I don't think it would work like that, rapid direction changes which is mostly what gives pp in this system: hypers are what need the most movement in the least amount of time.He Ang Erika wrote:
8. OD in all other modes: E.g. AT OD10 if you hit the object more/less than 15ms in timing you miss, that applies for every combo. For OD9 may be 20ms.
OD in CTB: Pattern A requires player to just move left by 3 platter length and you are given 5 seconds to do so. And then 3 more seconds to move right 1 platter length away. Easy. Pattern B requires player to move left right left right consecutively 20 times with 10ms of error window for each combo. Hard. Other modes use Meter OD, which is a fixed timing window exactly the same for every combo, that is invariable. CTB uses Pattern OD, which is dependent on how much room for timing error to successfully get from one combo to another, which varies with different combos. Meter OD has no effect on difficult, while Pattern OD affects difficulty. The harder the pattern, the less forgiving the timing, the more difficult the map becomes.
Conclusion (8): Harder pattern = less room for timing error.
Conclusion (9): Harder pattern deserves more pp.
Rather than a hyper nerf or buff, i propose a non-hyper buff, a non-hyper jump seems to be harder the closer it is to being a hyper but once it's a hyper it's easy. Bonus points if you just come out of a hyper before this. Exgon agrees (kinda): http://ask.fm/ExGon/answer/121910772785
Graph
(numbers aren't very accurate and are there just to give the basic idea)

Aside from that, i see a lot of people saying that EZ should be nerfed but really, the only map that seems like an issue is banned forever which isn't exactly an EZ-issue but rather the algorithm thinking the hell-ish pattern can't be done without standing still. Fix that part of the algorithm and ez will be fair. EZDT on high cs already gives less pp than nomod, as for low cs, i think ezdt is harder.
Of course there are a lot more questions left unanswered by my conclusions.1. I don't think there's a too low or too high AR. I think it all depends on the object density of the map (especially for lower ones). AR9 may be good for ~200bpm, AR10 FOR 300bpm.
1. What is consider too high/too low AR?
2. Is AR difficulty more subjective or objective?
3. Which are the patterns that are less forgiving?
4. Since every combo has different timing error window, how does one accurately account for the overall difficulty of a map containing thousands of combos?
5. I find low CS as hard to read as high CS, is that not a valid point?
6. What is the easiest CS/AR to benchmark on?
7. How does modifiers (mods) affect the above mentioned parameters?
8. How does spinners and droplets play a part in the pp system?
9. So many things to change so much work to be done, is that even possible?
10. Is it worth the effort to strive for a perfect pp system?
11. Is difficulty overall a subjective matter of pure human experience, or is it simply a matter of neurology mathematics and physics, or maybe both?
12. Should we scale elements that are or potentially could be subjective as objective pp?
13. WTF were you talking about the whole time, were you smoking weed?
2. Subjective. Everyone will find AR they aren't comfortable hard.
3. Emphasis on "patterns". Pattern detection is a huge problem in standard and it will be. Tom attempted to detect neu-like patterns which made stuff like banned forever EZ rated so highly. There's a ton of patterns that you'd have to detect but i guess the most common ones are stairs.
6. Depends on the map.
7. Right now, for HR: the algorithm simply recalculates the entire map as if it's a new difficulty. HD bonus seems fine, maybe needs a buff for high cs. Not sure how DT works or how it's supposed to work.
8. Spinners do not and should not affect pp. Droplets only seem to be a real issue on shorter maps. The thing about making droplets worth a lot is the fact that you could SS a map you have 97% acc on but not outspin yourself which can be frustrating
9.One at a time.