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snyviper

Kert wrote:

snyviper wrote:



Does that blue circle mean I have a high reaction skill value?
It was a bug. Fixed
Awww... You broke all my hopes...
raechel
Do I smell new badges?



Because the badge/skill list in the FAQ still doesn't have Reaction to it.
E m i
I am breathing so fast
Topic Starter
Kert
Woo. Update!

New skill - Reaction. It shows how fast you can react to objects in high AR maps
Added new titles to include new skill.
Combo influence fixed! Scores with a ton of sliderbreaks should be gone from tops now.
snyviper
I AM PSYCHIC! WHAT HAPPENED TO MY ACCURACY? MY AGILITY IS STILL TOO HIGH! I'M NO MORE BERSERK! TENACITY AND STAMINA (at least) SEEMS TO BE FIXED NOW! MANY SCORES I HAD DISAPPEARED! I'M SWIFT! I LOVE PIZZA! ICELAND IS THE BEST PLACE TO LIVE ON EARTH! AN ANT MAXIMUM FALL SPEED IS 6 KM/H! SO MANY CHANGES AT ONCE I CAN'T THINK

... HYPE!
Endaris

lol
That being said, the scores that now are listed high under acc seem to be way more reasonable than the old ones.
I can't check the other ones yet because the osu!skills-server seems to be dying from the recalculations.
Mangozjebka
what.
StephOsu

i feel like a trash now :(
Rust_omg
Hey guys!
Train with fixes is on the way. Thank you for waiting!

Jukkii
will this "beta tester" badge be permanent?
Yolshka
Btw what is manual score submitting? doesn't it calculate all of your scores or something?
can you tell which ones are calculated?

might have been asked alrady but thread too long.
abraker

-Jukke- wrote:

will this "beta tester" badge be permanent?
That's a bug. Please wait until the osu!skills server stops having a seizure.

ShadyAngel wrote:

Btw what is manual score submitting? doesn't it calculate all of your scores or something?
can you tell which ones are calculated?
It allows you to submit a map one by one for calculating.
unko
not a fan of combo influence especially for stamina :/

(though i'm not even sure if it's there yet because too down)
Endaris
I also think accuracy is a better indicator of consistency for tenacity/stamina but that's not going to happen as long as the devs think that acc needs an own rating.
Yuudachi-kun

Kert wrote:

Woo. Update!


Combo influence fixed! Scores with a ton of sliderbreaks should be gone from tops now.
I don't think this is a good idea for stamina because a sliderbreak isn't indicative that you lost stamina on the map like a miss would have.
E m i
thanks for #1 reaction poland lol
Endaris
I approve of the server maintenance pictures.
Well, most of them, the booby ones are bad.
Mangozjebka
4 hours and website still doesn't work, gj.
Dextersydney
getting better
Topic Starter
Kert
Alright
Issues hopefully fixed. Enjoy
Yuudachi-kun
710 -> 657 stamina horray
worst fl player
Endaris
Looks like basically everything is back to old?
Now I have those joke fake-acc-scores on top of my acc-ranking again ;/
worst fl player


ummmm is there some sort of catch? lol
SunglassesEmoji
Nice update, it's cool to see this project progress, but there's something reaaaally wrong with this map:



It's only AR9 HRDT...
Mangozjebka
Still don't work good
m1ts

Endaris wrote:

I also think accuracy is a better indicator of consistency for tenacity/stamina but that's not going to happen as long as the devs think that acc needs an own rating.
this exactly. high acc shows that you actually have the stamina to stream it rather than mash your keyboard lol
Yuudachi-kun

mithew wrote:

Endaris wrote:

I also think accuracy is a better indicator of consistency for tenacity/stamina but that's not going to happen as long as the devs think that acc needs an own rating.
this exactly. high acc shows that you actually have the stamina to stream it rather than mash your keyboard lol

If you want to needlessly combine skills into one category instead of ckeanly separating them...

Stamina is what it says - stamina. Accuracy is not a factor in how long or fast you can maintain a stream speed without missing which is what it is measuring. Tenacity is the skill to look at, not stamina. Tenacity is too hughly affected byblow acc high speed so I'd suggest making a huge exponential point falloff at 95% to not nerf speed since higher and longer streams at high acc are harder. Acc still isn't stamina.

If you want to nevessitate accuracy for all the other skills then youre not independantly measuring anyone's skill. Acc would always be in the background and people with less acc are always going to do worse even uf theyre more skilled in that category.

but I dont wanna play std again because of how needlessly grindy it is so im out
abraker

SunglassesEmoji wrote:

Nice update, it's cool to see this project progress, but there's something reaaaally wrong with this map:



It's only AR9 HRDT...
Woah. I think it has to do with how sliders are parsed, which screwed up calculations on maps which are mostly sliders. It should be fixed on the next update.
meatslab
High AR scores with Hidden seem to be giving less Reaction points than the same score but without Hidden. Is this intended? It's understandable because quite a lot of people say HD helps them read high ARs, but it would suck to be "stuck" with an HDDTHR score knowing that if you did it without HD it would've been worth more Reaction points.
Dre-
i literally lost scores my stats completely died and my LEMUR SS IS GONE WTF
snyviper

Khelly wrote:

If you want to needlessly combine skills into one category instead of ckeanly separating them...

Stamina is what it says - stamina. Accuracy is not a factor in how long or fast you can maintain a stream speed without missing which is what it is measuring. Tenacity is the skill to look at, not stamina. Tenacity is too hughly affected byblow acc high speed so I'd suggest making a huge exponential point falloff at 95% to not nerf speed since higher and longer streams at high acc are harder. Acc still isn't stamina.

If you want to nevessitate accuracy for all the other skills then youre not independantly measuring anyone's skill. Acc would always be in the background and people with less acc are always going to do worse even uf theyre more skilled in that category.
I agree with Khelly... Stamina is not accuracy, and accuracy is not stamina, you should ask them to use a bit of accuracy on the stamina measurement though. And if you can mash your keyboard fast enough, yes, it means you have stamina enough to keep playing the beatmap, even if you get full 50. Yes, accuracy measures rhytmic ability, or consistency, even if it's a slow part, which is not influenced that much by stamina, and not influenced at all by tenacity.
Yuudachi-kun
Actually tenacity should have been the skill that measures accurate and faster (better?) streaming in the first place but the speed aspect completely outweighs the accuracy component. That's why I say there should be some dropoff in points for tenacity below a certain acc level.

Sliderbreaks aren't a lapse in stamina. Misses are. I don't think it should be combo based like it has changed to be now. However, for agility, I can see a sliderbreak being a lapse in aim. It could be more combo based there. It's like you can have completely separate systems for separate skills or something...
unko


My thoughts
These are a few examples of ill-played combo influence I just find to be completely crazy (previous score in red)

The Himiko one is kind of understandable, because I did sliderbreak a couple of times there. Even so, it takes a lot of effort not to do so, and that effort isn't necessarily linked to the 278bpm streaming required not to miss on it.Three hundred points?? Is this a joke?

On End Time, I believe I missed once on a random double-- again, around halfway into the map, and then FC'd the rest. So, why don't I just have the same score as before? Why has combo got to play into this map where all the hard streams are in the second half anyway?

The UruboroS-Infinity one is the worst of all. Because I missed once on a random jump halfway through, what should be a ~710 stamina score is turned into that of a 160bpm burst map? It hurts even more knowing that there's probably an 80% FC out there that gets 700, yet my 96% score is sitting at almost half of that.

On CassiopeiA i aced that long 270bpm stream which is probably what gives the map its 731 full combo value. Yet, once again, it's reduced to a pint-sized value just because my combo was quite low? You've got to note that (for me at least) this map is quite hard to aim; yet there's agility for that, no?

It's worth nothing that as a result of this my high-combo end (meaning last 10 notes) choke scores have gone down even more, which is kind of the opposite of what I would've expected from combo influence
What this has inadvertedly done is link stamina with agility, while at the same time introducing all the problems with ppv2+stream maps back to here. It also means that scores with as little as one slidertick missed are worth less now. This is silly and frankly, totally avoidable! After all, the stats are separate to each other and should therefore act this way, right?

My only suggestion is to remove combo weighting from stamina+tenacity totally. After all, this most fair way to measure stamina w/o replay data is to go by number of misses, since that's what shows how well you can stream without losing enough stamina to crack.

Agility should still take combo into account, but maybe start at <95% combo since then you don't just lose points uselessly through sliderticks? Consider looking into positive combo influence rather than simply negative, too. My accuracy scores are all still the same, so I assume it doesn't exist there to begin with. I'm glad it exists on precision, since some of my sliderbreak scores there were unfairly earned.

inb4 nothing happens because going back to old is silly
this only good that came out of this is that i have fearless now
Melter
most of my scores were erased???
wtf
Topic Starter
Kert

Khelly wrote:

Sliderbreaks aren't a lapse in stamina. Misses are
Do you realize they are absolutely the same thing? For all skills? It's just not possible to see if a player made a sliderbreak/miss by choking or not. Even if you parse replays it's up to the viewer to decide did "this" happen because of a choke or was it because a player is not stable enough (whatever skill involved).
So you're of course punished heavily for a combo reset in the middle of the map and in similar situations

Scores that are no longer in your top PP list became lost... But we still know which scores and where they were taken, though that is all the data we have.
They will be processed at some point in future
Xyrus_old_1
ESP has been unlocked! 8-)

unko
I don't want your windfarms anymore.
Yuudachi-kun

Kert wrote:

So you're of course punished heavily for a combo reset in the middle of the map and in similar situations
This isn't the pp system - there is absolutely no good reason to make determining skills needlessly grindy by necessitating having an fc. A combobreak from a random slider in the middle of the map doesn't determine your skill - a miss is a miss. That's why the miss system better represented how well they played the map for that specific category. Even a random miss in the middle of, say, a streamy stamina map doesn't fully disqualify you from having played the map well in regards to stamina. Oh wait, it kind of does now whereas before it gave you only a small penalty as it should have.

Maybe mania has influenced me too much but I damn well like that better than necessitating a perfect combo run in every map to determine skill rather than actually looking at what they've done in regards to missing and accuracy. You're trying to make a system that records players' skills however you decided to make combo really important in doing this.

Unless a map is far below a player's skill level or they've dedicated a lot of time to that specific map, they're not going to have an fc and as a result all of people's recorded skills only shows what they've seriously gone for rather than everything they've done. That strikes me as unrepresentative.
Rlsc




memory algorithm needs to be fixed badly
unko
oop everything does now
Arnold0
idk what I should think about this...

I'm bad anyways :o
Sleepteiner

Frostwich wrote:

most of my scores were erased???
wtf
Same here. I seems only the last 4 months of my scores are counted now. Is it still updating?
Topic Starter
Kert
diereol




547
thgilretfa

well
:o
silmarilen
I think the points rewarded for reaction should be toned down a bit. Right now it's my highest score when i don't even have 10 ar10 or higher scores.

Also another thing is comparing a DT score with an HR score. An AR6 +DTHR is worth about the same as an AR7 with only HR, but because of the way DT and HR work, the AR7+HR has fewer notes on the screen at one time, so it should be considered quite a bit harder for reaction.
Jukkii
there is definitely something wrong with the memory stat

in my room FL is WAY harder than any of those and took me way more retries than all the others combined
Xyrus_old_1

silmarilen wrote:

Also another thing is comparing a DT score with an HR score. An AR6 +DTHR is worth about the same as an AR7 with only HR, but because of the way DT and HR work, the AR7+HR has fewer notes on the screen at one time, so it should be considered quite a bit harder for reaction.
If there are less notes on the screen, it is easier to react to each individual note.
Yuudachi-kun

Xyrus wrote:

silmarilen wrote:

Also another thing is comparing a DT score with an HR score. An AR6 +DTHR is worth about the same as an AR7 with only HR, but because of the way DT and HR work, the AR7+HR has fewer notes on the screen at one time, so it should be considered quite a bit harder for reaction.
If there are less notes on the screen, it is easier to react to each individual note.
Not if the map is too fast (DT) or if the bpm is really low and each note appears once at a time. (I've seen some shitty 2 star ar10 map and it's hard to react to)
Yuudachi-kun

Khelly wrote:

Kert wrote:

So you're of course punished heavily for a combo reset in the middle of the map and in similar situations
This isn't the pp system - there is absolutely no good reason to make determining skills needlessly grindy by necessitating having an fc.
Ojamajo de banban is a 270 bpm hard longstream map. I have 0 miss. It used to be 790 and is now 492. Play this map DT for me kert and tell me that it requires the same amount of skill to fc those streams as other 500 stamina maps. I mean, I wouldn't completely disagree with say ~670 points instead of the full 790, but being as low as 492 is absurd if you want to actually measure skill.

In the stamina case, not missing on the longstreams.
unko

Khelly wrote:

This isn't the pp system - there is absolutely no good reason to make determining skills needlessly grindy by necessitating having an fc.

Ojamajo de banban is a 270 bpm hard longstream map. I have 0 miss. It used to be 790 and is now 492. Play this map DT for me kert and tell me that it requires the same amount of skill to fc those streams as other 500 stamina maps. I mean, I wouldn't completely disagree with say ~670 points instead of the full 790, but being as low as 492 is absurd if you want to actually measure skill.

In the stamina case, not missing on the longstreams.
bump
TheLukay
This looks even more f_ed up than before



I want back my berserk qwq
unko
i changed my mind combo influence is a mistake on every stat
Yuudachi-kun
I think it works for Tenacity - OR HOW TENACITY SHOULD WORK.
unko
is just saying that so can get stamina-only badge
Yuudachi-kun
Are you denying tenacity is too closely related to stamina?
unko
probably
snyviper
Alright... Since everyone is posting their thoughts about misses and sliderbreaks, I'll say mine:

Shortcut "A": we should assume the worse happened, because it's not possible to determine where or why it happened, exactly.

Stamina: Stamina is not streaming, but a sliderbreak doesn't mean you lost stamina, it means you missed the beggining of the slider, but you still clicked. Misses should affect stamina, because "A". Accuracy shouldn't affect it, because the number of clicks in the end can be the same for low and high accuracy, if there are no misses.
Tenacity: Since it measures streaming, a sliderbreak shouldn't affect it at all, but misses should, because "A". I also think low accuracy should matter as much as misses here, because "A".
Agility: Both Sliderbreaks and Misses should affect agility, because any miss or sliderbreak is a lapse on aim. Accuracy shouldn't affect it.
Accuracy: uhhh accuracy should affect it, obviously. Sliderbreaks shouldn't affect it, since timing on sliders isn't calculated currently, but misses should, because "A".
Precision: Both sliderbreaks and misses should affect it, same reason of agility. Not sure if accuracy should affect it or not, so no opinions on it.
XII
who gives a SH1T

hey im a psychic now
Raixor
is there a picture for what all the titles mean? including the new ones?
snyviper

Raixor wrote:

is there a picture for what all the titles mean? including the new ones?
See FAQ on the website http://osuskills.tk/faq
blahpy


lol...
unko
what does the "Hardy" title mean? is it the secret stamina-only title? i found it on TTTL's profile http://osuskills.tk/user/tttl/
TheLukay
Does reaction take map difficulty into account? Doesn't really look like it for me.
Damnjelly
Why would combo determine how good you are at aiming, or anything in osu!skills (except for memory) for that matter? Misscount was a way better way to determine that from a map.
Houtarou Oreki

snyviper wrote:

Alright... Since everyone is posting their thoughts about misses and sliderbreaks, I'll say mine:

Shortcut "A": we should assume the worse happened, because it's not possible to determine where or why it happened, exactly.

Stamina: Stamina is not streaming, but a sliderbreak doesn't mean you lost stamina, it means you missed the beggining of the slider, but you still clicked. Misses should affect stamina, because "A". Accuracy shouldn't affect it, because the number of clicks in the end can be the same for low and high accuracy, if there are no misses.
Tenacity: Since it measures streaming, a sliderbreak shouldn't affect it at all, but misses should, because "A". I also think low accuracy should matter as much as misses here, because "A".
Agility: Both Sliderbreaks and Misses should affect agility, because any miss or sliderbreak is a lapse on aim. Accuracy shouldn't affect it.
Accuracy: uhhh accuracy should affect it, obviously. Sliderbreaks shouldn't affect it, since timing on sliders isn't calculated currently, but misses should, because "A".
Precision: Both sliderbreaks and misses should affect it, same reason of agility. Not sure if accuracy should affect it or not, so no opinions on it.
this
Ninonuko

TheLukay wrote:

This looks even more f_ed up than before



I want back my berserk qwq
idk how do you lost your berserk and being adventurous, I have way lower stamina and tenacity but still berserk

I think I'm really close to swift/adventurous with such skills ratio.
iMCrafter
I'm a Psychic
Melter
The Gambler
I lost my Beserk status an became a Swift/Psychic instead. Is that bad?


Endaris
Idk but you have way more acc-points than me simply because you play DT and HR.
Thug Life.
Yuudachi-kun

Endaris wrote:

Idk but you have way more acc-points than me simply because you play DT and HR.
Thug Life.

I have more too

Oh noooo
The Gambler

Endaris wrote:

Idk but you have way more acc-points than me simply because you play DT and HR.
Thug Life.
Lol I only have Reaction as a significant edge against you. I'm still le average 20k scrub...
Endaris
Ye, I still feel bad because you aren't even getting good acc on the inflated OD and my best acc score is a shitty one-try play on OD7+DT too.
Feels wrong, so wrong :/
The Gambler

Endaris wrote:

Ye, I still feel bad because you aren't even getting good acc on the inflated OD and my best acc score is a shitty one-try play on OD7+DT too.
Feels wrong, so wrong :/
I mash more shoes than you... Though I will say on easier songs my UR has decreased a lot. On vanilla 5*-5.5* maps + HR (since AR10 is the shit), I play at UR of 110-125 on good days :)
Yuudachi-kun
Recoriding increase after fixed scores like eveyone else

Xyrus_old_1

The Gambler wrote:

I lost my Beserk status an became a Swift/Psychic instead. Is that bad?
Your title is determined by your highest stat. When you were Berserk, it was determined by your Agility. Now that your highest stat is Reaction, your titles are determined by this. Kert confirmed the calc a few pages back.

Kert wrote:

The title is dominating if either of these is true
1. (highest - skill) < (highest / 5)
2. skill > avg * 1.3

5 and 1.3 are magic numbers, yes
So because your highest stat has increased by 110 points, your Stamina and Tenacity are no longer high enough to affect your titles.

The same has happened to me. No that my highest stat is Reaction, my Stamina is no longer high enough to affect my titles, so I've gone from Berserk to Adventurous Psychic



...and now for my post fix scores:-

Krowzin
Could someone give me a rundown on how the manual score input works? - Thanks
Kao

Krowzin wrote:

Could someone give me a rundown on how the manual score input works? - Thanks
For example you want to add Hard difficulty on nao - Kirihirake! Gracie*Star.
Namely, https://osu.ppy.sh/b/224272&m=0
You click the "Hard difficulty" then copy the /b/ until the end. In this case, you use /b/224272&m=0

Bug Report: Versus

It looks like the Reaction link on versus is both the first user entered.

Both links on "Reaction" category is always the first user, or the user on the left. All other links work fine like the Precision category.
BRAH
Kuron's Insane +DT gives the same as OK DAD + DT well thanks boys
The Gambler

BRAH wrote:

Kuron's Insane +DT gives the same as OK DAD + DT well thanks boys
Gangsta is kinda weird...
vuru
I have a lot of FL plays but still shows "0" at memory , help ?
meii69
обновление ужасно. нет множества скоров , куча багов, отсуствие карт опять-же, глупое распределение классов... я надеюсь вы вернете все назад или приведете в порядок, было не приятно увидеть такое. удачи, не люблю альфа версии
update badly. No sets soon, a lot of bugs, lack of maps again the same stupid distribution of classes ... I hope you'll bring it back or will put in order, it was not nice to see that. Good luck, I do not like the alpha version
abraker

Endaris wrote:

Ye, I still feel bad because you aren't even getting good acc on the inflated OD and my best acc score is a shitty one-try play on OD7+DT too.
Feels wrong, so wrong :/
My thoughts on this and why this is such a delicate situation:

What I came to realize whole working on this project is that generalizing by skill has its own downsides. An OD 10 map and OD 6 map of the same reaction would have a big difference in difficulty. Still even with the big difference in difficulty, they would still have the same reaction values. When multiple skills come into play, and one dominates over the other, we feel like other skills must be raised because of how hard the map is. It's things like this which makes it quite hard to judge some scores as the player's ability to get them is influenced by all other skills.

There doesn't seem to be an elegant solution to any of this, is there? :|
Endaris
Well, I'd think that a complicated map should reward more accuracypoints at lower accuracy compared to an easier map.
The mainproblem here is measuring "complicatedness" which I'd attribute to reading, density, polarity-switches between 1/4 patterns and stressinducing moments.
As "stressinducing moments" I'd take stuff that involves a huge change(!) of spacing without the actual rhythm changing such as jumps within streams or very sudden antijumps after a jumppattern with huge spacing as these make it harder to keep your hand synchronisation perfect.
This kind of complicatedness is what puts map with additional difficulties apart from maps that just have some triples in trivial context. Because right now it can't:

Only reason why X-Encounter is so high because the curve for OD10 starts a lot higher than OD8, the other reasons why it is hard to acc get ignored more or less. Little Princess doesn't belong on one level with Cold Green Eyes either.

I would also involve a small factor that measures how much the hitareas of the circles overlap. The less overlap there is the harder feels the map to acc which especially causes lowbpm+high OD to receive a rating that I often see as undervalued.
Right now the accuracy-rating of both the pp-system and osu!skills feels like:
[(multiplier for amount of circles) * (OD value for SS)]^(achieved accuracy)
with SS making the exponent = 1 so that you get the maximum OD-value with the circle-weightage

Amount of circles (=tenacity+stamina rating) already tends to be lower on lowbpm so I'd say that it would stay kinda balanced if you include a multiplier based on hitarea-overlap for 1/3, 1/4 or 1/6 patterns.
As complicatedness affects the accuracy you get I'd say that you could try adding it as a summand to the exponent. That way a 95% score on a complicated map would have the chance of scoring a similar accuracy value as an SS on a trivial map that only uses 1/2 jump-patterns with some sliders inbetween. And it would also score a lot higher when SSd.
Not sure where to put the hitarea-overlap-component though.
JustDika
plz create another mode
riffraff11235
I've got this open all the time in my browser. Really nice concept, site looks snazzy. The one suggestion I have would be to display the scores that each play earned in the "Recently added" section of the user page.
snyviper

riffraff11235 wrote:

I've got this open all the time in my browser. Really nice concept, site looks snazzy. The one suggestion I have would be to display the scores that each play earned in the "Recently added" section of the user page.
I think that's a great idea! Would be very nice to have a grid with the recently added scores and their respectives points which were able to get in the top 100 (or just all points, I'm not sure which one would be better), it would help me to track them when making new scores :)
Scarlet Evans
What are all the reasons that can make your scores go down?

I know that if you overwrite your score with a new one, which can be worse in some aspect (more misses, worse acc, etc.), then you can lose some points, but it's usually something like -1 to -3 for me. But are there any other reasons? Can you just lose some plays, etc?

Or maybe there was some change in how scores' are calculated?

I am asking, because I suddenly lost a helluva of points, in comparison to what I had. Well... maybe it's exaggeration, but losing more that 10% of some scores looks a little disturbing, especially as my recent new plays were mostly better than previous ones, like getting an SS or changing +HD,HR into +HD,HR,DT without really losing acc or so.

http://puu.sh/pKag8/c7d79841b6.png
http://osuskills.tk/user/Scarlet%20Evans

P.S.
I am glad to see that you added Reaction! Good job! =)
Topic Starter
Kert
2Kao: Fixed the bug. Thanks for the report!

2TankSuperGaming: Probably the maps are too short/too easy to give any points

2Minamoto-kun: разработка это такое дело, да. редко когда всё гладко с первого раза заводится. скоры постепенно возвращаются (я запустил скрипт для этого). это должно было когда-то произойти, т.к. структура базы данных была некорректна до этого
насчёт
куча багов, отсуствие карт опять-же, глупое распределение классов...
распиши, пожалуйста, по-подробнее если хочешь, чтобы мы могли принять какие-то меры
кстати говоря это не альфа версия

2Scarlet Evans: Most likely some of your scores were lost because of the recent update, sorry. Please, use the manual submit feature or wait till they get added back with our script running

2riffraff11235: Thanks for the suggestion. We'll think about it


Also,
The combo influence thing may be changed in future to apply only to certain skills, but I don't guarantee anything
Scarlet Evans
Another thing I wanted to mention, but I always forgot to do so :P
On default font size, the "versus" page is little bugged, visually. The bottom panel is overlapping with the versus results, like here:

http://puu.sh/pKbKh/702bcd7f67.png // http://puu.sh/pKbYy/c171fc5c59.jpg

It gets solved, if I lower the size of font/elements on the page, either using [Ctlr]+[-] or [Ctrl]+[MouseWheelDown] by one... not sure how it's called, step, level?

http://puu.sh/pKbL0/fb3beeb402.png

For higher resolutions it can work fine, but otherwise, maybe it would be good to add a scroll bar or something, so the lower panel won't automatically overlap with results?

My browser is Firefox, my screen resolution is 1366x768.

EDIT:// Thank you for your response, Kert! I will wait ;)
Topic Starter
Kert
Fixed!
Clean the cache or ctrl-f5 on that page/main page
Scarlet Evans
Thank you!

Sorry for posting so often, but this one really disturbs me. :P What exactly "Reaction" measures?

I mean, I would suppose that, after applying +HD,HR,DT, the 6.5*-7* AR 11 maps that are 200-250 BPM, with not necessarily easy patterns, would need much more reaction than 2.4* AR 10.87 map that is only ~110 BPM and mostly 1/2 snap, passed below 85% because my reaction was too slow and I ended up getting 100s' and 50s'.

The first example is Shihori - Magic Girl !!(Frostmourne) [Lunatic] +HDDTHR (97.74%) played by Rafis and gives 889 reaction score,
the second one is Morenatsu Project. - I Will Always Wait For You (KittyAdventure) [Gone] +HDDTHRFL (84.9%) sh*t-passed by me and gives 808 reaction score ;)

I am trying to play highest ARs' from some time and I would say that 20 ms between AR 10.87 and AR 11, which is 320 ms --> 300 ms, is a huge gap. Much bigger than 470 ms --> 450 ms, 620 ms --> 600 ms etc., as we are slowly going down to a limits of what human can do (good that we don't have AR 12 ^^. )

Is there anything more to reaction that almost pure AR now? Look at the
889 reaction points for Shihori - Magic Girl !! played by Rafis, that is 6.68*, 234 BPM and is really hard, then at
883 reaction points for Tom Day & Laura Lethlean - Couldn't Be Alone (Single) (Pjecoo) [Wafu's Loneliness] +HDDTHR (96.38%), played by AdventTechno.

The second one is 3.39*, 128 BPM and notes are placed every 1/2 beat, which makes it almost 4 times lower note density. It's very easy to read and because you are practically reacting to single notes due to low note density, I would say it's much easier to pass/FC this.

This is why my very first impression is: aren't easy maps overweighted in comparison to the harder ones? Or maybe the hard ones are underweighted?

I know that highest AR rates are very hard and needs quick reaction even on easy maps, but getting vaguely the same reaction score like extremely hard and few times faster maps looks a little weird for me? If it's not weird, then maybe it's my intuition that is advising me wrongly and Reaction is measured in a little different manner than I would expect, making the map difficulty and the need of having literally few times less time for reaction negligible, in terms of Reaction scores gained?
abraker

Scarlet Evans wrote:

Is there anything more to reaction that almost pure AR now? Look at the
889 reaction points for Shihori - Magic Girl !! played by Rafis, that is 6.68*, 234 BPM and is really hard, then at
883 reaction points for Tom Day & Laura Lethlean - Couldn't Be Alone (Single) (Pjecoo) [Wafu's Loneliness] +HDDTHR (96.38%), played by AdventTechno.

The second one is 3.39*, 128 BPM and notes are placed every 1/2 beat, which makes it almost 4 times lower note density. It's very easy to read and because you are practically reacting to single notes due to low note density, I would say it's much easier to pass/FC this.
I talked about something similiar in the previous post.

abraker wrote:

What I came to realize whole working on this project is that generalizing by skill has its own downsides. An OD 10 map and OD 6 map of the same reaction would have a big difference in difficulty. Still even with the big difference in difficulty, they would still have the same reaction values. When multiple skills come into play, and one dominates over the other, we feel like other skills must be raised because of how hard the map is. It's things like this which makes it quite hard to judge some scores as the player's ability to get them is influenced by all other skills.
Fateburn
Was there a change on the formula for stamina and tenacity?


R.I.P. Mad Machine
I will never forget when you gave me like 700 in tenacity or what
now you've dropped to 400
Yuudachi-kun
Kert hasnt responded on how combo isn't skill in a certain area necessarily. Mad machine being 430 pts for a 0 miss is entirely silly - it is nowhere near that low of a level.
Fateburn

Khelly wrote:

Kert hasnt responded on how combo isn't skill in a certain area necessarily. Mad machine being 430 pts for a 0 miss is entirely silly - it is nowhere near that low of a level.
Actually I have 2 misses

but still the same score gave me like 700 before
StephOsu
and tower of heaven 94.84% nomod FC gets 525 tenacity which is way higher than that 89% 270bpm stream
to add on

I don't think tower of heaven requires even slightly lower stamina to clear compare to d.m.c. In fact, I think that d.m.c should give at least 50 lower points on stamina compare to tower of heaven since d.m.c involves some short stream that doesn't exceed 15 notes with a lot of slider to recover your stamina from, while tower of heaven consist of 3 segment of 170bpm deathstream with not much time for stamina recovery in between
and also, considering that minori eggplant difficulty only has 2 short stream of 10+ notes and 1 long stream that consist of around 40 combo, i don't think it should be only 10 points lower than d.m.c either
girlslasttour
You guys forgot to account for the CS change in EZ while trying to calculate agility. My play on Bravely You [-Tochi's Insane] +EZDT (1xsliderbreak) gives 753 agility points, while a DT only FC gives around 777.

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