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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
snyviper
I think Scarlet Evans meant only the Bold part, but for some reason it's hard for some people to understand the ID is the numbers only, so.... yeah, either add it to FAQ or change the "manual score input" option to accept both "numbers only" and "whole link".
Chemistry
https://osu.ppy.sh/b/1033882
glitched map, gives 1600 reaction points which should be theoretically impossible
abraker

Chemistry wrote:

https://osu.ppy.sh/b/1033882
glitched map, gives 1600 reaction points which should be theoretically impossible
Yes I know that. I totally didn't take account cases where you can stay in one spot while the SV is lightspeed fast.
Topic Starter
Kert
You can now also copy links to maps when manually submitting scores

This really should have been done loooong ago
snyviper
Talking about IAHN... I think you should ask for help to experienced mappers like Monstrata when working on the reading skill. Monstrata specially is well known due to his free pp maps, so he should know a lot about angles, distance, and such things
abraker

snyviper wrote:

Talking about IAHN... I think you should ask for help to experienced mappers like Monstrata when working on the reading skill. Monstrata specially is well known due to his free pp maps, so he should know a lot about angles, distance, and such things
By all means, Monstrata is welcome to comment whatever may help us make the reading skill in the reading thread: t/331848
snyviper
New graph about the skills.

The Mean line is more straight.
The Excel table is easier to read.
The skill values are updated to current date.
Edit: Updates pics, due to memory "0" score being too close to rank #16290 (rank #16860). Adjusted rank #24350 to be more reliable to the actual skills.

Shiro
Does it take all scores into account, or only top 100/top ranks ?
Chemistry

Shiro wrote:

Does it take all scores into account, or only top 100/top ranks ?
all scores, if one of your plays doesnt submit to it you can manually insert it
Izzz
memory scores seems a bit wonky, got a flashlight fc on https://osu.ppy.sh/b/537903 and it says it was recorded but nothing is shown in memory even though my lowest score there is 49.
abraker

Joezapy wrote:

memory scores seems a bit wonky, got a flashlight fc on https://osu.ppy.sh/b/537903 and it says it was recorded but nothing is shown in memory even though my lowest score there is 49.
That's because you dont really need memory to do this with flashlight. None of the circles or approach circles appear outside the dark area. Now whether those are feasible to react to or not is what makes this a bit wonky.
Topic Starter
Kert
Happy birthday, osu!Skills!

It's been a productive year.
While the development is kind of slow right now we've managed to implement quite a lot of suggested features.
We will continue working on the site to keep you happy :)
Thanks everyone for your support!

bulli
Yay!
Happy birthday, osuskills! c:



Would you mind sharing how the calculation of the total value works? I mean, if my agility was, for example, 500,
and how is this calculated out of my agility scores?

One thing in ppv2 seems pretty good to me and this thing is that the best score is weighted more than the 2nd and so on.
It seems to me that a few, for example, 600 agility scores are worth more than one 900 agilty score,
so it pays off more to farm than to make really hard scores.

Btw. I really like the osuskills system and I am very thankful for the effort of everyone who is involved. Keep the work!
abraker

bulli wrote:

Would you mind sharing how the calculation of the total value works? I mean, if my agility was, for example, 500,
and how is this calculated out of my agility scores?
The process and effect is described here. It almost works like pp, only multiplied 0.05 to make sure one or a couple high score like 1000 doesn't result in a skill that is or more than 1000.
bulli
Thanks!
Chemistry
ETA on when the "Reading" Skill will be implemented? I'm really excited to see it when it comes out.
abraker

Chemistry wrote:

ETA on when the "Reading" Skill will be implemented? I'm really excited to see it when it comes out.
I hope soon. I am tired of waiting for it to be implemented too :)
Chemistry
will loved maps count on osuskills?
Topic Starter
Kert
Sounds like a good idea.
A bit complicated to keep the maps / scores from loved maps up to date though.
Scarlet Evans
Whenever I use "Versus", I usually do it to compare someone with the player, whose profile I am just watching. It's usually versus myself or versus someone else.
What do you think about adding an option to use "Versus" with inclusion of the player, whose profile we are watching at the moment?
I think that many players decide to suddenly compare a player with someone else (or themselves) at the moment they see that player's profile.

There could be something like a dropdown menu, similar to the one that "Rankings" have. Just clicking on "Versus" will lead to the normal comparison that we currently have, which requires both names to be filled in, but we could also choose an option from the dropdown menu, which could be like:

"Current_player versus...",
"Me versus...".
"Current_player versus Me"
(or just something like "Compare with me!")

The last one will immediately lead us to comparison, while the other two will have one of the player's username automatically filled in.

What do you think about this? :)
I think that it could be a good "quality of life" improvement. Instead of tediously writing / copy+pasting both usernames every single time you want to compare someone, or compare yourself to someone, you could just do it with one click!
Or at least you would need to write only the second player, sparing yourself much of time ;)

edit: a small grammar and typos correction >///<
Domp
Is it possible to see the individual skill rating of each one of the skills for a specific score?
Scarlet Evans

Domplol wrote:

Is it possible to see the individual skill rating of each one of the skills for a specific score?
That would be a really nice thing to have! =)
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).

This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3

It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.

I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.

If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
Kao
The +1 Indicators disappear after refreshing. The only one shown is the score you had before in your browser cache / before you refresh.
It would be better if these indicators would stay over a short amount of time, say 24 hours or so, as I would like to see how much my skills have been added in a time, not just per map I play and refresh.


If confused, here are screenshots
SPOILER


After refreshing, the +1 Indicators disappeared.
Topic Starter
Kert
2Scarlet Evans, Domplol Good suggestions!

2Kao
Honestly I haven't managed to find a compromise solution for that without storing previous points for a certain period of time. Only one previous set of points is stored now and is rewritten with new ones after a refresh (client-side)
Scarlet Evans

Chemistry wrote:

Shiro wrote:

Does it take all scores into account, or only top 100/top ranks ?
all scores, if one of your plays doesnt submit to it you can manually insert it
If I remember correctly, in past you needed the score to get either to top #1000 on a map, which makes the score to appear on event feed, or make the score enter your top scores. Did it changed recently? Can it actually automatically access all our plays now? Or maybe there are also some other ways the page gets scores (without manual input), like checking our recent plays, etc.?
Topic Starter
Kert

Scarlet Evans wrote:

If I remember correctly, in past you needed the score to get either to top #1000 on a map, which makes the score to appear on event feed, or make the score enter your top scores.Did it changed recently? Can it actually automatically access all our plays now? Or maybe there are also some other ways the page gets scores (without manual input), like checking our recent plays, etc.?
Nope, nothing changed.
Checking recent plays is not implemented currently. I don't know any more ways to get scores
Dungeonfire
Maybe add a dark mode switch?

Would look like this:

(CSS)
abraker

Dungeonfire wrote:

Maybe add a dark mode switch?

Would look like this:
[img ]yikes.jpg [/img]
(CSS)
Oh my O_O) Here are my thoughts:

1) If there is an addon to this, I would put native support to be low priority unless Kert says otherwise
2) That color pallet is just so wrong
3) I do agree that websites in general need a dark and a light theme
Dungeonfire

abraker wrote:

Dungeonfire wrote:

Maybe add a dark mode switch?

Would look like this:
[img ]yikes.jpg [/img]
(CSS)
Oh my O_O) Here are my thoughts:

1) If there is an addon to this, I would put native support to be low priority unless Kert says otherwise | Maybe I understand this sentence wrong, but it's just plain CSS so it should be relatively easy to implement
2) That color pallet is just so wrong | Any suggestions what I could change to what? I'd assume the red/pink to something like light blue?
3) I do agree that websites in general need a dark and a light theme | Yes
Domp

Scarlet Evans wrote:

That would be a really nice thing to have! =)
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).

This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3

It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.

I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.

If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
Yeah, that's exactly why I think this would be such a nice feature to have. I really want to know the value of my top rank in a skill in determining my other skills.
Dungeonfire


Is this better? Or any other stuff that should be improved?
abraker

Dungeonfire wrote:

Is this better? Or any other stuff that should be improved?
You generally should avoid large patches of bright colored elements on a dark skin. The entire thing is too black itself. It needs to be dark, but not to the point where it's pulling you into a void.
Dungeonfire

abraker wrote:

Dungeonfire wrote:

Is this better? Or any other stuff that should be improved?
You generally should avoid large patches of bright colored elements on a dark skin. The entire thing is too black itself. It needs to be dark, but not to the point where it's pulling you into a void.
Even though I appreciate the criticism, I would enjoy if it was more concrete. Like "make the font color #BBB instead of #FFF".

Unless you want to add me on discord(Dungeonfire#0512), skype(tobias240300) or anything like that this will be my last shot at improving the design, because I do not wish to spam the forum with it.

My attempt at deciphering your vague criticism
Made the color #AAA instead of #FFF except for the .mainBtn and .versusBtn class:


Same with the background a bit brighter:
Scarlet Evans
I like dark themes too! :)


But I agree that too dark one can be a little tiring for eyes. Well, very dark + something very contrasting could work, like with the Winamp theme, but that one is something small and doesn't really need any variety of colours, nor does it include some pictures and other stuff. You would need few of these very contrasting colors and it could end up being a little painful or too rainbowy.

Maybe something less dark than your current theme, like the Visual Studio one (but with little different palette than I use, I didn't had time to fix it and this dark green sucks >..< ) could be nice to try?
abraker

Scarlet Evans wrote:

..but that one is something small and doesn't really need any variety of colours, nor does it include some pictures and other stuff. You would need few of these very contrasting colors and it could end up being a little painful or too rainbowy. Maybe something less dark than your current theme... but with little different palette than I use
Thing is that it might be a bit hard since osu!skills colors use light blue/pink and I find working around that a bit difficult from what I can tell when I played around with it. Destroying that those colors would be a solution for the dark theme, though I am not sure if that is a good solution. It's like destroying a bit of your identity.
snyviper

Scarlet Evans wrote:

Domplol wrote:

Is it possible to see the individual skill rating of each one of the skills for a specific score?
That would be a really nice thing to have! =)
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).

This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3

It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.

I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.

If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
If this is to be implemented, I'd suggest to put it on the place of the "manual score input", as a "check skills from a score" button. It would show the amount of each skill you got from that score, and if one (or more) of the skills are high enough to be in the top 100, automatically puts it there. If possible, make it support adding multiple scores at a time, just like it supports by now.
laura-
you could add patience for retrying a map a lot
siberX
Good :3
snyviper

-Tatsuo wrote:

you could add patience for retrying a map a lot
hahahahahahaha that's actually a good suggestion xDDD based on retries and map length or drain time. It may also help to show how consistent or inconsistent the player is. And... I guess it could be called either patience or determination.
abraker

snyviper wrote:

It may also help to show how consistent or inconsistent the player is.
I actually threw this idea around and it was concluded you should look at your pp instead.
snyviper

abraker wrote:

snyviper wrote:

It may also help to show how consistent or inconsistent the player is.
I actually threw this idea around and it was concluded you should look at your pp instead.
Well.. I said "may" as a possibility, forgive my english. But I like the idea of patience/determination xD it's funny, so... I think it's worth discussing about it, even if it ends up not being one of the skills in the future.
B1rd
Chat! Chat! Chat! confirmed much harder to aim than Remote Control.
E m i
give reading or I sad
Yuudachi-kun
Im rank #7 global stamina but today I failed defenders because the streams were too stamina for me

4k is better
CCsP
Pretty good and for real my stamina >.<
Shiro
Can you add a way to search scores by value ? I'm looking to improve my aim and it would be great if I could find all maps that give say between 550 and 650 aim score
snyviper

Shiro wrote:

Can you add a way to search scores by value ? I'm looking to improve my aim and it would be great if I could find all maps that give say between 550 and 650 aim score
If I'm right, this was written somewhere as the goal of osu!Skills, to be able to show people how much a map would award for each skill... but some months ago I was confused (I still am) because I just couldn't find it written anywhere again... Is my mind just tricking me, or any of you developers really wrote it somewhere?
snyviper
Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
TheLordKiwi
https://osu.ppy.sh/s/108296

This map is not supported, it don't exist when I want to add it and the ID is consider invalid

Please fix this.Thanks
fieryrage

snyviper wrote:

Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the category

not to mention the literally-only-aim-maps that are in it as well LUL
abraker

fieryrage wrote:

they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the category
Theoretically you can't break something that is already found broken :P

I have submitted a fix for the reaction skill, which should put it more closer to the other skills.

TheLordKiwi wrote:

https://osu.ppy.sh/s/108296

This map is not supported, it don't exist when I want to add it and the ID is consider invalid

Please fix this.Thanks
Use the /b ID not the /s one. I manually submitted it for you:

Icyteru
Is there a reason why aim values are not affected by CS?
TheLordKiwi

abraker wrote:

Use the /b ID not the /s one. I manually submitted it for you:

Ok, thanks :)
fieryrage

Icyteru wrote:

Is there a reason why aim values are not affected by CS?
cs factors into precision, not agility
snyviper

fieryrage wrote:

snyviper wrote:

Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the category
I mean, as a temporary fix... When they add the loved beatmaps (if they do add them), they would have probably reworked agility and reaction, so they can activate the IAHN map again with no issues.
fieryrage

snyviper wrote:

I mean, as a temporary fix... When they add the loved beatmaps (if they do add them), they would have probably reworked agility and reaction, so they can activate the IAHN map again with no issues.
i hope so but i mentioned this issue as soon as aspire was ranked with it giving too much agility/reaction

and besides, that's not the reason i'm saying loved maps will break agility, cuz 90% of them are aim maps
Icyteru
Precision is broken though - it pretty much only takes into account CS. It makes no sense for airman HR to give the same aim as airman nomod, and airman HR to give the same precision as some random TV size with HR.
Scarlet Evans
Why is HD highly underweighted, when it goes to Reaction?

Comparing mine and other people FCs' I noticed that the same AR10.87 scores what are worth about 884 reaction points with HR,DT, are worth only 816 reaction points with HD,HR,DT.

The same with playing AR11: the very top people in Reaction ranking have +HR,DT plays and avoid HD on purpose, to farm more points.

Could someone explain why playing without Hidden requires much more reaction than while playing with HD?
abraker

Scarlet Evans wrote:

Could someone explain why playing without Hidden requires much more reaction than while playing with HD?
In HD the note fades in much faster than no mod, so you see it sooner. Same with mods. This makes HRDT harder to react to than HDHRDT

With HD enabled, objects are fully faded in after 40% of the AR window (so on ar10 with 450ms, it's faded in after 180ms). Without HD enabled, fade-in time is a static 400ms.
Scarlet Evans
But in both cases approach time, the real time you have to react, is 450 ms, right? Isn't taking fading into account by player more like memorisation and predicting when you should click the circle, while the time you have to react is the same? Or I don't understand the subject properly? I mean, even if it fades faster, it appears in the same time, so you have the same time to react, right?
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