This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.abraker wrote:
Note it will grab the play with highest scored only.
This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.abraker wrote:
Note it will grab the play with highest scored only.
I'll let kert knowZemqu wrote:
This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.
Can you share the desmos link?srb2thepast wrote:
...
abraker wrote:
I'll let kert knowZemqu wrote:
This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.Can you share the desmos link?srb2thepast wrote:
...
also you can put code in [code][/code ] tags
double intervalScaled = 1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2"); double lengthScaled = pow(GetVar("Tenacity", "LengthDivisor") / longestStream.length, GetVar("Tenacity", "LengthDivisor") / longestStream.length * GetVar("Tenacity", "LengthMult")); double tenacity = intervalScaled * lengthScaled; beatmap.skills.tenacity = tenacity; beatmap.skills.tenacity = GetVar("Tenacity", "TotalMult") * pow(beatmap.skills.tenacity, GetVar("Tenacity", "TotalPow")); return beatmap.skills.tenacity;
_IScaled = X_IntervalMult2 / (M_longestStreamI ^ (M_longestStreamI ^ X_IntervalPow) * X_IntervalMult); _LScaled = (X_LengthDivisor / M_longestStreamL) ^ (X_LengthDivisor / M_longestStreamL * X_LengthMult); S_tenacity = X_TotalMult * (_IScaled * _LScaled) ^ X_totalPow;
Thanks for the help, and if you're still interested, I tried changing the M_ values and it looks like it also decreases tenacity when length and interval increase at the same time as well, while if you set them both to a low number like 3 you get a tenacity value of 3315 when in reality its just clicking 3 circles in 3 seconds...abraker wrote:
double intervalScaled = 1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2"); double lengthScaled = pow(GetVar("Tenacity", "LengthDivisor") / longestStream.length, GetVar("Tenacity", "LengthDivisor") / longestStream.length * GetVar("Tenacity", "LengthMult")); double tenacity = intervalScaled * lengthScaled; beatmap.skills.tenacity = tenacity; beatmap.skills.tenacity = GetVar("Tenacity", "TotalMult") * pow(beatmap.skills.tenacity, GetVar("Tenacity", "TotalPow")); return beatmap.skills.tenacity;
So first I took the code and simplified it to something that is can be better understood:_IScaled = X_IntervalMult2 / (M_longestStreamI ^ (M_longestStreamI ^ X_IntervalPow) * X_IntervalMult); _LScaled = (X_LengthDivisor / M_longestStreamL) ^ (X_LengthDivisor / M_longestStreamL * X_LengthMult); S_tenacity = X_TotalMult * (_IScaled * _LScaled) ^ X_totalPow;
Notice the prefixes. They help with knowing where the values are coming from. "_" prefix are local variables. "M_" prefix come from the map. "X_" prefix are free variables. "S_" prefix are final skill values.
The desmos link you provided is kinda of a mess, so I redid it: https://www.desmos.com/calculator/kbgnn5wlhr
Finally, it's hard to know what values are reasonable for the free variables. There is already an existing offline calculator kert made that shows default values for these free variables:
I do find it weird that skill values decreases as you add more length to it. I am not sure what's up with that. I don't feel like spending a better part of my day launching the skill calc in VS Studio to figure that one out right now.
1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2");but i saw you replaced the "1.0" with "X_IntervalMult2", (which looks a lot better than 1.0), and since all of these versions of the code are making completely different results do you think this means that the code in the open source version for tenacity is incorrect? It looks like the website and offline calculator scales the values for tenacity correctly.
The versions are different representations of the same thingsrb2thepast wrote:
The equation in the code for interval was1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2");but i saw you replaced the "1.0" with "X_IntervalMult2", (which looks a lot better than 1.0), and since all of these versions of the code are making completely different results do you think this means that the code in the open source version for tenacity is incorrect? It looks like the website and offline calculator scales the values for tenacity correctly.
1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2");
1.0 / pow(M_longestStreamI, pow(M_longestStreamI, X_IntervalPow) * X_IntervalMult) * X_IntervalMult2;
1.0 / (M_longestStreamI ^ (pow(M_longestStreamI, X_IntervalPow) * X_IntervalMult)) * X_IntervalMult2;
1.0 / (M_longestStreamI ^ ((M_longestStreamI ^ X_IntervalPow) * X_IntervalMult)) * X_IntervalMult2;
X_IntervalMult2 / (M_longestStreamI ^ ((M_longestStreamI ^ X_IntervalPow) * X_IntervalMult));
oh, oops. Good catch!srb2thepast wrote:
I think I found some of the problem, I_Scaled had the length of the stream instead of the interval in its equation, so now the skill value increases when you add more length.
That's so broke. Tenacity is supposed be the skill for being able to do streams for long period of time. That burst would be more like speed skill, if it existed.srb2thepast wrote:
I was thinking that it would trade off into stamina, except I realized in this case something like a burst that has 8 circles in 1 interval gives you a tenacity value of 4961.
you mean highest in osu score right bc I was talking about where I have a DT/HDDT fc sitting on top of a HR fc and the HR is worth a lot more in precision but osuskills cant see it so I shouldnt be able to add them manually.abraker wrote:
You should be able to add them manually. Note it will grab the play with highest scored only.
idk that's web side stuff, which is kert's domain. Up to him.Towa Tokoyami wrote:
you mean highest in osu score right bc I was talking about where I have a DT/HDDT fc sitting on top of a HR fc and the HR is worth a lot more in precision but osuskills cant see it so I shouldnt be able to add them manually.abraker wrote:
You should be able to add them manually. Note it will grab the play with highest scored only.
Do you think having manual submission by the individual score urls as well would make this possible and not be too much/impossible to implement
This wouldn't make sense for less common skills such as memory and precision.kingautist wrote:
You should make the titles based on rank instead of skill points.
We can only store 1 score per map per player because otherwise it will take too much space and also more scores per same map is a potential to abuse the system in many waysTowa Tokoyami wrote:
Do you think having manual submission by the individual score urls as well would make this possible and not be too much/impossible to implement
Maybe there would be a way to have whatever score id you submit overwrite the previous score you had on the same mapKert wrote:
We can only store 1 score per map per player because otherwise it will take too much space and also more scores per same map is a potential to abuse the system in many ways
I believe that the "_" symbol may be unreadable for this website. Strange.LittlePengu_old wrote:
it dosent work for me, it just shows the account where someone took my name http://osuskills.com/user/LittlePengu_old
It never worked for me for some reason, so I wait for the next day instead.Kalanluu wrote:
Manual submission down or does it take longer than 1 day usually?
sorry if this was already talked about somewhere else and denied but I do wanna bump this in case it was overlooked as a possibility as long as its not too much to try and implementChatter wrote:
Maybe there would be a way to have whatever score id you submit overwrite the previous score you had on the same mapKert wrote:
We can only store 1 score per map per player because otherwise it will take too much space and also more scores per same map is a potential to abuse the system in many ways
http://osuskills.com/user/Rimuruu/skill/stamina Same dude... lazer scores literally ruined my profile even tho i didnt get pp from thoseKurtisdede wrote:
http://osuskills.com/user/Kurtisdede/skill/accuracy uh oh, scores from Lazer(which can be broken to extreme extent) are showing up on my profile...
http://osuskills.com/user/Kurtisdede/skill/agility oh god
Change to versatile means the average of stamina, tenacity, agility, and accuracy are now above 400Thenewbert wrote:
After I last updated my profile, my title changed from ambitious to versatile. On the picture that tells you what the titles are supposed to indicate about your playstyle, ambitious, versatile, and ??? all have the same qualifacations on the picture. What I'm wondering is what is the difference between the three, and are any of these three titles better than the other two?
Still no response, right? He might have burnt out on this project...abraker wrote:
I have notified kert a few days back. Still waiting for a response :\
He responded but did not give indication when he will fix stuff :(Kurtisdede wrote:
Still no response, right? He might have burnt out on this project...abraker wrote:
I have notified kert a few days back. Still waiting for a response :\