Long to any degree, 2.5k to 9k obviouslyKhelly wrote:
What combo is long?

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.
Why use anything? The pp algorithm is primarily rewarding aim and people use devices like touch screens where aim doesn't matter in the slightest. So eventually, people get rewarded for the slickest aiming skills they don't have.ZenithPhantasm wrote:
Why use pp when you can use percentiles?
Sure it has the potential to be broken but as of right now not a single top player uses touchscreen. Not sure if your puppy choked on a touchscreen or something but honestly it's not a big issue until it actually causes any problems.Infevo wrote:
Why use anything? The pp algorithm is primarily rewarding aim and people use devices like touch screens where aim doesn't matter in the slightest. So eventually, people get rewarded for the slickest aiming skills they don't have.ZenithPhantasm wrote:
Why use pp when you can use percentiles?
Suggestions:
1. Remove the aim component from the algorithm completely
or
2. Delete or unrank touch screen scores or at least don't give pp for respective plays.
or
3. Remove pp from the game if you really believe touch screen is a legit playstyle
If you consider no.2 but really argue with the complexity of the algorithm becomming too demanding for the servers then make clear using touch screens is a punishable offense like using aim hacks and ban the cheaters. Simple but effective.
The whole concept is broken and doesn't work with touch screen scores being submitted.
^^uberpancake wrote:
but honestly it's not a big issue until it actually causes any problems.
Not even close. First of all, with a tablet you're not directly aiming on the screen (unless you're using a tablet pc, which is probably even less common than touch screen). Second, you still need to hold and move something. You can only use up to 2 pens properly because you only have 2 hands (and how many people are ambidextrous enough to do that?), and then i don't even know if that works. And if it does, it's sure going to be hard as hell coordinating 2 pens without looking at them directly.jaaakb wrote:
aren't tablets pretty much touchscreens but you need to touch with a pen
i was gunna ask this question, but sometimes i think my tablet is another computer that you can adjust the size of the areasilmarilen wrote:
Not even close. First of all, with a tablet you're not directly aiming on the screen (unless you're using a tablet pc, which is probably even less common than touch screen). Second, you still need to hold and move something. You can only use up to 2 pens properly because you only have 2 hands (and how many people are ambidextrous enough to do that?), and then i don't even know if that works. And if it does, it's sure going to be hard as hell coordinating 2 pens without looking at them directly.jaaakb wrote:
aren't tablets pretty much touchscreens but you need to touch with a pen
That was mostly talking about 270+ bpm tho. World's end doesn't reach that.Tess wrote:
I guess Jesse's point about fast streams with low spacing being underrated still hasn't been addressed.
I do believe that extremely low accuracy already lowers your total pp beyond what you could lose from just having bad acc, at least tp did. It was not a lot (like 10% or something? random number i pulled out of my ass) but it did certainly happen.xxjesus1412fanx wrote:
that having non-existent acc like 60% or something that shows they didnt even really play the map does more than just forego all acc pp, it reduces the overall pp of the score by a lot.
If those parameters haven't changed since TP, the accuracy percentage determines a factor in the Speed and Aim values.Scarlet Evans wrote:
On Wiki page, accuracy is said to make up for just a small margin of the "Speed" and "Aim" PP score sections, but is this really true?
How would you define the "small margin"?
Maybe 0%-5%? Or 0%-10%? In pharmacology, sometimes even 0.1% chance for medicine to poison people can be unacceptable. However, in osu!, this "small margin" can be much, much higher than 5% or 10%, comprising quite a big part of "Speed" and "Aim" score sections.
I don't want to give exact examples and numbers, but how big this {small margin} is? Should it be really called the {small margin}?
I understand that it can help in preventing people from farming PP from a long "lucky streams" on parts of very hard maps, but they would still need to deal with misses, which can wreck your overall score pretty badly.
It's just that small margin sounds as it really is small margin, while it doesn't necessarily need to be. Maybe we could get some more explanation on this matter, or the formula's sketch could be just more precise in wording? Even if something can be near negligible on high accuracy, it can be a major thing at lower ones.
Not as easy as you're thinking, pressing K1 locks M1, so you must have a godlike technique to mash keyboard and mouse/tablet at the same time without having this issue.xxjesus1412fanx wrote:
snip
GhostFrog wrote:
perceivementIt's perception, dammit
I'm sorry. I'll try to do better next time.GhostFrog wrote:
perceivementIt's perception, dammit