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Taiko timing judgement formula

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Topic Starter
Winshley
I did this out of curiosity. Since there's already an OD formula for osu!Standard, so why not Taiko as well? :P

From my experience, the OD system for Taiko is different to osu!Standard: it's more stricter, since I kept on getting more "Goods" than "Greats".

This is based on my findings, with the help of Editor and the new Hit Error Score Meter thing (with comparison to osu!Standard timing).

Great: (48 - (3 * OD)) ms
Good: (108 - (6 * OD)) ms

As usual, HR mod multiplies the OD by ×1.4 and capped at 10, no OD roundings. EZ mod multiplies the OD by ×0.5. If the millisecond results ended up in decimals, round it down.

DT mod multiplies the ms calculation by ×2/3. HT mod multiplies the ms calculation by ×4/3.

For convenience:
OD table
OD      Great   Good    osu!Standard OD*
--------------------------------
0 48ms 108ms 5
1 45ms 102ms 5.5
2 42ms 96ms 6
3 39ms 90ms 6.5
4 36ms 84ms 7
5 33ms 78ms 7.5
6 30ms 72ms 8
7 27ms 66ms 8.5
8 24ms 60ms 9
9 21ms 54ms 9.5
10 18ms 48ms 10

* osu!Standard OD: The equivalent OD for getting "Great" on Taiko in comparison to "300" on osu!Standard

OD table with HR mod
OD      OD+HR   Great   Good
--------------------------------
0 0 48ms 108ms
1 1.4 43ms 99ms
2 2.8 39ms 91ms
3 4.2 35ms 82ms
4 5.6 31ms 74ms
5 7 27ms 66ms
6 8.4 22ms 57ms
7 9.8 18ms 49ms
8 10 18ms 48ms
9 10 18ms 48ms
10 10 18ms 48ms

If there's an inaccuracy in this info, feel free to post it. Have fun!
Luna
Damn, I always felt like accuracy was harder in Taiko. Nice to see that it apparently wasn't just my imagination.
eldnl
Why so many formulas, just have fun playing.
Yuzeyun
AnFace

Winshley wrote:

HR mod multiplies the OD by ×1.4 and capped at 10
i got about this much of it and now i something what is going on
lolcubes
I actually believe the tables are the same, it's just harder to keep consistency in taiko, since you have no sliders to rely on. Circles everywhere!

For example, if you play a 180 BPM song, you might start playing it like it is 179.9 or even 180.1, or any other similar value, without you noticing until you get a lot more experienced. I had this problem at least.
In standard, as soon as you reach a slider, those problems disappear because they tell you exactly what's the correct speed to play at (if you have hitsounds).

But in the end, I don't really care, it's fun regardless of the OD. :D
XK2238
>OD12
bye everyone
Coro
It's unusually hard to SS in Taiko compared to the other modes, period. orz
Dolphin

CoroQuetz wrote:

It's unusually hard to SS in Taiko compared to the other modes, period. orz
no period i dont like blood :(
AnFace

Dolphin wrote:

CoroQuetz wrote:

It's unusually hard to SS in Taiko compared to the other modes, period. orz
no period i dont like blood :(

XK2238 wrote:

bye everyone
Loctav
Why is this not in the wiki?
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