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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?
abraker

Scarlet Evans wrote:

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?
Nope.

In the example provided:
so on ar10 with 450ms, it's faded in after 180ms
It's fully faded in at 180ms, leaving you with 270 ms reaction time requirement on HD assuming you suddenly see the object at 100%. Code uses somewhere between 40-60% iirc (am on mobile so will need to check, so will use 40% for this example). That means that the object is 40% faded in at 72ms giving us with a 378ms reaction time requirement. On no mod, the object is fully faded in at 450ms, meaning it's 40% faded in at 180ms, giving us a 270ms reaction time requirement.

40% fade-in @ NM: 270ms reaction time
40% fade-in @ HD: 378 ms reaction time

The sooner you see the circle the sooner you have to realize where it is located, the more time you have to react and move the cursor there. While both start fading in at the same time, HD fades in faster, allowing you to percieve the note sooner.
snyviper
Interesting.. I didn't know that... I always thought there was another reason for HDHR having rewarded less than HR...
dong
http://osuskills.tk/user/DavidStylez this guys' hacked scores need to be cleared or smth
Scarlet Evans

abraker wrote:

Scarlet Evans wrote:

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?
Nope.

In the example provided:
so on ar10 with 450ms, it's faded in after 180ms
It's fully faded in at 180ms, leaving you with 270 ms reaction time requirement on HD assuming you suddenly see the object at 100%. Code uses somewhere between 40-60% iirc (am on mobile so will need to check, so will use 40% for this example). That means that the object is 40% faded in at 72ms giving us with a 378ms reaction time requirement. On no mod, the object is fully faded in at 450ms, meaning it's 40% faded in at 180ms, giving us a 270ms reaction time requirement.

40% fade-in @ NM: 270ms reaction time
40% fade-in @ HD: 378 ms reaction time

The sooner you see the circle the sooner you have to realize where it is located, the more time you have to react and move the cursor there. While both start fading in at the same time, HD fades in faster, allowing you to percieve the note sooner.
What do you mean by NoMod circles fading away? I never noticed anything like that :O

I just tried to compare some AR0 + HT plays, using CE's [5] frame-by-frame speed key, with HD and without it and I fail to notice anything other than nomod circle disappearing... after it's clicked or missed, which doesn't affect reaction at all (because that happened in past).

For me, from what I see, the circle and approach circle both appear exactly at the same time on screen and the circle persists, until it's missed or clicked. Nothing fades away. At least on CuttingEdge.
Both on NoMod and HD circle appears not immediately, but a little faded, however it's really a tiny amount of time and I don't see a time difference in how long it takes for NoMod and Hidden circles to reach their normal state and stay on screen for these XXX milliseconds.

In other words, you start seeing HD and NoMod circle at the same time. The difference is that you see NoMod all the time, while HD starts to fade away, but it doesn't really affect your reaction. You already registered that there is a circle, both with HD and without it, within the exact time brackets. Now, with HD, it's more like a memory that "there is a circle here" from now on, rather than an actual change in the reaction time needed, because the Approach Time is not affected by HD in any way.

In other words, there's "an animation time" and the difference is that with HD it still happens and takes the same time, but it's just faded away and invisible for us. Nevertheless, it was no less or more visible for us for a certain extend of time and it appeared at the same moment at which NoMod circle would appear, so there's no really any difference in reaction time needed.

(1) Circle appears on screen, at the same time on HD and NM;
(2) Now, you perceive the circle and your time to react starts here;
(3) If it's Hidden, then circle starts to fade-in after some timespan;
(4) You reach the Perfect Click moment and your Reaction Time ends here. After that you can still get 300,100 or 50, but you clicked too late.

(5) Time you had to react is the one that lapses between (2) and (4), which isn't really affected by HD.

This is how I see this. But of course, I can be terribly wrong, as with anything I ever say :P

So, I'd really love you to explain more what is this NoMod fading-in that you say about :)
Full Tablet

Scarlet Evans wrote:

What do you mean by NoMod circles fading away? I never noticed anything like that :O

I just tried to compare some AR0 + HT plays, using CE's [5] frame-by-frame speed key, with HD and without it and I fail to notice anything other than nomod circle disappearing... after it's clicked or missed, which doesn't affect reaction at all (because that happened in past).

For me, from what I see, the circle and approach circle both appear exactly at the same time on screen and the circle persists, until it's missed or clicked. Nothing fades away. At least on CuttingEdge.
Both on NoMod and HD circle appears not immediately, but a little faded, however it's really a tiny amount of time and I don't see a time difference in how long it takes for NoMod and Hidden circles to reach their normal state and stay on screen for these XXX milliseconds.

In other words, you start seeing HD and NoMod circle at the same time. The difference is that you see NoMod all the time, while HD starts to fade away, but it doesn't really affect your reaction. You already registered that there is a circle, both with HD and without it, within the exact time brackets. Now, with HD, it's more like a memory that "there is a circle here" from now on, rather than an actual change in the reaction time needed, because the Approach Time is not affected by HD in any way.

In other words, there's "an animation time" and the difference is that with HD it still happens and takes the same time, but it's just faded away and invisible for us. Nevertheless, it was no less or more visible for us for a certain extend of time and it appeared at the same moment at which NoMod circle would appear, so there's no really any difference in reaction time needed.

(1) Circle appears on screen, at the same time on HD and NM;
(2) Now, you perceive the circle and your time to react starts here;
(3) If it's Hidden, then circle starts to fade-in after some timespan;
(4) You reach the Perfect Click moment and your Reaction Time ends here. After that you can still get 300,100 or 50, but you clicked too late.

(5) Time you had to react is the one that lapses between (2) and (4), which isn't really affected by HD.

This is how I see this. But of course, I can be terribly wrong, as with anything I ever say :P

So, I'd really love you to explain more what is this NoMod fading-in that you say about :)
Fade-in: The circle first appears transparent, then it's opacity gradually increases over time.
Fade-out: The circle, after some time, starts losing opacity over time. This only happens with HD.

Comparing a recording of the game screen at 120fps, on the same map (Cheatreal, AR10+DT), both HD and no-mod appear at the same time with the same opacity (barely visible), but the speed it gains opacity during the fade-in with HD is higher than no-mod.
Scarlet Evans
I think I've got it, thanks! :)
But how do you judge at which moment of fading in player notices the circle? People can actually perceive it a little faster, going for 100% of visibility can be not fully fair.

edit: I didn't noticed that what an online dictionary showed me in summary was definition of just fading, but under the name of fading-in, not fading-in, my bad ;_;
unko
just wondering, now that Hatsune Miku - Kouon Chu Oniki Test is loved-- once adding maps of the category to osu!skills would the 0108 diff be worth tons of stamina due to having an infinity (or 2,949,075? not sure if it's 1/65535 or 1/∞) BPM quad in it? or is it not long enough to count
abraker

unko wrote:

just wondering, now that Hatsune Miku - Kouon Chu Oniki Test is loved-- once adding maps of the category to osu!skills would the 0108 diff be worth tons of stamina due to having an infinity (or 2,949,075? not sure if it's 1/65535 or 1/∞) BPM quad in it? or is it not long enough to count
I have ran that map through the algorithm, and it's fine.
unko

abraker wrote:

unko wrote:

just wondering, now that Hatsune Miku - Kouon Chu Oniki Test is loved-- once adding maps of the category to osu!skills would the 0108 diff be worth tons of stamina due to having an infinity (or 2,949,075? not sure if it's 1/65535 or 1/∞) BPM quad in it? or is it not long enough to count
I have ran that map through the algorithm, and it's fine.
omg do isogu 290bpm
Wiwi_
Can you also make a nifty tool so people can run unranked maps through the aalgorithms
abraker

Dawnsday wrote:

Can you also make a nifty tool so people can run unranked maps through the aalgorithms
Such tool already does exist, and it's what we use in the back end. It's up to Kert if he wants to release it though.
unko
pretty please release it kert chan
Lay
Right,
So I haven't been on osu!skills in a while, and I wanted to check my user stats

I went onto the site and typed in "Karma", expecting to see my profile, I didn't I saw some Italian with the username KaRmA.
Odd.
So I try my old username I changed a few months ago which was "SparKticas"

TL;DR - If i try search my name Karma, I dont find me, I have to search my old username.

Does this mean that it's not updated?
abraker

Karma wrote:

TL;DR - If i try search my name Karma, I dont find me, I have to search my old username.

Does this mean that it's not updated?
I'll tell kert to update it
Chemistry
https://osu.ppy.sh/ss/6639910
so whilst this map was qualified i set the highest score ( the 88% one) and when it got ranked i decided to submit it to osuskills seeing as i'd thought it would count, it didn't. i then make a few other scores (as seen in the screenshot), submitting all of them. none have yet to submit? what's going on
abraker

Chemistry wrote:

https://osu.ppy.sh/ss/6639910
so whilst this map was qualified i set the highest score ( the 88% one) and when it got ranked i decided to submit it to osuskills seeing as i'd thought it would count, it didn't. i then make a few other scores (as seen in the screenshot), submitting all of them. none have yet to submit? what's going on
Have you tried manually adding them?
Chemistry

abraker wrote:

Chemistry wrote:

https://osu.ppy.sh/ss/6639910
so whilst this map was qualified i set the highest score ( the 88% one) and when it got ranked i decided to submit it to osuskills seeing as i'd thought it would count, it didn't. i then make a few other scores (as seen in the screenshot), submitting all of them. none have yet to submit? what's going on
Have you tried manually adding them?
yes
unko
um, this map with DT is ridiculously overweighted for stamina, so much so that i can only put it to some sort of error/mischief in calculation

it's ranking with 300bpm deathstream maps (804 points for 4xmiss), yet it's only 234... is it perhaps the doubles?
abraker

Chemistry wrote:

abraker wrote:

Have you tried manually adding them?
yes
Did you use ctrl+F to search? This is on your agility:


unko wrote:

um, this map with DT is ridiculously overweighted for stamina, so much so that i can only put it to some sort of error/mischief in calculation

it's ranking with 300bpm deathstream maps (804 points for 4xmiss), yet it's only 234... is it perhaps the doubles?
So you are saying the value should be lower?
unko

abraker wrote:

unko wrote:

um, this map with DT is ridiculously overweighted for stamina, so much so that i can only put it to some sort of error/mischief in calculation

it's ranking with 300bpm deathstream maps (804 points for 4xmiss), yet it's only 234... is it perhaps the doubles?
So you are saying the value should be lower?
very, it's valued higher than reunion (15 second 276bpm stream section, 802 points for 0xmiss), fascination maxx (long 300bpm stream section, 846 for 1xmiss), and about the same as gekishou (65 note 300bpm stream, 897 for 0xmiss)

native faith's deathstream is about 40 notes longer and 25bpm higher, yet it's worth over 100 points less for an fc if i'm right
B1rd
Yeah, but they don't have 1/4 stream jumps. I'm not sure how that factors in though.
Chemistry
it updated cause i got a better score on it, https://osu.ppy.sh/ss/6655821
my stamina hasn't gone up since though, 542 before (this score is 600 stamina) still 542
Kao

-Jukke- wrote:

there is definitely something wrong with the memory stat

in my room FL is WAY harder than any of those and took me way more retries than all the others combined
I think it's because the circles weren't hidden enough by the darkness
(Sight reading)
Even if it was ar11 with 800bpm a stream with fl doesn't count much as long you can sight read
Scarlet Evans
I found out about many useful things and some game mechanics perks here, so forgive me that I will ask one more thing that keeps me wonder =-) [I am HD player, just in case this matters]

Playing very high AR, I find it much easier to hit the sliders. I don't really mean slider's leniency, which don't really punish you for bad acc on score v1, but I have an impression that they are literally kind of easier to react to.
Is this just an impression or there is something behind this, like a slightly more time to react for sliders?
Or maybe I just perceive them easier because they are bigger and more visible, while there's nothing what technically makes them easier?
It really makes me curious :P
abraker

Scarlet Evans wrote:

Is this just an impression or there is something behind this, like a slightly more time to react for sliders?
I noticed this too, but have not really looked much into it. I will see what that is about when I get a chance to.
Jeremii
Do you plan on releasing a public API for osu!skills ?
abraker

abraker wrote:

Scarlet Evans wrote:

Is this just an impression or there is something behind this, like a slightly more time to react for sliders?
I noticed this too, but have not really looked much into it. I will see what that is about when I get a chance to.
I have not found any fade in variation between hitcircles and sliders, so the only thing left is to suspect that we better react to moving objects. Having snaking sliders enabled will do this.
Lick
Would be nice if i could submit a score that wasn't my best on a map...
Scarlet Evans

Lick wrote:

Would be nice if i could submit a score that wasn't my best on a map...
You can :) You need to use "Manual score input" on your profile page, it's located on player's profile, little below the scores:
http://puu.sh/sOkx9/2f1a3d4f3a.png

Now, you need to write in ID of map or link of it. For example, for

Renard - Love Song [insane]

you will need to paste / write either " https://osu.ppy.sh/b/211776 " or just "211776".
The number after /b/ in link is beatmap ID. Don't mistake it with ID or link to mapset, which in this case is https://osu.ppy.sh/s/74617

Also, make sure that you enter correct ID. It happened to me few times that I entered ID of the wrong difficulty. In this case, you just need to enter it again, but this time a correct one^^.

Personally, I am addicted to this button. I don't know, if it's supposed to refresh only from time to time or just once upon visiting your profile, then the next refresh is after X time, but when I play something and I did good, then even if it's within top #1000 on map or top #100 in my scores, I want to see how it affects my profile quickly.
So, I refresh it few times and upon not seeing any change, I just add a play manually. Sometimes I do this quite many times a day :D
abraker

Scarlet Evans wrote:

I don't know, if it's supposed to refresh only from time to time or just once upon visiting your profile, then the next refresh is after X time,
AFAIK it's a queue. So as soon as its turn comes in the list of requests, it updates.
Xyrus_old_1

abraker wrote:

Scarlet Evans wrote:

I don't know, if it's supposed to refresh only from time to time or just once upon visiting your profile, then the next refresh is after X time,
AFAIK it's a queue. So as soon as its turn comes in the list of requests, it updates.
Sometimes it just randomly updates old scores too...

Gudafild


How does this work?
Toy
How's that reading skill coming?
abraker

[Toy] wrote:

How's that reading skill coming?
I wish I can say it's close to done or at least an estimation to when it might be. All I can say is what I am currently doing, and that is an algorithm for circle and slider overlap calculation.
Topic Starter
Kert

Gudafild wrote:



How does this work?
You should get more scores
Scarlet Evans

Gudafild wrote:



How does this work?
It's weighted mean, where the weights are:
1,
0.95,
0.95^2,
0.95^3,
...
0.95^{N-1},
for N being number of your scores and 0.95^x is exponentiation.

Theoretically it works like this: all score values are sorted (descending from the highest one to the lowest one), then they are multiplied by their weights and divided by the sum of weights. We are assuming here that aside of your achieved scores, you also have infinitely many scores that are equal to 0.
In this case, sum of weights is 20, so we can simply say that N-th score is takes as: (value*0.95^{N-1})/20.
You sum up these for all your scores and you have your total skill (✿◠‿◠)

For a little insight about how the first scores impact the total value, check this, it can be useful:
p/5306937

Edit: In your case, you have just a few of the highest scores, which are not enough to overweight the rest. The first top six scores, even though they are much higher than the rest, have a total sum of weights ~26.5%, and give you a total of about ~185.42 Agility, so the total score depends mostly on the lower ones. We can say that not having enough of such high Agility scores drags you down a little.
If all your lower scores were higher, for example like this 601 one, your Agility would be much higher and equal to about 627.
Einzvern
sad, for standard players only ;w;
Kaitsu
It's such a nice idea. It's not that useful as you've meant to be but is fun and interesting! Nice!
My Angel Raphi
This is really cool and convenient. I like the titles you can get according to your skills, its very creative. I've ended up playing certain maps and focusing on certain factors just so I can get the 'sniper' title lol.
Topic Starter
Kert
Update!

You can now see player titles on ranking pages
Added links to osu! profiles
Latest 50 scores you made are also tracked now
Added flags everywhere on ranking pages
Don't forget to refresh you browser cache to see changes
unko

huh
show more
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