Reply to abraker:
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.
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.
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?
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?
missesPunisher: v1 thanks.
dynamic last X milliseconds: seems interesting, please propose a working formula.
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.
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.
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?
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?
missesPunisher: v1 thanks.
dynamic last X milliseconds: seems interesting, please propose a working formula.