and who decides what 'patterns' are objectively hard? it varies massively from player to player. hard to make a system that includes everyone single those patterns out.
Physics and physiology?Riince wrote:
and who decides what 'patterns' are objectively hard? it varies massively from player to player. hard to make a system that includes everyone single those patterns out.
Tess wrote:
quote
Good theory, could be the reason yeah.GhostFrog wrote:
With so few notes, this could be another little quirk related to the fact that tom's difficulty algorithm breaks the map into short time intervals and chooses the highest strain from each. Or at least it did back in the days of tp. Probably still does.
Will try some different numbers of notes later today when I have timeKheldragar wrote:
Try 64 and 128 notes?
This can happen often due to accuracy rating due to OD, length, etc, i'm trying to minimise that effect here thoughTess wrote:
it still feels counterintuitive to me that a map of a certain SR would give less pp than a map of lower SR than the first.
This is probably the reason. In the graph you can see how the amount of BPM difference increases between each of these "steps". Those breakpoints are where the 32 note stream starts being completely contained within one less of these intervals.GhostFrog wrote:
With so few notes, this could be another little quirk related to the fact that tom's difficulty algorithm breaks the map into short time intervals and chooses the highest strain from each. Or at least it did back in the days of tp. Probably still does.
you forgot 1 major thing.DroidBass wrote:
Facts to consider
1.- Shounen radio has 821 elements, Tristam has 1042 elements
2.- Shounen radio is OD7, Tristam is OD8
3.- Tristam is much more consistent than Shounen radio is
4.- General ranking on top 50's talks by itself.
Thanks for the explanation, makes perfect sense nowTom94 wrote:
This is probably the reason. In the graph you can see how the amount of BPM difference increases between each of these "steps". Those breakpoints are where the 32 note stream starts being completely contained within one less of these intervals.GhostFrog wrote:
With so few notes, this could be another little quirk related to the fact that tom's difficulty algorithm breaks the map into short time intervals and chooses the highest strain from each. Or at least it did back in the days of tp. Probably still does.
If you'd want to compare the difficulties of such streams I suggest you make a map at least 30 seconds long where you just repeat those streams with a short break inbetween. Sadly there could still be aliasing artifacts when the BPM and the time interval share common divisors, but they shouldn't be as bad.
The sudden knack at 300 BPM is by the way currently caused by a hard cap avoiding singularities in maps putting some hitobjects 1ms or even 0ms apart. I should probably make that higher now that some people actually start to pull off 300bpm scores.
This, the reward curve for HR is incredibly steep so the only way it rewards you is if you get 99+% acc or if you're playing a 3+ minute map.Riince wrote:
also because most people don't have high acc.
Well, no.ZenithPhantasm wrote:
And I feel like Hidden aim pp should be 0 because its basically preference.