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How is pp caclulated?

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Topic Starter
Armizzles_
What increases pp and is pp farming still a thing *not gonna do it just asking*. Also, is pp based off your best play you've ever made?
[LS]PositoniX

Armizzles_ wrote:

What increases pp
there are 5 factors that impact pp calculation:

  1. star rating
  2. od (overall difficulty, the timing window for the map)
  3. score
  4. object count
  5. mods used
the baseline for how much pp is attainable on a beatmap is based on the star rating, od, and object count. your score and mods used change how much pp you got from the play.

also, the way that score impacts your pp rewards accuracy a fair bit. you get 0 pp for getting under 500k score on a map, than there is a line connecting how much pp you get going from 500k score to 960k score. pp is massively increased from 960k score to 1m score.

  1. higher star rating = higher pp
  2. higher od = higher pp
  3. higher score = higher pp
  4. higher object count = higher pp
theres pretty few mods that affect the actual pp that you get, but they are:

  1. easy = flat x0.5 minus a little more due to decreased od
  2. nofail = flat x0 multiplier
  3. halftime = depends on the new star rating the map gets from switching on this mod
  4. doubletime = depends on the new star rating the map gets from switching on this mod
also worth mentioning something called "bonus pp", which is a tiny amount of pp you are given as a bonus for playing a lot of ranked maps. if you played every ranked mania map you'd probably get like 200 or so pp for it so avoid this method of pp farming. speaking of pp farming:

Armizzles_ wrote:

pp farming still a thing
the way to farm pp is by playing high star rating maps which are easier than the star rating suggests, also known as overrated maps. maps can be overrated due to a lot of lns, a lot of bursts, or some specific patterns like jumptrills, vibro, and generally dense stuff. anything that is easily manipable and dense is usually pp farmable. examples of maps like this include triumph and regret, c18, haelquin, kai dan, aiae, and honestly just pretty much every map abot 6 stars except for a handful

maps can be underrated due to other specific patterns, such as singlestreams, one column jacks, anything speed in general etc. you cant easily farm underrated maps. examples include the empress sc and united top diff



Armizzles_ wrote:

is pp based off your best play you've ever made?
yes, if you have a 500pp play as your top play, if you get a 100pp play it'd be worth less for you than someone who has a 200pp top play. this is called weighted pp, and its a thing in all gamemodes, not just mania. it works this way to reward low pp plays for lower skilled players more than higher skilled players.
Topic Starter
Armizzles_
Ok so I have another question

if I have 500pp
and then I make a 499pp play
will my pp stay 500
and if I have 200 pp
and I make a 500pp play
will my pp become 500?
Zelzatter Zero

Armizzles_ wrote:

Ok so I have another question

if I have 500pp
and then I make a 499pp play
will my pp stay 500
and if I have 200 pp
and I make a 500pp play
will my pp become 500?
That's more of a weighting problem than the PP calculation. Usuall in those instances you can even only get just 1pp because of that.
Evening

Armizzles_ wrote:

Ok so I have another question

if I have 500pp
and then I make a 499pp play
will my pp stay 500
and if I have 200 pp
and I make a 500pp play
will my pp become 500?
As Zelzatter mentioned, it's dependent on weights, here are some scenarios on why pp gained is not just additions

Scenario 1:
Current:
Map A - 500PP
Display - 500PP

New:
Map A - 499PP

Final:
Map A - 500PP
Display - 500PP (Gained 0PP)
----------

Weights mentioned are random numbers I came up with, can't be bothered to use the real ones

Scenario 2:
Current:
Map A - 500PP
Display - 500PP

New:
Map B - 499PP

Final:
Map A - 500PP * 1.0
Map B - 499PP * 0.98 (*arbitrary weight, but less than 1.0)
Display - 989PP (Gained 489PP)
----------

Scenario 3:
Current:
Map A - 150PP * 1.0
Map B - 140PP * 0.98 (*arbitrary weight, but less than 1.0)
Map C - 130PP * 0.95 (*arbitrary weight, but less than prev.)
Map D - 120PP * 0.91
Map E - 110PP * 0.85

Display ~ 613PP

New:
Map F - 499PP

Final:
Map F - 499PP * 1.0
Map A - 150PP * 0.98
Map B - 140PP * 0.95
Map C - 130PP * 0.91
Map D - 120PP * 0.85
Map E - 110PP * 0.80
Display ~ 1087PP (Gained 474PP)
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