i changed my mind combo influence is a mistake on every stat
See FAQ on the website http://osuskills.tk/faqRaixor wrote:
is there a picture for what all the titles mean? including the new ones?
thissnyviper 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.
idk how do you lost your berserk and being adventurous, I have way lower stamina and tenacity but still berserkTheLukay wrote:
This looks even more f_ed up than before
I want back my berserk qwq
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 wrote:
Idk but you have way more acc-points than me simply because you play DT and HR.
Thug Life.
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 daysEndaris 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 :/
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.The Gambler wrote:
I lost my Beserk status an became a Swift/Psychic instead. Is that bad?
So because your highest stat has increased by 110 points, your Stamina and Tenacity are no longer high enough to affect your titles.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
For example you want to add Hard difficulty on nao - Kirihirake! Gracie*Star.Krowzin wrote:
Could someone give me a rundown on how the manual score input works? - Thanks
Gangsta is kinda weird...BRAH wrote:
Kuron's Insane +DT gives the same as OK DAD + DT well thanks boys
My thoughts on this and why this is such a delicate situation: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 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 scoresriffraff11235 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.
куча багов, отсуствие карт опять-же, глупое распределение классов...распиши, пожалуйста, по-подробнее если хочешь, чтобы мы могли принять какие-то меры
I talked about something similiar in the previous post.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.
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.
Actually I have 2 missesKhelly 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.
Kert set limits on how many times refresh can fetch new scores due to concerns that all of the requests submissions may go over the api limit if spammed or such. That's as much as I know.riffraff11235 wrote:
Quick question: What is it about your setup that prevents the site from fetching new scores every time it's refreshed, the way that osu!track does?
I just realized that some scores I thought should have been submitted probably didn't meet the criteria to be counted. The site has definitely improved a lot since the first time I've used it.abraker wrote:
Kert set limits on how many times refresh can fetch new scores due to concerns that all of the requests submissions may go over the api limit if spammed or such. That's as much as I know.riffraff11235 wrote:
Quick question: What is it about your setup that prevents the site from fetching new scores every time it's refreshed, the way that osu!track does?
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...Josde wrote:
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.
Well, remember that if circles are big enough or close enough, you can reduce aim needed for some patterns to almost zero. Especially, if the circles don't overlap on HR/nomod, but do overlap nomod/Eazy. You could just point once, then click more than single circle with the same cursor position.snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...
So, that wall of text above being said, and all these pages in this thread that I read in past... I still don't understand... how can CS be completely ignored in Agility? Like Abraker said, "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." So, even though precision already uses CS, it should be calculated into agility too, as on smaller CS the distances between the sets of pixels inside which you need to click are smaller and these areas are much bigger itself. How is this possibly not affecting raw aim, especially when sometimes it reduces aim needed on some patterns by many times, even to zero? It's not that we just can't aim small circles, the distance between the circles can be physically greatly reduced and with big circles we can sometimes click "wherever we want", if we just moved in the right direction, then try to correct the error with next circles.snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim...
I know that many questions were already answered, more or less, but the people keep asking the same questions, over and over, as they often don't really understand how things exactly works and they have their own interpretation and perception of things like "Raw Aim" or "Streaming". And going through almost 60 pages is not something easily feasible for everyoneabraker wrote:
I talked about something similiar in the previous post.
Then agility should be "aim speed", not "raw aim". You can't compare the "raw aim" needed to FC a map in CS2 to the one you need to FC that same map on CS4; albeit your aim speed would be the same CS2 is way more lenient on mistakes, making a less skilled player be able to FC more easily. CS is a factor in aim, just because it is calculated elsewhere doesn't mean it shouldn't be taken in count for "raw aim".snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...Josde wrote:
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.
I don't get what tenacity is for. I have good stamina but my acc in long streams is all over the place and yet my tenacity is higher than my stamina(513 vs 538)Khelly wrote:
Tenacity isn't worth anything to be compared to because atm all high tenacity maps can be low acc fast maps that belong in stamina
It's not broken, it's juat other skills don't make it as hard to do.Leggo wrote:
...
sorry for the late response, yea, i did. didn't find a user with that name.Endaris wrote:
Did you try searching for the name you originally registered with?
snyviper wrote:
AR 11 is impossible for me, it doesn't matter how long the song is, and how many stars either. Everyone who can achieve FCing an AR 11 map or even passing it without NF deserves a great reaction points imo o.o AR 11 doesn't work like FL for me, I tried, I couldn't pass 5 seconds of the map... Maybe I'm just noob xD
As things are right now, you can theoretically FC a 5 note AR11 map and get around an 800 score or so. When making the algorithm, AR was made the big influence. If I take account length, some AR11 maps would be below certain AR8 maps or similiar. Yes, the map is short and therefore easier to FC, but the reaction needed to FC the map still remains the same as a same star marathon AR11 map.Khelly wrote:
I fc'd a 20 second ar11 map.
It's the unforgiving marathon's shortest map
if the player is consistent, they can get similar performance on a lot of different maps.StephOsu wrote:
To be fair a system that only brings the top score in calculation can't really measure consistency
And there's not a whole lot we can do about that unless we can utilise smart as that count in all the plays (including retries to a certain degree)
Name me 10 5-digit-rank player that is consistenttimemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.
I am one.StephOsu wrote:
Name me 10 5-digit-rank player that is consistenttimemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.
Map length plays huge part in player's consistency too. Agility, tenacity and stamina seems to favor only hardest part of the map *stares at Brand New World and Natsukoi Hanabi*timemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.StephOsu wrote:
To be fair a system that only brings the top score in calculation can't really measure consistency
And there's not a whole lot we can do about that unless we can utilise smart as that count in all the plays (including retries to a certain degree)
N i c e m e m eHK_ wrote:
I am one.
consistently missing
there's not a whole lot we can do about that when only top scores is registeredMilitari wrote:
Map length plays huge part in player's consistency too. Agility, tenacity and stamina seems to favor only hardest part of the map *stares at Brand New World and Natsukoi Hanabi*
expected slightly change after this but my score went through no changesKert wrote:
Update
Gained combo will now influence all skills except Stamina, Tenacity and Accuracy
Recalculation is in process
I don't think it's physically possible to get further away from addressing someone's argument than this, especially considering that your previous post actually had a pointStephOsu wrote:
Name me 10 5-digit-rank player that is consistenttimemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.
You don't have my unearthly accuracyMicrosoft Vista wrote:
Yay you have the same titles as me
There can me many different ways to define "average performance", but I think that weighted mean is a very good solution. With some other options, harmful things could happen, like a vast amount of weak scores dominating the better scores and bringing the total performance down; or things like making "farming" performance too easy; or something else.StephOsu wrote:
there's not a whole lot we can do about that when only top scores is registered
it can only measure our peak performance instead of average performance
weighting doesn't really brings the score to average scoreScarlet Evans wrote:
There can be many different ways to define "average performance", but I think that weighted mean is a very good solution. With some other options, harmful things could happen, like a vast amount of weak scores dominating the better scores and bringing the total performance down; or things like making "farming" performance too easy; or something else.
Your best plays kind of indicate what you are capable of doing and the scores that are not added automatically, but you acknowledge as very good, can be added manually now <3
But you are right about the first line, indeed, it can be tedious to manually upload all the best chokes >,.<
Let's do some mathWhen the points for a certain skill are calculated with a weighted mean, where the weights are 0.95^(n-1), then for all scores being equal, we have:
# first 14 scores include more than 51% points (weights),
# first 32 scores include roughly 66% points,
# first 32 scores include more than 80% points,
# first 45 scores include more than 90% points,
# first 59 scores include more than 95% points,
# first 76 scores include roughly 98% points,
# first 90 scores include more than 99% points.
calculated using (1-q^n)/(1-q), where q =0.95
What I mean is, that even if we include only our peak plays, having enough of them makes the rest almost negligible. It can don't look like that, if we rely on intuition instead of numbers, but you need quite many of these best scores to dominate the rest, so I think it's kind of a good way to represent an average performance.
It can be easily changed to give the lower scores a greater weight, but I don't think it would be a good solution. Players keep improving, so the best performance is rising and it would be too tedious to farm enough of maps to represent your skill![]()
If it's not what you meant, feel free to correct me^^.
It's just you. I am an adventurous psychic.TABLETCLIX wrote:
sorry, unrelated; but is it just me, or does it seem like EVERYONE has berserk/psychic right now?
They can change, but that doesn't mean they will change. If the new scores have cause a bigger increase in one of the skills to satisfy another title requiremement, then a change will happen.TABLETCLIX wrote:
also, on twitter, it was mentioned that scores are being recalculated; does that mean our titles will change once the recalculation is finished?