Seeing the recent tweaks being proposed for other gamemodes got me interested in seeing if any worthwhile, simple changes could be made for catch. Now any changes to the
actual star rating calculation (which are sorely needed) are well beyond my ability but I came up with a few possible tweaks to the
performance calculator which I think are worth considering.
I haven't been able to gather any sizeable amount of data on the impact of these changes, if anyone can assist with that it would be hugely appreciated. I do however have a couple of spreadsheets showing some relevant information
This spreadsheet includes a number of example beatmaps with current and proposed PP values
This spreadsheet compares current and proposed multipliers
PP values in these spreadsheets will be around ~1-2pp out due to the examples provided using rounded SR valuesScale accuracy penalty with beatmap total objectsThe current accuracy penalty works well enough on shorter beatmaps with less overall objects due to individual droplets having a greater impact on overall accuracy. However with more total objects individual droplets have far less effect as accuracy in catch is just the percentage of objects caught (excluding spinners). Despite there typically being more droplets in a longer map, actual player droplet misses do not increase proportionally with the increase of objects in a map to compensate. As a result the current accuracy penalty is far weaker on higher combo beatmaps.
This proposal aims to scale the penalty with the number of total objects in a map (that contribute to accuracy) so the penalty remains relevant on longer maps. This helps to add more variety between player's performances and relatively buffs SS and high accuracy plays on longer maps.
Note that this still doesn't do anything to consider how difficult the droplets are to catch as calculating that would require changes to the actual catch difficulty calculation.
Example graph of penalty at 3000 total objects
Hidden bonus adjustmentsHidden is a bit of a mixed bag for players, it's incredibly difficult for some and can be considered a reading aid for others. Balancing that aspect of Hidden is always going to be tricky, however it's commonly agreed Hidden is easier at high AR values and much harder at lower. This proposal aims mostly at reducing the Hidden bonus at very high AR values(9.5+), whilst consequently buffing low AR values.
Current hidden bonus is 5% at AR10 and above, increasing an additional 7.5% for each AR below 10
Proposed bonus is 2.5% at AR10, increasing an additional 9% for each AR below 10, and reducing to 1% at AR11
This graph shows how the proposed bonus compares. It's virtually the same bonus at ~AR8.2, increased below it and decreased above it.
Approach Rate bonus scaling above AR10Approach Rate bonus scaling currently gives a linear bonus from AR 9 to 11. This proposal gives an additional bonus to AR values above 10, scaling from a 1.1 modifier at AR10 to a 1.25 modifier at AR11, up from 1.2 because being Sonic is not easy. Going above AR10 gets increasingly difficult with each increment and this change helps reflect that.
Relevant graph. This change is interesting when looked at with the hidden adjustments. Overall PP values for scores with hidden remain similar but plays without see a fair boost bringing the two much closer together.
Thoughts, questions, and feedback are all very welcome