lost 70 global ranks?
I lose rank all the time I play hard maps full combo and 96+ acc. Why is this happening. (I play almost daily)
Just like for oh so many others :^)silmarilen wrote:
other people play the game aswell, while you werent playing they passed you in rank but yours didnt get updated until you set a new score.
damn i should really make a macro for that response.
But pp is an arbitrary number with no meaning behind itMahogany wrote:
Just pay attention to your PP rather than your rank omg people pls
But the situation is someone thinking he's losing ranks for making new plays when infact his pp is increasing but not fast enough to offset the delay.GoldenWolf wrote:
But pp is an arbitrary number with no meaning behind itMahogany wrote:
Just pay attention to your PP rather than your rank omg people pls
There was an approved feature request asking for this from a few years ago (iirc.)Kim wrote:
Why hello there everyone!
Yes I indeed came here to rant about how it's possbile to lose rank although I gained more acc/points on a map
After reading the latest comments, a lot of what I had in my mind has been answered so... thank you for that!
But... if it meanwhile is a common thing that players only happen to see their rank dropping after playing a map, wouldn't it be neat if we could see the gain of pp as welll when finishing a beatmap? -or lose of course if it's decreasing.
Greets~
Thanks for the answer!- [ U z z I ] - wrote:
There was an approved feature request asking for this from a few years ago (iirc.)
multiplayer looks at score, the whole reason why pp was implemented in the first place was because score was not a good measurement of skill. let's not go back in time.ReynBolt wrote:
What I'm seing from there?
I have nothing againist high accuracy players, but come on, I would find rasonable if you reward these that can complete maps or are close to complete these maps. On an OWC match the 96.50% is worth as a lot more of score and more useful for your country than that 99.47% with several misses but 99.47% accuracy.
Endaris wrote:
He got a lot of pp cause his combo was still decently high. Combo has a linear scaling iirc therefore he already got a decent amount of combo pp.
If he got 3 750 Combos your pp would be a lot lower. Misses are also detrimental for pp but with only 2 of them on such a long map it doesn't have a huge impact.
The question in terms of pp is also:
How likely is the 96,5% player to replicate the FC? He isn't cause he obviously show inconsistency on various spots that will probably cause him to miss on such a long map. The 99,47% player is highly consistent so he should have no problems to get a play of similar quality without much effort even though he might choke on a different spot than before. Therefore the pp awarded seem fair and square for me.
argggg 138 bpm streams is too hard!!! ... seriusly the more far to 185-225 bpm the harder is it to me!!! (regardless if it's slower or faster than the given range)Endaris wrote:
The actual mapdesign and complexity is much more important.
I also thought we weren't talking about DT?
Anyway, enjoy SSing this for massive 286pp:
https://osu.ppy.sh/s/290040
ReynBolt wrote:
The thing that I do not like is that accuracy is completely independant of map's level.
silmarilen wrote:
acc should be a function of map complexity, not just of map length and od. too bad there dont seem to be any ways to do that.
Please don't act like the bpm is your problem. It's the technical complexity and high OD that keeps you from getting anything close to good acc on it.ReynBolt wrote:
argggg 138 bpm streams is too hard!!! ... seriusly the more far to 185-225 bpm the harder is it to me!!! (regardless if it's slower or faster than the given range)Endaris wrote:
The actual mapdesign and complexity is much more important.
I also thought we weren't talking about DT?
Anyway, enjoy SSing this for massive 286pp:
https://osu.ppy.sh/s/290040
> thelewa did 99%Endaris wrote:
The actual mapdesign and complexity is much more important.
I also thought we weren't talking about DT?
Anyway, enjoy SSing this for massive 286pp:
https://osu.ppy.sh/s/290040
I broke it, rip wrjesus1412 wrote:
I think that was the longest time that this thread hasn't been posted in since it was made.
That would be quite retarded, combo > all.KukiMonster wrote:
I wish pp scoring was acc based like mania or at least acc based pp and with some combo bonus pp. never gonna happen :{
specially for you :')jesus1412 wrote:
That would be quite retarded, combo > all.
Mania doesn't have an aim component like osu does so combo is irrelevant there.KukiMonster wrote:
I wish pp scoring was acc based like mania or at least acc based pp and with some combo bonus pp. never gonna happen :{
Weightage systemTheLevitian wrote:
Hello guys,so i might get somehing wrong but... I just finished a map with full combo, map that was weighted 111 pp and in my top ranks list i see that map on my #1 place, and it's weighted 100% (111 pp). But i didn't got 111 pp to my score, i got something like 30 or maybe little bit mor. So what i got wrong about PP system?
p/3553419 there's been a lot of talk, but nothing done about itBrimroth wrote:
...
To keep the same relative accuracy with DT, you need to have a higher absolute accuracy.julchiar wrote:
double time weighting
I believe the reason it gives more pp than it should (difficulty-wise) is because it gives a bonus for higher OD despite not increasing OD at all.
Higher OD decreases the time window in which you need to hit to score a 300. It therefor increases the time window between those 300 hit windows which is where the difficulty/accuracy challenge comes from.
This is not the case for double time. Double time merely decreases the time window required for a 300 but evenly decreases the time window between hits (instead of increasing it).
Double time makes you need to play faster, not more accurate than no-mod at all.