SV
Great change! maybe consider this for normal taiko play as well!![*] The note scroll speeds not adjust based on resolution. The default resolution is 4:3. As such, the track is no longer cut to a 4:3 resolution with HD.
[*] HDHR now accounts for the HR speed multiplier to make notes as visible as with just HD.
Finishers
so just pressing finishers with one key is the very same as not pressing it at all, but with 300 points difference and in the score screen it is not shown as a miss, but practically it is the very same as a miss[*] Finishers now give a 300/100 hit for successful hits with the first key, and 900/300 hit for successful hits with the second key. Thus the total max score attainable from a finisher is 1200/400 (4x a normal hit).
[*] Not pressing the second key for finishers now results in a combo break (but not a miss).
[*] Finishers no longer require double presses.[/list]
Original:
- Finishers are calculated last and are worth 4x the score. E.g. 300 normal -> 1200 finisher. 350 drum roll -> 1400 finisher.
- Finishers require double presses, like a double chord in osu!mania. Lenience has not been adjusted for this.
..why? sorry but from my viewpoint this is so stupid, it just feels like an insane punishment when every point matters anyway, why destroy the entire combo?
not declaring it as a miss then is so inconsistent as well. when everyone in standard hates slider breaks, well lets bring them to taiko!
not mentioning that it was legit play for as long as taiko exists.
just no.. please.. i dont think double punish or even the combo break alone is reasonable
HP
i very much dislike the idea of taiko having hp like mania or standard, but cant really tell a reason why (probably just because im used to the old stuff)HP drain for misses has been halved.Original:
[*] Taiko now has HP. HP values are calculated exactly the same as osu!mania.
LUL
[*] Normal notes are unchanged. Scoring is 300 for an accurate hit, 100 for an inaccurate hit.last i checked it was 150 for inaccurate hits
rest
somewhat unnecessary buffs to spinners and rolls, i dont think this is the change taiko needs.Edit 2017/01/30:
- Drum roll tick notelocking has been removed.
- Drum roll ticks are now worth 200 points.
- Drum roll ticks are now forced to 1/3 spacing if the beatmap has a slider tick rate of 3.
- Drum roll ticks are now counted towards the "bonus" portion of the score. This is added on top of the 1000000 score.
- Upon completion of a drum roll, a miss will be given if the player has hit less than 15% of the ticks, a 100 will be given if the player has hit between 15% and 30% of the ticks, and a miss will be given if the player has hit more than 30% of the ticks. This percentage is adjusted linearly based on Overall Difficulty, and is calculated linearly between minimum values of 5%/10% at OD = 0 and maximum values 15%/30% at OD >= 6.
- Drum roll ticks no longer award HP.
- Drum roll ticks are worth 350 points.
- Drum roll ticks are forced to 1/4 spacing.
- Drum roll ticks are counted towards the "combo" portion of the score, as such they affect how close you get to 1000000 score.
- Upon completion of a drum roll, a miss will be given if the player has hit less than 30% of the ticks (unsuccessful), otherwise a 300 hit will be given.
- Drum rolls award HP for each tick and for successful completion of the drum roll.
- Spinner notelocking has been removed.
- Spinners now give misses if the player has spun less than or equal to the amount of required rotations, a 100 hit if the player has spun more than 50% of the required rotations, and a 300 hit if the player has spun 100% of the required rotations.
- A miss will be given upon unsuccessful completion of a spinner.
- A 300 hit will be given upon successful completion of a spinner.
- Spinners award around half the HP of drum rolls for each hit and for successful completion of the spinner.
also: why do you always try to put everything into the single metric of acc and combo? why dont you try something like a seperate counting for spinners/rolls/finishers
the world is not 2-dimensional. i dont think all of this changes taiko scoring for the better. it just gets more flaws with this
/my opinion.
sorry if you read the same stuff in some way or another from posters before me or posts why im wrong, its just the way i think about it. [ 1 key finisher = no break! ..please ]