I haven't seen anyone talk about patterns and "reading" pp so I'm gonna make a post real quick about them.
Please remember that I have very little information on the topic of pattern's pp values as I only read like 6 of the last pages and have vague memories of reading the first 30 or so, and they said that pattern recognition is a thing of the distant future...
So after thinking a lot about patterns that are more difficult than others I've come to some conclusions and I'll post them here.
First, overlaps are increasingly hard to read/play as AR and CS get lower
Second, if fast (160+ 1/4 bpm) snapping between 70° and 180° hasn't been given any proper value yet, it deserves some.
Third, jumps Are hardest at 180°, 90° and 0° there should be a small increase in value for each of these, linearly falling to the default value where the halfway points(i.e. 45° and 135°). I guess the value increase should also not be too large, like at max 1,1 times higher aim value for jumps like these
Fourth, Jump sets where combo changes deserve some extra value, as I personally, and most likely a lot of other people too, rely on followpoints when reading jumps. (Granted, maps where combo changes aren't logical shouldn't make it to ranking, thus making this nigh irrelevant on the topic of pp)
Just typing out some of my thoughts on map difficulty values, I'm sure I missed a ton of points I've thought of during my personal performance evaluation system planning.
Please remember that I have very little information on the topic of pattern's pp values as I only read like 6 of the last pages and have vague memories of reading the first 30 or so, and they said that pattern recognition is a thing of the distant future...
So after thinking a lot about patterns that are more difficult than others I've come to some conclusions and I'll post them here.
First, overlaps are increasingly hard to read/play as AR and CS get lower
Second, if fast (160+ 1/4 bpm) snapping between 70° and 180° hasn't been given any proper value yet, it deserves some.
Third, jumps Are hardest at 180°, 90° and 0° there should be a small increase in value for each of these, linearly falling to the default value where the halfway points(i.e. 45° and 135°). I guess the value increase should also not be too large, like at max 1,1 times higher aim value for jumps like these
Fourth, Jump sets where combo changes deserve some extra value, as I personally, and most likely a lot of other people too, rely on followpoints when reading jumps. (Granted, maps where combo changes aren't logical shouldn't make it to ranking, thus making this nigh irrelevant on the topic of pp)
Just typing out some of my thoughts on map difficulty values, I'm sure I missed a ton of points I've thought of during my personal performance evaluation system planning.