Your ScoreV2 multipliers are for osu!std. osu!catch are as I listed.
I think that HD is a crutch mod. The majority of people who play with the mod play with it as a requirement to play the game and are heavily rewarded for it because of the 1.06x multiplier. I personally like the way that visualization mods are treated in mania where they receive no multiplier. However, I think that Flashlight as a visualization mod is not a crutch and should be rewarded correctly.Krah wrote:
Too lazy for a full post but just for the mods multiplier.
HD and DT shouldn't be a fixed multiplier
- HD become easier with high AR and actually a bunch of people can't even play high ar without hd (or even on all cwc maps aka ar8+). Just look for that the rules of the last cwc where people were allowed to pick hd on their dt/hr picks.
- DT is a pain on ar9+ and shouldn't be lower than hr in those cases.
Krah wrote:
Too lazy for a full post but just for the mods multiplier.
HD and DT shouldn't be a fixed multiplier
- HD become easier with high AR and actually a bunch of people can't even play high ar without hd (or even on all cwc maps aka ar8+). Just look for that the rules of the last cwc where people were allowed to pick hd on their dt/hr picks.
- DT is a pain on ar9+ and shouldn't be lower than hr in those cases.
Totally agree, specially the last one, unfortunately in ar 5 and less DT is so much easier than HR, so is hard to say which multipier would be fineFantasy wrote:
DT SHOULD BE WORTH MORE THAN HR
Totally agree, not because of the score but the PP system either. The HR trains AR and low CS while DT will train AR and reflection. This is even better than other mods, for hidden im keep that in silence. Fantasy, Amlink, where are you guys?!Fantasy wrote:
DT SHOULD BE WORTH MORE THAN HR
FLHD>DT in your case as I think the multi-mod thing would still apply so FLHD would be 1.41x or whatever it is?PakaChan wrote:
DT 1.14x
FL 1.1x
HR 1.06x
HD 1.03x
DT > FLHD > FL > HRHD >HR > HD
I don't think it should be any other way as long as the multipliers are static and don't care about CS and AR. Maybe 1.12 DT if you want FLHD > DT
Riari wrote:
FLHD>DT in your case as I think the multi-mod thing would still apply so FLHD would be 1.41x or whatever it is?PakaChan wrote:
DT 1.14x
FL 1.1x
HR 1.06x
HD 1.03x
DT > FLHD > FL > HRHD >HR > HD
I don't think it should be any other way as long as the multipliers are static and don't care about CS and AR. Maybe 1.12 DT if you want FLHD > DT
I may be confused but I'm sure that's a thing.
Mods are additive not multiplicative?PakaChan wrote:
Riari wrote:
FLHD>DT in your case as I think the multi-mod thing would still apply so FLHD would be 1.41x or whatever it is?
I may be confused but I'm sure that's a thing.
1.1x1.03 = 1.133 < 1.14
Riari wrote:
Mods are additive not multiplicative?
Note that when multiple mods are applied, the product of the score multipliers is given instead of the sum of them.- https://osu.ppy.sh/wiki/Game_Modifiers
Ah, I always took at as the game value and thought it was slightly higher because of double mods.PakaChan wrote:
Riari wrote:
Mods are additive not multiplicative?Note that when multiple mods are applied, the product of the score multipliers is given instead of the sum of them.- https://osu.ppy.sh/wiki/Game_Modifiers
The numbers themselves shouldn't matter much, it's how much mods and mod combinations give compared to each other that matters.
Saying "DT > FLHD > FL > HRHD >HR > HD" is more usefull than giving some numbers imo.
You could also consider giving droplets a static score like how it's now except make it so it actually matters when compared to that of a banana. Right now 1 banana = 110 droplets, you could always just change things up to make it 1 droplet = 1 banana or 1 droplet = 3 bananas or 3 droplets = 2 bananas. Giving both a multiplier sounds messy and giving just one a multiplier makes it so we have 98% FC > SS on the leaderboard or +1 droplet, -20 bananas giving more score.Riari wrote:
What do people think about scaling banana values similar to small droplet values?
Inside osu!catch spinning is not a mandatory action, the score is a bonus on top of what you get for playing the rest of the map.
Currently in ScoreV2, droplets scale up to 10% of a maps value and would naturally diminish their value in longer maps. Bananas on the other hand have a constant score value of 350 giving them a significant edge in the longer run.
I think that whilst high-end spinner plays are impressive, droplets are a core part of osu!catch scoring and should not be so heavily reduced in comparison to bananas.
I think that a score cap that is similar to what small droplets face right now for bananas would be helpful for competitive scores as it would allow accuracy to make a bigger impact on maps that contain spinners.
I also saw something over in the standard discussion thread where score could possibly be multiplied by your accuracy. I think this would work much better over here and give misses and droplets a much more competitive edge.
All modes seem to be going towards a capped score of 1,000,000 (Spinners as bonus) hence why the droplets can make up to 10% of that million and no more. It's more about limiting the values of bananas so they do not outstrip acc and make high acc slightly lower spins competitive with lower acc slightly higher spins.PakaChan wrote:
You could also consider giving droplets a static score like how it's now except make it so it actually matters when compared to that of a banana. Right now 1 banana = 110 droplets, you could always just change things up to make it 1 droplet = 1 banana or 1 droplet = 3 bananas or 3 droplets = 2 bananas. Giving both a multiplier sounds messy and giving just one a multiplier makes it so we have 98% FC > SS on the leaderboard or +1 droplet, -20 bananas giving more score.Riari wrote:
What do people think about scaling banana values similar to small droplet values?
Inside osu!catch spinning is not a mandatory action, the score is a bonus on top of what you get for playing the rest of the map.
Currently in ScoreV2, droplets scale up to 10% of a maps value and would naturally diminish their value in longer maps. Bananas on the other hand have a constant score value of 350 giving them a significant edge in the longer run.
I think that whilst high-end spinner plays are impressive, droplets are a core part of osu!catch scoring and should not be so heavily reduced in comparison to bananas.
I think that a score cap that is similar to what small droplets face right now for bananas would be helpful for competitive scores as it would allow accuracy to make a bigger impact on maps that contain spinners.
I also saw something over in the standard discussion thread where score could possibly be multiplied by your accuracy. I think this would work much better over here and give misses and droplets a much more competitive edge.
truJimmy Rustler wrote:
where is ctb spunout
This is exactly what I was thinking, you can't use both DT and HR in the same pool so there is no reason to adjust those values. The only points of concern should be how much weighting HD gives with HR and DT. Personally I think HD shouldn't even be allowed in the DT and HR pools since it makes it easier for some people (like me)nya10 wrote:
I'm not really related to this, but a multiplier of a mod without a FreeMod bracket in the tournament (assuming this will be used only for o!CWC, or similiarly condition o!CWC tournament), the multiplier won't be do much, since you'll only be able to use 1 mod per bracket (+HD in DT and HR bracket), and I don't think in this case, HR and DT could be comparable. So the only thing to do is to adjust HD (judging from some people that has a better reading in HD than NoMod) into the correct multiplier without really debating how HR and DT compares.
Quite true but scoring should be directly valid in all possible tournaments so having DT and HR at the same time could be a thing cuz idk reasons or troll pool or reasons or just a dt pool where hr could be allowed in freemode. Not saying that it will happen in the cwc but it could happen in another random tournament that would like to use the v2 scoring.-Kurisu- wrote:
This is exactly what I was thinking, you can't use both DT and HR in the same pool so there is no reason to adjust those values.
I actually asked for that the day the 2015 cwc rules were released and it wasn't possible at this time to simply calculate it. Hope it could be a thing now. (btw THD should give 1.00* not 0.00*)Hedgeturtle wrote:
1. Make HD give 0.00x on non-HD maps on the tournament. Probably the easiest way would be to add Tournament HD (naming sense=0) as the second HD pick (just as NC is 2nd DT), THD gives 0.00x.
i'm not agree with you for DT=FL+HD, i thinks FLHD is a LOT more harder than DT onlyPakaChan wrote:
DT 1.14x
FL 1.1x
HR 1.06x
HD 1.03x
DT > FLHD > FL > HRHD >HR > HD
I don't think it should be any other way as long as the multipliers are static and don't care about CS and AR. Maybe 1.12 DT if you want FLHD > DT
Oh, come on.Fantasy wrote:
give easy mod 1.06
I hope so. Almost had a heart attack when I read EZ > NM when it defies all sorts of logic.Fantasy wrote:
sorry for the spookLaharl wrote:
Oh, come on.
The first post of the thread says not to discuss pp here as ScoreV2 is strictly for CWC.Allrounder wrote:
Ofc that's just my opinion. I can agree if somebody says HD is harder than HR for example, but still DT should have a higher multiplier than HR just to "balance" the pp system.