can someone please explain something about the osu mania pp system????
The pp given by the mods is not affected by the score multipliers they have, for example, getting 400k score with HT is the same as getting 800k score no-mod (the effect of HT is indirect because it lowers the star rating, it doesn't have any direct pp multiplier).PositoniX wrote:
take everything you know about the pp systems of the other gamemodes and just flush it down the toilet because osu!mania pp is completely different.
as for the mods, ez and ht will decrease your score a lot. ez will decrease your score because of the decrease in od and score, and ht will hurt you mostly because of the additional decrease of score. nofail has a flat pp multiplier of 0x, meaning that if you play a map with nf you will get no pp.
nf has a flat pp multiplier of 0x. it was changed fairly recently, but you can check this for yourself by going on any beatmap and setting the leaderboard to nofail only.Full Tablet wrote:
The pp given by the mods is not affected by the score multipliers they have, for example, getting 400k score with HT is the same as getting 800k score no-mod (the effect of HT is indirect because it lowers the star rating, it doesn't have any direct pp multiplier).PositoniX wrote:
take everything you know about the pp systems of the other gamemodes and just flush it down the toilet because osu!mania pp is completely different.
as for the mods, ez and ht will decrease your score a lot. ez will decrease your score because of the decrease in od and score, and ht will hurt you mostly because of the additional decrease of score. nofail has a flat pp multiplier of 0x, meaning that if you play a map with nf you will get no pp.
NF has a multiplier of 0.9x, and EZ has a multiplier of 0.5x
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cppPositoniX wrote:
nf has a flat pp multiplier of 0x. it was changed fairly recently, but you can check this for yourself by going on any beatmap and setting the leaderboard to nofail only.
a good score is usually (but not always) an indicator of good accuracy, and it sometimes does a better job of showing scorev1 accuracy than the actual accuracy, since it can be increased by good ma. i am not sure if acc itself plays a role in the pp calculation.jpsn wrote:
i'm pretty sure accuracy plays a bigger role in mania.
Ok figured it out. So this is a thing:Full Tablet wrote:
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cppPositoniX wrote:
nf has a flat pp multiplier of 0x. it was changed fairly recently, but you can check this for yourself by going on any beatmap and setting the leaderboard to nofail only.
That's strange, the source code in the github still says the multiplier is x0.9. Why did they make a change without reflecting it in the github?
The scoreMultiplier should be multiplied by 0.5 when NF is active, so the _score variable is divided by 0.5.abraker wrote:
Ok figured it out. So this is a thing:Full Tablet wrote:
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cppPositoniX wrote:
nf has a flat pp multiplier of 0x. it was changed fairly recently, but you can check this for yourself by going on any beatmap and setting the leaderboard to nofail only.
That's strange, the source code in the github still says the multiplier is x0.9. Why did they make a change without reflecting it in the github?
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp#L86-L88
All scores <= 500k are 0 PP
that cant be true, check this map:abraker wrote:
Ok figured it out. So this is a thing:Full Tablet wrote:
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cppPositoniX wrote:
nf has a flat pp multiplier of 0x. it was changed fairly recently, but you can check this for yourself by going on any beatmap and setting the leaderboard to nofail only.
That's strange, the source code in the github still says the multiplier is x0.9. Why did they make a change without reflecting it in the github?
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp#L86-L88
All scores <= 500k are 0 PP
Zyf wrote:
1- The scoreMultiplier is recovered using beatmap.DifficultyAttribute(_mods, Beatmap::ScoreMultiplier) here :
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp#L70
2- The DifficultyAttribute method is defined here and only considers a subselection of mods using MaskRelevantDifficultyMods
https://github.com/ppy/osu-performance/blob/master/src/performance/Beatmap.cpp#L22-L24
3- Of course MaskRelevantDifficultyMods ignores NF :
- osu-performance/include/pp/Common.h
Lines 98 to 100 in 92b3eafinline EMods MaskRelevantDifficultyMods(EMods mods) { return static_cast<EMods>(mods & (DoubleTime | HalfTime | HardRock | Easy | keyMod));