forum

Performance Points feedback and suggestions (Standard)

posted
Total Posts
2,750
show more
Full Tablet

Yales wrote:

This is a totally random example to explain that there's A LOT of maps overated like this. Especially those DT <160 BPM that are even easier with DT. Nobody can deny it.

http://osu.ppy.sh/s/31408
http://osu.ppy.sh/b/195039 <- I was talking about this map btw.
http://osu.ppy.sh/b/237649
http://osu.ppy.sh/b/61684
http://osu.ppy.sh/s/170775
https://osu.ppy.sh/s/95148 <- Perfect example too

etc.etc.etc.
Basically.

Let's take this one as example. https://osu.ppy.sh/s/95148 The BPM might be slow. It's way harder to clear/fc with HR than DT (BECAUSE this is a slow bpm). But at the end, you'll have more PP with DT. Something like this.

I wasn't talking about the same map. But this works too.


To make it clearer. Whether dt is overrated whether hr is underrated but in any case there's a problem here. At a point that I didn't even find necessary to explain this in my first post. I thought that was really obvious.

I tried to explain it in a general way but if you want my own example to explain this. It will be even more obvious.
It depends on your individual skills. You get more accuracy with high bpm than low bpm (apparently even with the tighter timing windows when applying DT to slow maps). Personally, I find the DT version of the maps harder (specially this map https://osu.ppy.sh/s/95148, which is too fast for me currently; I get more accuracy with HR than with DT even though the OD is 7).

I think that considering the faster version of the maps harder makes more sense, since they are technically harder. A player that knows how to stream slow or is fast enough to singletap the streams in the low bpm maps would consider them very easy.
Saoji

Full Tablet wrote:

It depends on your individual skills. You get more accuracy with high bpm than low bpm (apparently even with the tighter timing windows when applying DT to slow maps). Personally, I find the DT version of the maps harder (specially this map https://osu.ppy.sh/s/95148, which is too fast for me currently; I get more accuracy with HR than with DT even though the OD is 7).

I think that considering the faster version of the maps harder makes more sense, since they are technically harder. A player that knows how to stream slow or is fast enough to singletap the streams in the low bpm maps would consider them very easy.
You may have a point. Thank you for your answer.
But I don't think you're totally right. the new pp system is supposed to work on individual skill. Why I can't gain pp for trying to be accurate with hr then? I gain PP only by playing dt. More or less. At least I gain pp easier this way. -> It means there's a problem on the calculation of my skill then? My accuracy sucks, there's no way I reached a limit xD.
-> dt > hr (in my case even I find it easier, for the map I quoted at least).

Because yes, my topranks is full of random bad dt plays. while my osutp is full of hdhr for which I spent time, and it was hard to reach this result (FC, acc, etc.) Almost none of those maps are in my toprank PP though.. And I'm talking about insanes maps only, of course.

Here's a draw I made of what I think the system calculation looks like. (ofc, every map is different but osutp made this difference pretty well so... go check it).
This is supposed to be a pyramid.
Here's the version as it is now: http://puu.sh/8GYjs.jpg

And here's my improved version : http://puu.sh/8GYom.jpg

Fair enough I guess.
GoldenWolf
None of these maps were any easier with DT to me..

What you find easier/harder might be harder/easier for someone else, you won't neccesarily get rewarded for a score you struggled to set, and you might get rewarded a lot for a score you got on the first try, whatever is considered hard or not by the system

That doesn't mean the system is perfect of course, but I think not everyone can be totally pleased because we all have different opinion on what is and isn't hard

The actual balance is fine in my opinion, I would only like to see a way to take reading difficulty into account though
Saoji

GoldenWolf wrote:

None of these maps were any easier with DT to me..

What you find easier/harder might be harder/easier for someone else, you won't neccesarily get rewarded for a score you struggled to set, and you might get rewarded a lot for a score you got on the first try, whatever is considered hard or not by the system

That doesn't mean the system is perfect of course, but I think not everyone can be totally pleased because we all have different opinion on what is and isn't hard

The actual balance is fine in my opinion, I would only like to see a way to take reading difficulty into account though
I'm not saying it's bad! I mean don't get me wrong, when I don't play just to chill I play for tp instead of PP (personal preference) but it's always a bit sad to get some tp for some scores I found really hard and the pp system doesn't acknowledge me this. While it does for the 2 dt maps I play per week. You're saying it's just a coincidence that it's dt maps, i don't know. anyway.

That's it.

" I would only like to see a way to take reading difficulty into account though"

Yep.
jesse1412

Yales wrote:

GoldenWolf wrote:

None of these maps were any easier with DT to me..

What you find easier/harder might be harder/easier for someone else, you won't neccesarily get rewarded for a score you struggled to set, and you might get rewarded a lot for a score you got on the first try, whatever is considered hard or not by the system

That doesn't mean the system is perfect of course, but I think not everyone can be totally pleased because we all have different opinion on what is and isn't hard

The actual balance is fine in my opinion, I would only like to see a way to take reading difficulty into account though
I'm not saying it's bad! I mean don't get me wrong, when I don't play just to chill I play for tp instead of PP (personal preference) but it's always a bit sad to get some tp for some scores I found really hard and the pp system doesn't acknowledge me this. While it does for the 2 dt maps I play per week. You're saying it's just a coincidence that it's dt maps, i don't know. anyway.

That's it.

" I would only like to see a way to take reading difficulty into account though"

Yep.
But tp is pp.

EDIT: outdated pp*
dennischan
DT should be nerfed.
end of story.
DeletedUser_613592
https://osu.ppy.sh/b/211154

CS6+HR, OD9+HR, lot of jumps, worth only 228pp
TheVileOne
You can't nerf DT without nerfing maps of similar BPM and difficulty settings. The system treats DT, HT, HR as if they are a map with those difficulty settings.
jesse1412

dennischan wrote:

DT should be nerfed.
end of story.
Or you should be buffed. DT as a whole should not be nerfed, if anything buffed in some areas. Small notes should be buffed and large notes should be nerfed. Large jumps should be nerfed and fast jumps should be buffed.

END OF STORY NO DEBATE ALLOWED I AM SUPREME LEADER.
felax94
uhhm well i have a question.
even though i keep on getting PP my rank decrease like when i had 1000~~ i been 38 000 or so and now when i have 1057 i am 40 000 and seem like i can't increase in rank. any tips how to get my rank higher? i usually play hards/insanes in which i get [a/s in hards] and [b/c/a in insanes]


ps: if i wrote in wrong section dont hate me please~~
TheVileOne
Play what other people near your rank have in their top performances.
Ethelon
Was there a change recently? I didn't see anything in the changelog and I'm sure my ranking already updated when I earned my pp from the other day, but I updated my rank today with a junky score on a new map and went from ~13,100 to 12,477.
GoldenWolf

It's the only change I found recently so I doubt it's that
WindowCurtin

Ethelon wrote:

Was there a change recently? I didn't see anything in the changelog and I'm sure my ranking already updated when I earned my pp from the other day, but I updated my rank today with a junky score on a new map and went from ~13,100 to 12,477.
yeah i went from 20k -> 19k as well (without doing anything)
benjacala
probably cus inactive users are not being counted in rank anymore? i think thats it
-Aeryn-
I dropped 384 ranks overnight and this happened:





Something is up there :0

Edit: It's fixed now.
Rewben2
Someone I know made an unlimitation play and got 177pp for this score: http://puu.sh/8J8SX.jpg. 89% acc, 1 miss.
I made this play: http://puu.sh/8J8VD.jpg. I have 2.5% better accuracy and another miss, yet the score isn't even on my top performances so is worth <108pp.
For frame of reference, a 97% accuracy fc is worth 217pp, http://puu.sh/8J907.jpg.

I doubt the insane pp difference is caused by 1 miss (the improved accuracy I got should just about account for the extra miss alone, shouldn't it?) so is my score worth so little because of low max combo? Other than accuracy and the amount of misses, the only thing that could be causing a loss of pp is max combo, right?

If so, I'm a bit surprised that a lower max combo can really affect a score from being 180~ to <108.
Vuelo Eluko
yep it's the significantly lower max combo. i think because holding a combo involves aim, speed, and accuracy [in that order of importance] whereas accuracy is... simply accuracy.
silmarilen
you have only a bit over half their combo. since combo is still the main way to get score, tom decided that it should also be a big factor in the amount of pp a score gives.
Rewben2

silmarilen wrote:

you have only a bit over half their combo. since combo is still the main way to get score, tom decided that it should also be a big factor in the amount of pp a score gives.
I see. I knew it was a factor but wow, the pp difference is insane.
casmith789
As far as I can tell, your pp for missing combo is approximately equal to max pp for that song * (your combo / max combo)

So if you have half combo you will get about half pp score.
Rewben2

casmith789 wrote:

As far as I can tell, your pp for missing combo is approximately equal to max pp for that song * (your combo / max combo)

So if you have half combo you will get about half pp score.
Hm, interesting. Can Tom confirm/deny this?
Topic Starter
Tom94

Rewben2 wrote:

casmith789 wrote:

As far as I can tell, your pp for missing combo is approximately equal to max pp for that song * (your combo / max combo)

So if you have half combo you will get about half pp score.
Hm, interesting. Can Tom confirm/deny this?
The scalar from combo is (Your combo)^X / (Max combo)^X where X = 0.8 for standard. It's not quite as strict as (your combo / max combo).
Nyxa
I remember reading something about this a long time ago, but is there a maximum to the amount of pp someone can hold? I recall reading that 10,000 pp would be the cap, but that sounds inconvenient. Looking at the way this system works, theoretically, if your first 14 top ranks are 1000 pp each, you'd hold 10240 pp solely for those 14 ranks combined (based on the percentages I've seen of my own scores). I doubt that it would cap, but is there anyone who can confirm this?
silmarilen
the only cap there is is the cap of ssing every single beatmap with hd hr fl dt. putting a hard cap on something like this is seriously stupid
Vuelo Eluko

silmarilen wrote:

the only cap there is is the cap of ssing every single beatmap with hd hr fl dt. putting a hard cap on something like this is seriously stupid
id be interested to see the max pp possible then because I remember checking a hackers top ranks and a DT score on airman was well over 800-900 pp imagine every play being that
RaneFire

Bassist Vinyl wrote:

silmarilen wrote:

the only cap there is is the cap of ssing every single beatmap with hd hr fl dt. putting a hard cap on something like this is seriously stupid
id be interested to see the max pp possible then because I remember checking a hackers top ranks and a DT score on airman was well over 800-900 pp imagine every play being that
The day ppv2 was introduced there were 2 cheaters (who obviously wanted to find this "max" as well) who managed to get 30,000pp in just over 20 maps IIRC.

Adding all 4 mods to a 270 BPM stream map is a totally unrealistic comparison. There is no point to finding this "max."

There is no cap in the algorithm. It's not relative like ppv1 was, in that you don't need opposition to get past a certain pp threshold. That was a soft-cap, but there is no soft-cap either for ppv2. The only cap is the maps available, as said above, which I'd prefer to term "limit." To find that, you'd need to 4mod SS all of them.
Nyxa
I figured. Adding a cap wouldn't make sense. I wonder how many pp the #1 will have next year. Judging from how I can sometimes lose 100 ranks just from idling for 2 days, people are seriously working on their skill. I like how "pp farming" doesn't hold the negative connotation it used to hold. That said, with this incentive given, it looks like we're going to have several very good players in due time.

Also, 4mod SS'ing a map like Image Material isn't humanly possible. I doubt that any amount of practice can enable you to SS a 6-minute map at AR11, OD10, and CS5, with 390BPM streams all over the place - and that is excluding HDFL, which would mean you practically wouldn't even see what you were playing. It's not even worth thinking about getting the maximum pp on maps like those.

Also, maybe I'm wrong, but doesn't your spinner efficiency also (slightly) affect your pp gain? That would mean that even among SSes, the SS with better spinning would still give more. That'd make the max pp still nearly impossible to get, since I don't know anyone who can spin at 477RPM consistently.
mcdoomfrag

Tess wrote:

Also, maybe I'm wrong, but doesn't your spinner efficiency also (slightly) affect your pp gain?

Tom94 wrote:

It is impossible to find out how good someone has spun without per-hitobject data. If it ever happens there will be a small bonus for spinning well, but it is certain that it will never happen to old scores retroactively. It's simply impossible to recover that data for scores without replays and even the ones with replays would have subtle bugs.

To summarize: A spinner bonus can't possibly happen right now in a fair way, therefore it won't. Sorry. :(
All maps have a cap, no matter how fast you spin.
Nyxa
That cap is impossible to humanly obtain on most maps, though. But thanks for answering.
mastaa_p

Rewben2 wrote:

Someone I know made an unlimitation play and got 177pp for this score: http://puu.sh/8J8SX.jpg. 89% acc, 1 miss.
I made this play: http://puu.sh/8J8VD.jpg. I have 2.5% better accuracy and another miss, yet the score isn't even on my top performances so is worth <108pp.
For frame of reference, a 97% accuracy fc is worth 217pp, http://puu.sh/8J907.jpg.

I doubt the insane pp difference is caused by 1 miss (the improved accuracy I got should just about account for the extra miss alone, shouldn't it?) so is my score worth so little because of low max combo? Other than accuracy and the amount of misses, the only thing that could be causing a loss of pp is max combo, right?

If so, I'm a bit surprised that a lower max combo can really affect a score from being 180~ to <108.
I have noticed this same thing happening with EVERY map, combo being the only variable. Unfortunately I do not have exact numbers, but here are the rough figures from memory: (on https://osu.ppy.sh/b/291996)
I had ~400/545 combo with 96% accuracy and was given about 40pp for it
Then I went back and got a full combo with a slightly higher accuracy (~96.5%) and was given 100pp for it

another example (exact numbers from https://osu.ppy.sh/p/beatmap?b=229180):
~96% accuracy with 539/617 combo: 79pp
SS: 131pp

third example for demonstration's sake (exact numbers from https://osu.ppy.sh/p/beatmap?b=93842):
~97% accuracy with 330/892 combo: 56pp
SS: 150pp

How the <edited explicit> is a full combo worth more than double a near-full combo with comparable accuracy? PPv2 weights combo so high that combo is pretty much the only deciding factor until you get a full combo (and then accuracy only shifts +/- 10% or so).
Rewben2

mastaa_p wrote:

Rewben2 wrote:

Someone I know made an unlimitation play and got 177pp for this score: http://puu.sh/8J8SX.jpg. 89% acc, 1 miss.
I made this play: http://puu.sh/8J8VD.jpg. I have 2.5% better accuracy and another miss, yet the score isn't even on my top performances so is worth <108pp.
For frame of reference, a 97% accuracy fc is worth 217pp, http://puu.sh/8J907.jpg.

I doubt the insane pp difference is caused by 1 miss (the improved accuracy I got should just about account for the extra miss alone, shouldn't it?) so is my score worth so little because of low max combo? Other than accuracy and the amount of misses, the only thing that could be causing a loss of pp is max combo, right?

If so, I'm a bit surprised that a lower max combo can really affect a score from being 180~ to <108.
I have noticed this same thing happening with EVERY map, combo being the only variable. Unfortunately I do not have exact numbers, but here are the rough figures from memory: (on https://osu.ppy.sh/b/291996)
I had ~400/545 combo with 96% accuracy and was given about 40pp for it
Then I went back and got a full combo with a slightly higher accuracy (~96.5%) and was given 100pp for it

another example (exact numbers from https://osu.ppy.sh/p/beatmap?b=229180):
~96% accuracy with 539/617 combo: 79pp
SS: 131pp

third example for demonstration's sake (exact numbers from https://osu.ppy.sh/p/beatmap?b=93842):
~97% accuracy with 330/892 combo: 56pp
SS: 150pp

How the <edited explicit> is a full combo worth more than double a near-full combo with comparable accuracy? PPv2 weights combo so high that combo is pretty much the only deciding factor until you get a full combo (and then accuracy only shifts +/- 10% or so).

Tom posted the formula for max combo. It is pretty harsh yeah, unless you're towards the full-combo mark your pp output is going to get shot down by quite a bit. If you get less than half of the maximum combo you can pretty much say goodbye to your pp. I'm not complaining, the intention is that the combo is the main way of getting score thus it should be a big factor in getting pp, which I understand.

Your first example is rather interesting; the difference is a tiny bit of accuracy and the first score was about 73%~ of the max combo, yet the pp output was about 2.5x higher for the second score. Are you sure those are the exact values you had for both before and after and the pp given? Because that doesn't seem normal. Did you have a few misses on the first score before you fc'd? That could explain it.

The last two examples are rather expected. The second example has pretty bad accuracy and the last one is very far off a fc with also missing acc.
mastaa_p

Rewben2 wrote:

mastaa_p wrote:

I have noticed this same thing happening with EVERY map, combo being the only variable. Unfortunately I do not have exact numbers, but here are the rough figures from memory: (on https://osu.ppy.sh/b/291996)
I had ~400/545 combo with 96% accuracy and was given about 40pp for it
Then I went back and got a full combo with a slightly higher accuracy (~96.5%) and was given 100pp for it

another example (exact numbers from https://osu.ppy.sh/p/beatmap?b=229180):
~96% accuracy with 539/617 combo: 79pp
SS: 131pp

third example for demonstration's sake (exact numbers from https://osu.ppy.sh/p/beatmap?b=93842):
~97% accuracy with 330/892 combo: 56pp
SS: 150pp

How the <edited explicit> is a full combo worth more than double a near-full combo with comparable accuracy? PPv2 weights combo so high that combo is pretty much the only deciding factor until you get a full combo (and then accuracy only shifts +/- 10% or so).

Tom posted the formula for max combo. It is pretty harsh yeah, unless you're towards the full-combo mark your pp output is going to get shot down by quite a bit. If you get less than half of the maximum combo you can pretty much say goodbye to your pp. I'm not complaining, the intention is that the combo is the main way of getting score thus it should be a big factor in getting pp, which I understand.

Your first example is rather interesting; the difference is a tiny bit of accuracy and the first score was about 73%~ of the max combo, yet the pp output was about 2.5x higher for the second score. Are you sure those are the exact values you had for both before and after and the pp given? Because that doesn't seem normal. Did you have a few misses on the first score before you fc'd? That could explain it.

The last two examples are rather expected. The second example has pretty bad accuracy and the last one is very far off a fc with also missing acc.
I probably had a miss or two, I was just trying to highlight how ridiculous the weight is on combo as opposed to accuracy or map difficulty (50% combo on a map twice as hard as another with a full combo is worth less than half the fc pp). As to addressing the first example: I can verify that the pp given was around 40 (I was annoyed by this at the time) and the exact figures from the score were 400/535 combo with ~97% acc. Somehow I managed that with 8 misses, no idea how I did that XD.
Oskur

Tom94 wrote:

Let me repeat once again, the system rates the quality of your performance. It is not intended to give a lot of points to plays on hard maps which you can barely pass. Imagine playing the piano. You don't perform in a concert with a damn hard piece, that you can barely play with quite a lot of mistakes.


This doesn't apply perfectly, but the idea is the same; closer to perfect performances are rewarded, breaking combo kind of kills that.
-GN
hi, a friend of mine recently improved his score on With a Dance Number [0108 style]:

the supposed improvement was from a 700 combo 96% score to this. he actually lost pp for setting the score, somehow - and i can't think of any possible causes for this happening(not to mention, the map itself is a lot harder than it is credited for, and i'm blaming the difficulty calculation for that). could you look at it and try to find the cause for it? if it was a bug of sorts, it should probably be checked, and if not, i'm not sure what the system is doing, but it can't possibly be what it should do.

e: http://osu.ppy.sh/ss/1627393 this is the old score that was overwritten - 3 less 100s, but 11 misses as opposed to none, for reference.
Monstrata
I just want to ask. Does Hidden or Flashlight increase pp in any way? If so by how much?
Rewben2
-GN, that seems like a glitch. Less misses, more max combo, better accuracy, same mods. There's no way it could have possibly given less.

@Monstrata, yes, they do give bonuses. Refer to the wiki page about performance points for an explanation.
nooblet

mastaa_p wrote:

I probably had a miss or two, I was just trying to highlight how ridiculous the weight is on combo as opposed to accuracy or map difficulty (50% combo on a map twice as hard as another with a full combo is worth less than half the fc pp). As to addressing the first example: I can verify that the pp given was around 40 (I was annoyed by this at the time) and the exact figures from the score were 400/535 combo with ~97% acc. Somehow I managed that with 8 misses, no idea how I did that XD.
There lies your problem. Eight misses, with or without combo and accuracy, will murder your PP completely. I wouldn't be surprised if that alone is what cut down half of the PP.

This isn't a problem with the system, missing is punished harshly, as it should be. I, too, have a ton of scores with 1 miss, 80~% combo, and 98~% accuracy. Just get over it. Think of it this way, the harder it is to get maximum PP, the more satisfying it is when you get it with a good play.
Topic Starter
Tom94

-GN wrote:

hi, a friend of mine recently improved his score on With a Dance Number [0108 style]:

the supposed improvement was from a 700 combo 96% score to this. he actually lost pp for setting the score, somehow - and i can't think of any possible causes for this happening(not to mention, the map itself is a lot harder than it is credited for, and i'm blaming the difficulty calculation for that). could you look at it and try to find the cause for it? if it was a bug of sorts, it should probably be checked, and if not, i'm not sure what the system is doing, but it can't possibly be what it should do.

e: http://osu.ppy.sh/ss/1627393 this is the old score that was overwritten - 3 less 100s, but 11 misses as opposed to none, for reference.

There is no way, that the newer score is giving less pp than the earlier one. I suspect, that your friend lost ranks due to others passing him, while the pp gain from With a Dance Number was just too little to have any effect on his total pp. With a Dance Number not even being in his top100 pp scores confirms that theory.

I do acknowledge, that With a Dance Number should be worth substantially more pp than it currently gives - which is a fault of the difficulty algorithm. Maps with very low spacing and fast singles are currently severely underrated, but I have not found a way to properly fix this without breaking other things far too much.
locuscosecant
Suggestion: display performance points along with the other measures of performance after clearing a map.
show more
Please sign in to reply.

New reply