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osu mania pp system

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Migzback
can someone please explain something about the osu mania pp system????
[LS]PositoniX
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.

osu mania pp is based on the following things:
  1. star rating
  2. score
  3. object count
  4. the map's od
  5. mods used (the only mods that affect pp are ez, nf and ht)
  6. and if the map is converted from an std map
the thing that impacts the base of how much pp you can get from a given map is based on the maps star rating. the higher the star rating, the more pp that can be given. the amount of pp you get from a certain map of a given star rating is based on your score. the higher the score, the more pp. the object count also affects pp to a considerable degree. od also affects pp to a certain degree, but for the most part, if you get a good score on a high star rating map, you will get high pp. the actual map itself doesnt matter as long as it has a lot of bursts and dense sections which increases the map's star rating. notes per second push up star rating to a large degree

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.

clarification about old pp
pp now is a lot different than it was a few years ago. first of all, high star rating maps dont give as much pp. if you see a 2000pp play from 2-3 years ago, such a thing is almost certainly impossible today. dt also used to contribute to pp gain (it doesnt anymore) which used to inflate old pp scores. the old pp system also weighted acc when considering how much pp a play is worth. frankly the pp calc is completely different now
Full Tablet

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.
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).

NF has a multiplier of 0.9x, and EZ has a multiplier of 0.5x
[LS]PositoniX

Full Tablet wrote:

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.
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).

NF has a multiplier of 0.9x, and EZ has a multiplier of 0.5x
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

PositoniX 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.
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp

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?
abraker
jpsn
i'm pretty sure accuracy plays a bigger role in mania.
[LS]PositoniX

jpsn wrote:

i'm pretty sure accuracy plays a bigger role in mania.
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.
abraker

Full Tablet wrote:

PositoniX 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.
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp

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?
Ok figured it out. So this is a thing:

https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp#L86-L88

All scores <= 500k are 0 PP
Full Tablet

abraker wrote:

Full Tablet wrote:

PositoniX 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.
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp

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?
Ok figured it out. So this is a thing:

https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp#L86-L88

All scores <= 500k are 0 PP
The scoreMultiplier should be multiplied by 0.5 when NF is active, so the _score variable is divided by 0.5.

This might be a bug caused by incorporating code from osu!lazer into the server beatmap processor.

In osu!lazer, the NoFail mod for osu!mania doesn't have a ScoreMultiplier set, instead, it inherits the ScoreMultiplier value (among all other values) from the osu! NoFail mod

https://github.com/ppy/osu/blob/d2ee08ad7b1fc3d8d2328832e17a241cd2ab5963/osu.Game.Rulesets.Mania/Mods/ManiaModNoFail.cs

https://github.com/ppy/osu/blob/bf7f2300af4b5ac39ea7e53b7468d4fee8d73ce0/osu.Game/Rulesets/Mods/ModNoFail.cs

So the problem might be failing to inherit the 0.5 multiplier in the server-side beatmap processor.
[LS]PositoniX

abraker wrote:

Full Tablet wrote:

PositoniX 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.
https://github.com/ppy/osu-performance/blob/master/src/performance/mania/ManiaScore.cpp

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?
Ok figured it out. So this is a thing:

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:
beatmapsets/400078#mania/992512
-set ht leaderboard
all scores set with ht or ez are under 500k score but still grant pp.
abraker
Yea I totally jumped the gun on this one, but Zyf found the actual reason for it https://github.com/ppy/osu-performance/issues/121#issuecomment-685053976

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 :

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