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Endaris
Did you try searching for the name you originally registered with?
snyviper

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.

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...
Scarlet Evans

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...
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.

There can be more extreme examples than two notes clicked per single cursor pointing, instead of one. It doesn't really need to be because CS=2 or so, it can be met on "more normal" CS maps too.
I don't remember exactly what map was it and I still know just a handful out of all maps, but I there was a map with quite fast triangles made from very closely placed notes, that would overlap on +EZ or +EZ,DT.
Then, you would still need very fast triangle-like movements on HR/nomod (+DT), even if they would be small movements, while on +EZ,DT you would just need to point cursor in the middle of the triangle and keep clicking. I think that on that map there were patterns with multiple of such triangles (3 of them?) placed in a manner, where they had a common middle, while they were spinning.

So, instead of making 9 small, but still quite rapid moves to click the triangles, especially on HR that makes them disjoint, you would just need to point once on EZ and keep clicking. If there are few such patterns on the map, the change in agility needed could be really quite visible and easy to feel.

These don't really need to be such triangles, there are many patterns that can be affected greatly by CS. You can not have enough agility to make some stars on HR consistently, while EZ makes them big enough to easily pass them and FC the map. Remember that you don't need to click a middle of the circle, so things like CS5.2-->CS4 or CS 4 --> CS 2 can really make clicking easier and reduce agility needed. Even if these are usually small amounts, on a long run they all add up and the difference is more significant ;)

snyviper wrote:

CS is calculated in precision, agility is meant to be raw aim...
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.
Scarlet Evans

abraker wrote:

I talked about something similiar in the previous post.
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 everyone :P

People can think of splitting "Streaming" and "Tapping stamina" apart in different ways and kind of no one, except You guys, knows how it really works. So, they keep asking again and again, giving their own thoughts, suggestions, try to give constructive (or not) feedback, etc. The same with other skills.

I think that it would be a good move to add a little more precise descriptions, that explains what the skills exactly do and, at least briefly, give us some bites of informations about the factors needed in the calculation and their significance. :)
Laconic 1-2 word descriptions like the current ones can keep causing problems and misunderstandings. What do you think about it?
Drezi
I agree, completely ignoring CS in "Raw Aim" just doesn't work. Aiming speed and aiming precision are strongly intertwined, and the overall difficulty is the result of the combination of the two, something like how the area of a rectangle is the product of the two sides.

As an example look at Cookiezi's Toumei HDHR play.

It gets him ~900 aim, and 500 precision.

Now I could FC that map at say CS3 or CS2 and get the same 900 agility. I could also FC a CS5.2 version at let's say 160 BPM and get the same 500 precision.

So I made two way easier plays, yet according to osu!skills I demonstrated the same 900 Agility skill and the same 500 Precision skill as Cookezi with his HR play.
Needless to say, someone who can only nail the aforementioned two plays is not even close in actual skill to being able to get that HR FC, but this is not reflected in the skill points in any way, on paper we'd appear to have the same skills.

Also map length (total length of difficult parts) seems to be largely irrelevant. What's the difference in raw aim awarded if you copy paste the same 1 minute map over 10 times? Natsukoi Hanabi DT gets me 830 aim. People can just retry it for 10 minutes and get the FC. If the map was the same map copypasted over 10 times, these same players wouldn't even be close to being able to FC it, you'd need to be at a much higher skill level to pull that off, but looking at the 800 agility awarded for that HD Uta [Himei] FC, I assume the raw agility for that lengthened map wouldn't reflect this much at all.
Drezi
Basically any CS can be turned into whatever you like by resizing the osu! window, so pp approach of rescaling maps to a standard CS is a perfect basis, where that alone would fall short is the fact that you can't just infinitely increase your tablet area.

So what if we're stuck with having to play the upscaled map without being able to increase our area? You're forced to play with a higher sensitivity, which makes things gradually harder.

Imagine any map shrunk to an 1cm x 1cm area in the middle of the screen. Obviously it's harder than the original map, due to effectively having to use an extreme, much higher than normal sensitivity. This is what happens on a smaller scale as we increase CS, unless you can increase your area (there's a limit here, even with an infinite sized tablet, everyone only trains to use an area of a given size) as much as you increase the osu! window size to get back the original CS.

So I believe standardizing CS and accounting with a function for the "sensitivity" factor as CS increases is the way to go. You can still extract individual Agility and Precision values, by dividing up the total between the two using a ratio based on the current agility and precision numbers for example.
girlslasttour

snyviper wrote:

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.

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...
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".
Topic Starter
Kert
CS is considered when calculating Agility, just not to that extent as in Precision
i.e. we calculate distance between circle borders and not their centers
Drezi
It still isn't representative of actual skills, if you just separate aim speed and aim precision from the get go, as I've pointed out before.

Calculating border to border distance doesn't fix this fundamental flaw, it's only enough to solve edge cases where you wouldn't even need to move your cursor due to huge circles.
Endaris
Every system that tries to break up a whole performance in pieces will have an error. That's natural so deal with it I guess.
Drezi
But this one thing isn't difficult to fix, you just normalize CS, and even without additional tweaks it's pretty good. Literally the game itself allows you to do it, if you wanted to. You can still calc the weight of skill components if you got the whole thing right.

Blue and yellow areas (difficulties, skills required) aren't equal, but the current osu!skills considers them so. (Image is just meant to show the principle, not actual ratios/equations).
snyviper
I'm sorry for having caused confusion, I meant things were already decided, but I don't remember what was decided
meii69
Now a lot soon ( Agility mostly) were not returned
прямо сейчас множество скоров (ловкости в основном) не были возвращены
Endaris
Uh, is it possible that accuracy is heavily affected by misses since tenacity is affected by misses? (As far as I understood maps with high Tenacity rating grant more acc-points)
My new Little Princess score has 54 acc points over the old one in spite of having "only" 0.73% accuracy more (but being FC) which seems to be fairly unreasonable.
Yuudachi-kun
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
TheLukay

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
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)
The Emperor
i think Reaction is broken, all my highest reaction plays is the once i have memories entirely. its literly the only plays that i havent done in reaction... its 1min 2-3* ar11 maps.. i normaly do everything in one or 3 plays most of my pp plays to.. and the only plays i have that isn't sightread at all is the once at the top of Reaction.
http://osuskills.tk/user/Leggo/skill/reaction
abraker

Leggo wrote:

...
It's not broken, it's juat other skills don't make it as hard to do.
Frost

Endaris wrote:

Did you try searching for the name you originally registered with?
sorry for the late response, yea, i did. didn't find a user with that name.
Topic Starter
Kert
Update

Gained combo will now influence all skills except Stamina, Tenacity and Accuracy
Recalculation is in process
snyviper
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
Kao
Guess it reset because of recalculation
Did the database reset?

http://osuskills.tk/user/Kao
Below 100 in all categories in my country...
So happy :D
Inb4 I go down when database gets updated
Endaris
Lmao, Berserk again.
Yuudachi-kun

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

I fc'd a 20 second ar11 map.

It's the unforgiving marathon's shortest map

HOLY SHIT I JUAT GOT 954 FROM IT

https://www.youtube.com/watch?v=SWUvXgqrkRw
abraker

Khelly wrote:

I fc'd a 20 second ar11 map.

It's the unforgiving marathon's shortest map
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.
Drezi
With given reaction skill you have X% chance to make each jump at AR11. If the map is short enough you'll likely get the FC if your skill is somewhat adequate. If you increase the length however, your chance starts converging to zero, unless you have good enough reaction to make those jumps consistently and thus still stand a realistic chance.

This applies to aim in general btw. Someone doing difficult jumps with 99% consistency is not the same as someone retrying a short map and nailing 5-10 jumps of the same difficulty with skill only enough for 80-90% chance at each peak difficulty jump.
unko
cool osuskills is cute again
StephOsu
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 ai that count in all the plays (including retries to a certain degree)
timemon

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)
if the player is consistent, they can get similar performance on a lot of different maps.
StephOsu

timemon wrote:

if the player is consistent, they can get similar performance on a lot of different maps.
Name me 10 5-digit-rank player that is consistent
Deva

StephOsu wrote:

timemon wrote:

if the player is consistent, they can get similar performance on a lot of different maps.
Name me 10 5-digit-rank player that is consistent
I am one.
consistently missing
Multtari

timemon wrote:

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)
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*
StephOsu

HK_ wrote:

I am one.
consistently missing
N i c e m e m e

Militari 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*
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
Drezi
you don't even have to call this consistency, being able to do numerous hard jumps is simply more raw skill than only getting a few hard jumps right because you can easily retry to make up for not being quite good enough. you can look at two different FCs and tell this difference, this can be measured on each map, it's only a matter of weighting between longer vs short difficulty peaks.
TheLukay
First time having volcanic

I'm not even mad

unko
Yay you have the same titles as me
StephOsu

Kert wrote:

Update

Gained combo will now influence all skills except Stamina, Tenacity and Accuracy
Recalculation is in process
expected slightly change after this but my score went through no changes
not sure if it's bug or all the non-FCs are not worth mentioning

never mind changes just didn't show up
E m i

StephOsu wrote:

timemon wrote:

if the player is consistent, they can get similar performance on a lot of different maps.
Name me 10 5-digit-rank player that is consistent
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 point
TheLukay

Microsoft Vista wrote:

Yay you have the same titles as me
You don't have my unearthly accuracy :D

Some day my acc will be even lower than my Memory stat haha
Scarlet Evans

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
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.

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 math :D When 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 :P

If it's not what you meant, feel free to correct me^^.
KatoMegumii
Good luck, i'll be waiting for the future plan
StephOsu

Scarlet 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 math :D When 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 :P

If it's not what you meant, feel free to correct me^^.
weighting doesn't really brings the score to average score
weighting stops people from farming the scores map by map (same reason was applied from ppv1 to ppv2)
it doesn't really calculate average when we can have people who can't duplicate their top plays (or at least somewhere close to it)
For example, we have players who have their peak performance to perform 99% FCs but their everyday average performance on maps of same difficulty is like bad 95% acc bad combo clear (believe it or not but this happens more frequently on a lot more people than we thought)
this actually makes the "top play only" calculation an extremely inconsistent way to measure average skill
they are good in calculating your peak performance stats, but not your average.
Also, having enough top play doesn't make the rest negligible, it makes the rest incompetent enough to show it as one of your better performance which might or might not be crucial for average performance calculation.
But then, a system that can't have human or smart AI to check every play manually can't really calculate average performance
The closest thing is to probably register every top play and have their score to decay over time, but that's highly subjective
TABLETCLIX
sorry, unrelated; but is it just me, or does it seem like EVERYONE has berserk/psychic right now?

also, on twitter, it was mentioned that scores are being recalculated; does that mean our titles will change once the recalculation is finished?
abraker

TABLETCLIX wrote:

sorry, unrelated; but is it just me, or does it seem like EVERYONE has berserk/psychic right now?
It's just you. I am an adventurous psychic.

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?
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.
Yuudachi-kun
I expect berserk go to away when stamina/tenacity become less closely linked
Jukkii
there is definitely something wrong with memory stat

110pp, im on my way to having an FL top score
_xyliac
I was wondering if I can change the flag that shows in my osuskills profile, I recently got a flag change so....
umm if its possible, can I ask if you can kindly change my osuskills profile's flag to Ph (Philippines) I got an Au ranking but I don't belong there anymore...
Topic Starter
Kert

Yuira-kun wrote:

I was wondering if I can change the flag that shows in my osuskills profile, I recently got a flag change so....
umm if its possible, can I ask if you can kindly change my osuskills profile's flag to Ph (Philippines) I got an Au ranking but I don't belong there anymore...
Changed the flag for you
_xyliac

Kert wrote:

Yuira-kun wrote:

I was wondering if I can change the flag that shows in my osuskills profile, I recently got a flag change so....
umm if its possible, can I ask if you can kindly change my osuskills profile's flag to Ph (Philippines) I got an Au ranking but I don't belong there anymore...
Changed the flag for you

Thank You very much! :D
Goodluck with the making :)
Scarlet Evans
On a less serious note: Axarious broke the graph :) He is #1 9 in Agility ranking :D

http://puu.sh/q417Q/981b4842b5.png
meii69
https://osu.ppy.sh/b/795810
this map not gives agility now, fix pls
timemon

Minamoto-kun wrote:

https://osu.ppy.sh/b/795810
this map not gives agility now, fix pls
make sure your combos are high enough.
Jukkii
when will we get this title?
Topic Starter
Kert
When someone becomes good enough
worst fl player
memory is unbreakable xd
meii69

timemon wrote:

Minamoto-kun wrote:

https://osu.ppy.sh/b/795810
this map not gives agility now, fix pls
make sure your combos are high enough.
no lol. on old version i have this top score agility on 610 points. now i not have it
abraker

Minamoto-kun wrote:

no lol. on old version i have this top score agility on 610 points. now i not have it
Because old version was looking at accuracy. The new version is looking at combo.
Topic Starter
Kert

abraker wrote:

Minamoto-kun wrote:

no lol. on old version i have this top score agility on 610 points. now i not have it
Because old version was looking at accuracy misses. The new version is looking at combo combo and misses.
Fixed for you
MOONBOUND
forsen
abraker

Kert wrote:

abraker wrote:

Because old version was looking at accuracy misses. The new version is looking at combo combo and misses.
Fixed for you
oh woops thanks. Idk why I keep remembering acc.

Rtyuii wrote:

Hopefully this will be developed to the point where one may be able to get training sets from the site, in order to improve areas of their skill.
You kinda can already? It's not perfect, but maps for top scores do highlight the area of skill it is under. If you are looking for something like practice only precision, or only agility, then unfortunately most ranked maps wont give you much since they are made to be as balanced as possible. Some older ranked maps may have the stuff you are looking for, but you might want to look into unranked stuff if you are looking for pure, non mixed skillsets.
Toy
boy i sure am good at this



fieryrage


please acftually never fix this im literally dying
Yuudachi-kun
The solution is to see if you can replicate many more scores near that value rather than just fucking complaining that it's so much higher than your 2nd.

e: ok 3000 what the hell
abraker

[Toy] wrote:

boy i sure am good at this



I did not have Monstrata's map when I made this shit

┐('~`;)┌



fieryrage wrote:



please acftually never fix this im literally dying
Oh my...
fieryrage
literally this map is the most broken thing since cillit bang and im fucking LOVING IT
Toy
cillit bang isn't as broken as luv-lab-poison 789 stam lets go
XII
cillitbang broken??

have you met loudness war https://osu.ppy.sh/b/93836
unko
go fc twister
Stoof
hi

my friendo toke's userpage is infinitely updating

pls fix http://osuskills.tk/user/Toke
Kao

Stoof wrote:

hi

my friendo toke's userpage is infinitely updating

pls fix http://osuskills.tk/user/Toke
It's done updating
gracefu
Does the site check the recently played beatmaps that are found in Historical when you refresh the page?
InfinityPotato
snyviper

Try This doesn't require that much stamina, i'm pretty sure (this is my page btw)
https://osu.ppy.sh/b/675330
abraker

gracefu wrote:

Does the site check the recently played beatmaps that are found in Historical when you refresh the page?
No, iirc because there is no guarantee that it will be a top play.
Scarlet Evans
Scarlet Evans
Sorry for double post, but I think that I've just got quite a nice idea. Nothing important or urgent, but I think it could be a nice thing to intensify competition between players and make exploring all the rankings much more interesting :)

What do you think about adding an ability to browse rankings, filtered by players' titles?


For example, we could check a ranking of stamina for only Berserks, to check which berserk in stamina ranking a given player is.
We could browse Precision ranking for Sages only, to see who's the best Sage out there and who in the line a given player is. Or some other skill primary (or not) for an other class (kind of title). ;)

Or even you could allow to mix them, which would be the best! There could be a dropdown menu, that would allow us to select/unselect which titles (or no title) we would want to filter ranking with, like excluding some "balanced" titles or going only through them. Simply, browsing a ranking for a chosen skill, filtered by any titles combination we would want to see. Could be used to any of the 8 (including non-introduced yet reading) skills.

What do you think about it? Aside of implementing it etc., allowing to just filter the results shouldn't be too demanding/resource taking? Please, tell me that you like the idea :)
snyviper
About overrated and underrated skills... I made a graph to have an idea of which skills are actually overrated and underrated when compared to the other ones. I compared the ranking and the actual value of the skill, I think this thing may help you tweak the values.

I tried to make the graph screenshot as big as possible, and I tried to make the "Mean" become a straight line, so... yeah, hope this helps you o/
abraker

snyviper wrote:

...
Interesting stuff, though you should lable the axis. I will have to check why accuracy is so underrated, but they generally look pretty ok to me. The resultant curves are almost linear and there is some variance between the skills, which is expected. Tenacity and reaction seem to level off at the end, which might indicate a wall in genaral human ability. That might need to be tweeked, not sure. Agilty is suprisingly linear, but looks a bit steep imo.

The overall skills are more or less balanced due to how they are calculated. A single high score like on Monstrata's map is not going to influence the overall skill too much even if it's your highest. I think if we look at the top score of each skill, then we will find some weird things.
snyviper
Stamina vs Tenacity is fun though xD
I think if you multiplied both final agility and reaction value by something like 0.9 or 0.95, it would be a good temporary fix, and agility wouldn't stop being linear
Edit: oh, and Memory seems to be very underrated.... maybe multiply it by 1.2?
B1rd
Reaction and high AR reading are completely different to sight reading. Sight reading is playing maps for the first time, not reading high AR maps. And reading high AR maps at the edge of your ability are done by memory and a lot of repetition, the opposite of sight reading, so...
gracefu



Weird thing with the Memory score: This is my worst FL play and yet it gave me the most Memory score. I basically thought it might be fun if I just forced myself into the 200 combo range basically sightreading (I'm a new FL player, 3 5 tries is NOWHERE near enough to memorise the map!) and then this happened.

https://puu.sh/qAQ32/82cecaf4c9.osr here is the replay
https://osu.ppy.sh/b/743036 here is the map

Edit: got an even better score by pure luck.

Note that the circles play has been taking me 100+ retries to try and do, and it got so much less. x.x
Jukkii
FL is pretty much broken and is not reliable in any way
Scarlet Evans
What is required for a map, to give exactly zero memory points? For example this 2.76* (with mods) map +HD,HR,DT,FL SS (and top 25 on map =)) doesn't even appear on my Memory page, even after manual input:

Kajiura Yuki - Sis puella magica![Normal]

So I suppose that it's zero points then? For me, there are much easier to sight read-maps for me that grant Memory Points and personally, I remember that the two bursts of the three circles each, at the end of the song above, were confusing me and I needed to remember that these are bursts at the beginning, as I was only seeing beginning note and the rest was starting to fade out quickly, not giving me much time for reaction and reading it.
No problems with that now, but I think that there are songs much easier to sight-read and remembering certain details about bursts and sliders on map above makes it much easier to complete/FC/SS.

What results with this not getting even single point?
abraker

Scarlet Evans wrote:

What results with this not getting even single point?
Even if it gives you little time to sightread due to quick fade out, according to the algorithm, if the note is visible, then it doesn't count. The memory skill heavily underrates FL+HD plays due to that kind of thing iirc. It gets even more underrated if you throw in the EZ or HR mod depending if the AR is on either extreme imo.
snyviper
Hey,
I've been talking to someone about spinners, and I found out it's possible to calculate spin speed on maps by checking the score, but only for SS plays (https://osu.ppy.sh/wiki/Score). Most players who want to compete with other players on spinning play easy maps, SS them, and try to spin as fast as they can. Idk if it's possible to calculate spin speed from non-SS plays, as checking every replay is out of question. (if it's actually possible to calculate spin bonus points without an SS, please tell me)

I would really love to see a spin speed skill on this project, because I love spinners (no shame!), but I also understand this would work only for a certain group of players who have SS'd some maps with spinners, and even though most good scores on spinners are found on those easy maps I mentioned, idk if it would work. So, if anyone has any idea of how to widen the range of plays in which would be possible to calculate the spin speed, please let me know

I'm not too confident on this suggestion, as I know how many people hate spinners and/or think they're not important, so for those, it's just an idea I want this forum to keep track of, as I do think it's important for osu!skills to have a spin skill, but not as restrict as this idea.
meii69
not all map and scores submitted. check pls
snyviper

Minamoto-kun wrote:

not all map and scores submitted. i am fc 10 map only for osu!skills(yes,stell to friend's score) and submitted only 4. i am do not know why. check pls
Did you try adding them manually?
I had a similar issue, but only for tenacity. https://osu.ppy.sh/b/791322 this beatmap, I think it's not possible for this map give me no tenacity points, it's not even on the bottom of the list, because it's completely streamy. It gave me stamina and accuracy points though.
Scarlet Evans

Minamoto-kun wrote:

not all map and scores submitted. i am fc 10 map only for osu!skills(yes,stell to friend's score) and submitted only 4. i am do not know why. check pls
Sometimes there is a delay, I think that I mostly had them, while improving a score, but if your score safely landed into top #1000 on map or is one of your the top PP scores, then sooner or later it should be added. :)

I don't know how exactly it works (how the osu!skills gets non-top score), but it looks like you can also add manually other scores, even the ones being far away from being top at anything. I like to often add different the scores manually. It's not much of work, but it can often actually give a much better view on your skills and their state. Also, it's quite fun to watch how your skill rating rises after ;) yeah...I'm a dirty skill farmer xD
fieryrage
ok so can you like explain why precision is the most broken thing known to mankind
Scarlet Evans
I wonder how much the general difficulty of the map and BPM / notes density and other stuff actually matter, when if goes to Precision. Indeed, CS seems to often prevail, but even within the same CS, some "strange" things are happening. Let's take a look at few WubWoofWolf's Precision scores:
http://puu.sh/qRrvl/3bf3e09132.png

YUI - CHE.R.RY [GUM] song is 5.2 stars with mods and have the same CS (CS6+HR=CS7.8) like AKITO - Sakura Kagetsu (Kharl) [Pasonia's Insane], which is 7.67 stars. WubWoofWolf even played the second one better, but it still gives less Precision that YUI's song. Any idea why?
The same with all WWW's Precision scores higher than Sakura! They all are CS6 and they are something that players could consider "easier", but then still grant more points. (+HR everywhere ofc., which makes these all scores I am talking about be CS7.8)

What exactly makes these scores be worth much more than 7.67* "not so easy" Sakura Kagetsu?
O-Moei
Hi !. I guess I have a bad experience to share here due osu!skills calculating

Me is slightly a Flashlight user. I have once FC an Insane diff map using only FL. It only gave me 282 Memory Point. I was disatisfied with it, then I added Hidden to increase its point. After around 63× retrying playing HDFL, I did it !!! I did SS HDFL OMFG me so happy xD . But when I checked the osu!skills again, ...osu!skills didn't count it. It still giving the point of FL only memory point. Oh, how sad I am :( what happen ?. I can tell it will give me around 541 point tho

That's all my story. It just kinda sad to know youve done a greater performance but osu!skills didnt count it x'D
Topic Starter
Kert

O-Moei wrote:

Hi !. I guess I have a bad experience to share here due osu!skills calculating

Me is slightly a Flashlight user. I have once FC an Insane diff map using only FL. It only gave me 282 Memory Point. I was disatisfied with it, then I added Hidden to increase its point. After around 63× retrying playing HDFL, I did it !!! I did SS HDFL OMFG me so happy xD . But when I checked the osu!skills again, ...osu!skills didn't count it. It still giving the point of FL only memory point. Oh, how sad I am :( what happen ?. I can tell it will give me around 541 point tho

That's all my story. It just kinda sad to know youve done a greater performance but osu!skills didnt count it x'D
Hi
Try manual submit feature when your scores are lost
Rilene
So, how is the progress on reading skill?
The reaction skill seems nice though.
Woey
I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Scarlet Evans

Woey wrote:

I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Does it happen every time you try?
Also, make sure that the link you get ID from doesn't point to mapset, but to map, for example:
Wrong --> https://osu.ppy.sh/s/306164
Correct --> https://osu.ppy.sh/b/685380&m=0

If the link have /s/ instead of /b/ , then click on a difficulty to get the desired ID.
Woey

Scarlet Evans wrote:

Woey wrote:

I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Does it happen every time you try?
Also, make sure that the link you get ID from doesn't point to mapset, but to map, for example:
Wrong --> https://osu.ppy.sh/s/306164
Correct --> https://osu.ppy.sh/b/685380&m=0

If the link have /s/ instead of /b/ , then click on a difficulty to get the desired ID.
Yes, I entered this link https://osu.ppy.sh/b/77606?m=0 and it gives me the same error.
unko
i managed to add it on yours by just entering 77606
snyviper
It seems a lot of people are having the same issue with adding manually...
I suggest adding a better explanation on FAQ about it.

The ID of a map is just the numbers combination on the link btw.

Example: https://osu.ppy.sh/b/814293?m=0
The ID is 814293
Scarlet Evans
Another solution and kind of safety net, as there will be people making this mistake anyway, would be to make the page trying to recognize, if the link points to a beatmap (regular expressions), then extract ID from a link, if someone was to enter it instead of ID.

Regardless of ID being correct or not, it could give an informational warning after submitting the score, telling an user something like "you should enter beatmap's ID instead of beatmap link". Simply making it accepting beatmap link and completely dropping the warning concept could be good solution too, maybe even a better one.
Kao

Scarlet Evans wrote:

Woey wrote:

I can't manually input a score, it always ends up with me saying it's an invalid map ID. Am I doing something wrong?
Does it happen every time you try?
Also, make sure that the link you get ID from doesn't point to mapset, but to map, for example:
Wrong --> https://osu.ppy.sh/s/306164
Correct --> https://osu.ppy.sh/b/685380&m=0

If the link have /s/ instead of /b/ , then click on a difficulty to get the desired ID.
Yes, I entered this link https://osu.ppy.sh/b/77606?m=0 and it gives me the same error.

Kao wrote:

Correct
685380&m=0
685380
77606?m=0
77606
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