i tried some LN Converts and i think it is fine with no regen cause i cant spam thru the song i have actually to play it l 

Yeap that's a bug, if they failed instantaneously when the map was completed :prohen04 wrote:
Actually I did notice that people have failed songs with V2 that they have never failed before. Maybe it's part of a bug, or because of the harder LNs. This definitely needs more testing.
Other than that, occasionally it showed me right at the end of the song that I have failed it, even though I had a FC. I haven't tested the newest version yet, maybe it's already fixed.
By the way, thanks for changing the Combo system. This should be more in line of what people expect from such a system.
I do have the suggestion to maybe not make the cap static, but dynamic (i.e. 10-20% of the total notes). This would help to make 4K and 7K equally hard in this regard, since 4K usually has less notes in a similar difficulty level. Also this might avoid problems with songs with less than 400 notes (not relevant for MWC).
This is a lot better, but combo still has some influence on score. I think a purely accuracy based scoring system is what osu!mania really needs:smoogipooo wrote:
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
So, its better than before but still, i dont think the combo cap has to be at log_4(400), we are osu!mania the lair of the TVSAIZUS DESU, but being serious, maybe 200~300 should be fine, need to test to see the differences and see what is best, but i think 400 is kinda high, meaning that taiko is ''2k'' the combo cap is 100, so why osu!mania should be 400? this is my opnion btw.smoogipooo wrote:
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
Here you go.FelipeLink wrote:
So, its better than before but still, i dont think the combo cap has to be at log_4(400), we are osu!mania the lair of the TVSAIZUS DESU, but being serious, maybe 200~300 should be fine, need to test to see the differences and see what is best, but i think 400 is kinda high, meaning that taiko is ''2k'' the combo cap is 100, so why osu!mania should be 400? this is my opnion btw.smoogipooo wrote:
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
P.S: Some broken mechanics on that combo cap is that we have 9 keymods(6 can be ranked), to be FAIR i think every Keymod need to has his own combo cap, because more keys= more notes, less keys= less notes, 400 could be fine for 7k, but for 4k maybe not, 200 could be good for 4k but for the other keymods? this is a BIG problem in my opnion.
Still, i dont think the score system needs to be changed, maybe this is the small problem in the osu!mania is the score system, all people say ''i had the same combo and accuracy'' but what about the ''300g'' ? and the ''100,50'' ? you can get a 99,5 with Nx100 or with Nx200, and probably the 99,5 with only 200 will be the higher score(meaning that the two scores has the same amount of 300g)
I want to see some scores like:
Example:
992k 1500x 300g, 3x200, 0x miss
Beating a:
991k 1520x 300g, 3x200, 0x miss) i dont think this will happen.
(considering that the 200s were in the same places on the runs)
Hope thats help, my english is kinda bad )':
i dont think you understand what i said, mania on score v1 has a combo cap already so ''higher max combo'' dont do anything.Arras wrote:
Here you go.
Note how I have almost a full 2% higher accuracy, higher max combo, much less HP loss, more MAX, more 300 and less of every other judgement, yet a lower score.
They are. I pretty much stopped heavily playing not too long after that anyway. The only reason I picked those was because I remembered that as a score where I had a lower score even though it should be higher looking at the stats.Endaris wrote:
Am I dumb or are both scores from 2015, Arras?
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanksDrojoke wrote:
This is a lot better, but combo still has some influence on score. I think a purely accuracy based scoring system is what osu!mania really needs:smoogipooo wrote:
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6saSo basically just Keep It Simple, Stupid. Any thoughts on this?
- Inconsistent gameplay is already punished in a 100% accuracy based score. Inconsistent gameplay = missing notes and not timing well, resulting in lower accuracy and score. No need to involve combo at all here.
- Gone are the days of beating your personal best score on a song with a lower accuracy, sometimes even resulting in a loss(!) of pp.
- A purely accuracy based scoring system is a lot simpler and more predictable. Hit notes = higher score. Good timing = higher score. Right now you need to be mathematically inclined in order to comprehend or do calculations with both ScoreV1 and ScoreV2.
- No weird edge cases like '1 miss 10 seconds in' being punished more severely than '1 miss on the last note'.
A pure accuracy system can be based in something else besides the sum of the judgment values (which is not really a very good way to measure accuracy, since the value of each judgment is pretty arbitrary).Tidek wrote:
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
I agree with it being percentage based instead of 400, and I agree with the 5-6% max combo values, but smoogipooo and other combo lovers would probably want a bigger percentage. So I suggest 10% of max combo as a compromise (please note that combo bonus still scales up after the cap but much slower).Remyria wrote:
I suggest that the combo cap could be scaled on song at something like 5-6% of max combo as the cap
There's always the option of making misses/50s/100s reduce accuracy. Using Stepmania's scoring system (which punishes for misses by reducing score) scaled up to a maximum of 1,000,000 points, you would get a score of 960k when missing 10 notes and hitting 990 r300's.Tidek wrote:
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
You are forcing more anxiety with the combo based system, actually. Frustration as well. Currently the source of those emotions in mania is primarily when trying to PF a map with nothing but MAX or at least SS for less skillful players, but with this, you are going to extend that further. Having your score screwed for the rest of the play because of these mishaps on a non skillful level doesn't sound like a good gameplay mechanic. Also, a map can be as long as you want to be, but unless a player is being skillfully challenged, the player will get tired only from boredom. The way you made it sound is that you were referring to physical tiredness, which is not always the case.smoogipooo wrote:
As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.
Gladly! I have my own proposal for a scoring system which should be better than accuracy based scoring and combo based scoring. The concept of this scoring system is influenced by the difficulty of the parts the player is playing.smoogipooo wrote:
Explain what the "better ways" are? As I mentioned in the OP we are taking feedback, and we have lots of time to make changes.
Score += (diffScore[t] * accScore[t] * log(t)) / missesPunisher
I agree. This will work only if star rating is fixed, though it I think it could be better than scoreV1 even now. Also due to the nature of this thread I tried my best to avoid mentioning star rating. When I say difficulty, substitute that for what you percieve the difficulty as instead of star rating.FrenzyLi wrote:
diffScore take the difficulty of the map at point t
this is not a post about star rating. Any score system that takes into account the difficulty at time / point t should be deferred until a better, non-jumpstream-inflated, workable improvement or revamp to the SR system is made.
Whatever works. The formula I put up is psuedocode and not in proper mathematical notation.FrenzyLi wrote:
AccScore take the player's score point (50, 100, 200, 300, MAX) at point t
scalar sum of score values? I would rather not take a vector.
See aboveFrenzyLi wrote:
log(t) will a pause in a map affect this? You can't just take a single formula for everything. Divide map into discrete parts (by combo, timestamp, whatever) because a beatmap is not a continuous function. Smoothing will help but how do you smoothen this discrete chunk of data of user replays / beatmap hitobjects?
Not sure what you mean by the first sentence. To address your second point, this is the formula at the core without any constants. Ofc you would shift the function to the left to avoid the t=0 situation.FrenzyLi wrote:
Also, the objects at the end of a map is exaggerated in their importance compared to the first few notes. What if beatmaps has hit objects at point t=0?
I will experiment with this bit and see what works best.FrenzyLi wrote:
missesPunisher: v1 thanks.
dynamic last X milliseconds: seems interesting, please propose a working formula.
smoogi wrote:
Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Sounds like the same thing to me. The main difference is that your system works backwards from mine. You are putting the resultant score and getting out the corresponding difficulty of obtaining that score. I am putting in difficulty and result and getting out the score. Your system work of potential worth while my system works off immediate worth.Full Tablet wrote:
I think it is better to not make the scoring system difficulty-dependent.
Instead, make the star rating calculation output a function f(score) that maps a certain amount of score with the difficulty of achieving that score in the specific map.
I had a feeling I missed something. 15 pages was a lot to catch up to.Endaris wrote:
@abraker:smoogi wrote:
Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Visual mods won't have a multiplier, relax.LinkTaylord wrote:
How disgusting! ._.
You'll see ''best global players'' will be using HD/FI/FL only.
Goodbye Jackads, Inteliser, Yuko.
I think it's very fun and good modedenisol wrote:
And people wonder why Osu!Mania is considered a joke ...
There aren't many ways you can fuck up a VSRG at the base, but you can definitely screw up its contents.Khelly wrote:
I think it's very fun and good mode
That's just mindless thinking. Lampranthus isn't just talking about core gameplay, you have to take maps, score system, community, and other stuff into consideration.Khelly wrote:
I still don't understand your point because all it boiled down to was being underdeveloped without actually explaining in what way it is - I don't see how the core gameplay of a mode like this (Notes come down; hit note) can be less developed.
Most of osu!mania "unranked songs" are most just song converted from other VSRG or some really low quality maps. "Endgame" wise, if you look at mania maps that were originally made on osu, than other VSRG would be better for people looking to improve.Khelly wrote:
In addition to that, do unranked maps not count when you're trying to say someone is "getting to the endgame" or are there some weird ass "would be 8 star in 4k" maps I haven't seen yet?
thank you so muchKhelly wrote:
I like the osu client and think a lot of the other games look and feel like complete shit to me
This is basily the mentality of the people who are just here to bash on ScoreV2. They are like:'Oh Stepmania does 'X' much better therefore it is superior'.Khelly wrote:
Personally I still don't like it whenever someone says "Look at what these other Vsrg does and emulate that" because they want osu mania to be exactly or more exactly like the other games they could just play instead. What's the point of different games if you make the games the same? Even though I think combo based for a mania-type game sucks.
[/spoiler]
Khelly wrote:
Personally I still don't like it whenever someone says "Look at what these other Vsrg does and emulate that" because they want osu mania to be exactly or more exactly like the other games they could just play instead. What's the point of different games if you make the games the same? Even though I think combo based for a mania-type game sucks.
When people ask for certain feature from other VSRG for osu!mania, it's mainly because it's useful and could help osu!mania improve. Look at fixed scroll speed, that was based off of cmod in Stepmania. But there are people who compare just to bash on osu!mania. I do agree with you that I dislike it when people bash osu!mania as a whole just because it's not 100% like another VSRGYetified wrote:
This is basily the mentality of the people who are just here to bash on ScoreV2. They are like:'Oh Stepmania does 'X' much better therefore it is superior'.
=> Well good for you, play stepmania than instead of bashing on o!m. If you only like things that are implemented in that game, and thing o!m is trash becasue it does stuff differently, then you're just being cocky and pretending that you're some 'masterrace' mania player.
Interesting ideas, but describing how diffScore[t] works would deal more closely with star rating than score, so I am not so sure this is approprate for this thread.OppaiDefender wrote:
...
Yeah, I'm aware it's sliding into the SR domain a bit, but I believe it can still apply to scoring directly. I'm not sure how SR is calculated currently and grabbing the difficulty at a timing point t might not be accomodated for.abraker wrote:
Interesting ideas, but describing how diffScore[t] works would deal more closely with star rating than score, so I am not so sure this is approprate for this thread.
Score v2 = more combo based than score v1, yes?abraker wrote:
Comparing mania to other VSRG's is a lost cause because it is a subjective matter. Players are going to cause backlash bacause it's aiming to be different than the standards those set. That's all can be stated and is not even a good arguement against scoreV2. I suggest you guys argue against scoreV2 objectively and explain what flaws it has within results and/or calculation.
I'm against a combo based system for a mania type game but I feel it's appropriate for standard because I'm capable of separating these two games into categories that have nothing to do with each other.robby250 wrote:
The people who want a combo based system exist most likely because of osu! standard, because they can't fathom the possibility of a game where a miss isn't a play ruiner.
I remember in February 2015 when Rrtyui S'd image material about a third of the way through the map everyone just focused on him and the other team members and opponents were irrelevant.Endaris wrote:
@robby: Combobased scoring doesn't make tournaments more exciting to watch as the winner can already be decided halfway through the map which is lame. Don't give combo any pro-arguments it doesn't have.
Sure, standard has the aiming aspect to it, you can't just mash through the hard parts and get lucky. You can sometimes emphasize on not dropping combo at the expense of losing a bit of accuracy, but it's nowhere near the same thing as mashing in mania. Even then you could argue that it's way too combo based, in no dimension should an 80% score be capable of being rated higher than a 99% score.Khelly wrote:
I'm against a combo based system for a mania type game but I feel it's appropriate for standard because I'm capable of separating these two games into categories that have nothing to do with each other.
It's more exciting in the sense that it adds an RNG aspect to the game, and it's not the same winners every single time. But that randomness is also what makes it bad.Endaris wrote:
@robby: Combobased scoring doesn't make tournaments more exciting to watch as the winner can already be decided halfway through the map which is lame. Don't give combo any pro-arguments it doesn't have.
Oh so much this. smoogipoo want to add a bit of dice into the game by potentially magnifying any mistake the player makes. The maps they choose are pretty uniform in difficulty generally speaking, so it it shouldnt be surprising if the match was decided from the beginning. If you want more interesting matches, pick more interesting maps. Maps which are long and have difficulty spikes layed throughout like land mines should make it interesting.robby250 wrote:
Or perhaps you have people like smoogipooo who just want to make a system that's more entertaining to watch for MWC; to make scores more excitingly different from each other. In that case, why not instead add harder songs in the map pool? Is it because the same people would win consistently every time because they're better instead of randoms winning because they got lucky and didn't combo break that time? Yeah well, unfortunately that's the nature of rhythm games and better players are supposed to win. Maybe stop separating people per country for a change and together with adding harder maps in the pool you might get more exciting matches. But rhythm games just aren't as exciting to watch as other e-sports, and nothing will change that, specifically because skill differences in players are so well defined here, it's much more objective and straightforward.
robby250 wrote:
Score v2 = more combo based than score v1, yes?abraker wrote:
Comparing mania to other VSRG's is a lost cause because it is a subjective matter. Players are going to cause backlash bacause it's aiming to be different than the standards those set. That's all can be stated and is not even a good arguement against scoreV2. I suggest you guys argue against scoreV2 objectively and explain what flaws it has within results and/or calculation.
Combo based = encourages spamming restart on the first miss instead of playing songs through, adds a lot of needless frustration, anguish and stress in a game that is supposed to be fun.
The people who want a combo based system exist most likely because of osu! standard, because they can't fathom the possibility of a game where a miss isn't a play ruiner.
Or perhaps you have people like smoogipooo who just want to make a system that's more entertaining to watch for MWC; to make scores more excitingly different from each other. In that case, why not instead add harder songs in the map pool? Is it because the same people would win consistently every time because they're better instead of randoms winning because they got lucky and didn't combo break that time? Yeah well, unfortunately that's the nature of rhythm games and better players are supposed to win. Maybe stop separating people per country for a change and together with adding harder maps in the pool you might get more exciting matches. But rhythm games just aren't as exciting to watch as other e-sports, and nothing will change that, specifically because skill differences in players are so well defined here, it's much more objective and straightforward.
Sure, I'll admit that a combo based scoring system makes tournament games more exciting to watch, but the trade-off which is making the game much more frustrating to play for the average user isn't worth it.
Sorry if this comes off as a rant, I'm just trying to give my opinion as constructively as I can. I'm not against anything in score v2 except making it more combo based.
Ever since stepmania introduced scripting as a part of skinning, theming, the diversity of stepmania themes skyrocketed.gintoki147 wrote:
thank you so muchKhelly wrote:
I like the osu client and think a lot of the other games look and feel like complete shit to me
as someone who started playing VSRGs two years ago and tried many different games, those are exactly my thoughts of o2jam/stepmania lmao
cringeKhelly wrote:
I'm against a combo based system for a mania type game but I feel it's appropriate for standard because I'm capable of separating these two games into categories that have nothing to do with each other.
2016-06-20 14:38 Khelly: Hey rate my combo based scoring idea
2016-06-20 14:38 Lampranthus: yeah
2016-06-20 14:38 Khelly: Combo is worth 100,000/1,000,000 points
2016-06-20 14:38 Khelly: 25% of a map's total combo
2016-06-20 14:38 Khelly: will give you all 100k points
2016-06-20 14:40 Khelly: Is that good or bad
2016-06-20 14:45 Lampranthus: I think it's pretty good
2016-06-20 14:45 Lampranthus: Again, if you back it up with making your game's content able to fit those standard there's nothing you can do really wrong
2016-06-20 14:45 Lampranthus: but speed players will leave, and MA players from Stepmaina and LR2 will flock in
If I understood your post correctly (correct me if I did not), this would mean that playing badly punishes you for notes played later on in the song. That's a big problem, consider this scenario:Kivicat wrote:
That means, if you miss in the middle of map and then get 300 combo, you'll lose ~18% of score for those 300 notes. If map has 1500 notes, that will be 18% of 1/5 of 200k, lol (that's about 7k).
See Shoegazer's post, there's no such a problem due to logarithmic function for combo and combo limit.Drojoke wrote:
If I understood your post correctly (correct me if I did not), this would mean that playing badly punishes you for notes played later on in the song.
The problem is still present in some extent.Kivicat wrote:
See Shoegazer's post, there's no such a problem due to logarithmic function for combo and combo limit.Drojoke wrote:
If I understood your post correctly (correct me if I did not), this would mean that playing badly punishes you for notes played later on in the song.
By multiplying the hit value with the logarithm of your combo (up to combo limit), you're only making the problems Full Tablet and I suggested smaller. Differences in scores that really should've been the same are now smaller, but they're still there.Kivicat wrote:
See Shoegazer's post, there's no such a problem due to logarithmic function for combo and combo limit.
Accuracy and score both underestimate the importance of misses and bad judgements, and they always will as long as misses give 0 score and 0% accuracy. Combo bases systems try to make misses matter more by (usually) reducing the score given by subsequent notes, but this creates all sorts of edge cases where such a scoring system produces very odd score differences.Full Tablet wrote:
The current accuracy percentage formula (and any scaling defined by a monotonic function of it) underestimates the importance of misses and bad judgments compared to better judgments.
This post made my dayNoSaucierMagic wrote:
lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
Beautiful.NoSaucierMagic wrote:
lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
hiNinjaSM wrote:
Beautiful.NoSaucierMagic wrote:
lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
Please do.smoogipooo wrote:
- Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that).
This would be amazing. I play a lot of 0.8x-0.9x in stepmania because I usually suck at 180-200 bpm jumpstreams and 150-180 bpm jumpstream maps are harder to find. I definitely miss being able to practice harder songs without going full snail mode with HT @0.75x speed.Khelly wrote:
Can you apply that to HT of 0.8 and 0.9?
Considering that the actual combo number didn't affect score at all in the V1 scoring, LNs are worth more than they used to be, since they have two judgements now.masdafugh wrote:
Are you think LN (lonte noooooooodel) is easy?
And you give 1 combo for 1 ln?
Ok try ENTODZER map like dis
1, https://osu.ppy.sh/s/130464
Dis
2. https://osu.ppy.sh/s/146623
And dia
3. https://osu.ppy.sh/s/138430
I waiting you result score and kombos.
And say ln is easy like nornal notes.
But he really wants to shoehorn it in, people explaining why its bad just isn't enough.Redon wrote:
Gameplay: [smoogipooo] Increase osu!mania FL ScoreV2 mod multiplier to 1.10x.Please stop. I thought ten pages of people explaining why this is a bad idea was enough? Just get rid of it, it's nothing but a visual aid.
Increase osu!mania HR ScoreV2 mod multiplier to 1.20x.This seems like a really significant change, coming from a multiplier of 1.06x.
We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).Consistency is the ability to hit good judgments continuously, and therefore hitting bad judgments does not show this skill and should not be awarded extra points due to consistency. Other more established rhythm games such as O2Jam also break your combo at a BAD (roughly equivalent to Osu!mania's 50). This implies that breaking combo at 50 is a tried and tested move and is a more sensible scoring system.
I strongly disagree. Making the combo cap dependent on the max combo is problematic, as it couples the difficulty of getting a high score to the length of a map.Cuber wrote:
I think that instead of having the combo cap linearly related to the max combo, there should be a square root relationship.
Neither do I. Holding combo shouldn't be awarded, especially in osu!mania where key mashing goes unpunished. Hitting accurately should be rewarded, hitting poorly should be punished and hitting that which does not exist should be punished if not severely discouraged. All of these things can be achieved without involving combo.Cuber wrote:
but then again id rather combo not matter at all so lol.
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).Cuber wrote:
but then again id rather combo not matter at all so lol.
Neither do I. Holding combo shouldn't be awarded, especially in osu!mania where key mashing goes unpunished. Hitting accurately should be rewarded, hitting poorly should be punished and hitting that which does not exist should be punished if not severely discouraged. All of these things can be achieved without involving combo.
There's no point in punishing for hitting keys when there's nothing to play within 'x' ms, where 'x' is the time in ms when a miss is usually triggered (or something similar). Pressing 5 keys on a 3 note chord is a whole different story, of course.Halogen- wrote:
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).
You're getting closer. You'd want to consider x in a time per lane as well. I see no issue hitting 5 keys on a 3 note chord if that chord is alone and by itself. Likewise, if a song has a high tempo but slow repeated notes, players might feel inclined to fill in a rhythm on the other hand to keep steady (I do this all the time).Drojoke wrote:
There's no point in punishing for hitting keys when there's nothing to play within 'x' ms, where 'x' is the time in ms when a miss is usually triggered (or something similar). Pressing 5 keys on a 3 note chord is a whole different story, of course.Halogen- wrote:
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).
That is only half of the story, HR also makes timing windows tighter than OD10's by a decent about:O2MasterFX wrote:
Just to clarify things...
With hard rock enabled, any diff with OD8 and HP8 will be adjusted to OD10 and HP10, which is easily done, despite with a huge accuracy drop from players. The HR gives score boost that isn't quiet necessary. Reduce the score multiplier to 1.05 would be just fine.
EZ/HR multiplies/divides the timing windows by exactly 1.4. The UI has a weird method of rounding everything to 0.5ms, but even when assuming the numbers shown by the UI are correct you're left with an insignificant margin of error.-Kamikaze- wrote:
... HR also makes timing windows tighter than OD10's by a decent about: ...