I'm talking about converted osu maps in Taiko.
Taikosu maps are those maps.
Taikosu maps are those maps.
Yes, they are not weighted less. Why would they be? That's what I defended on the last few pages of discussion.OnosakiHito wrote:
I'm talking about converted osu maps in Taiko.
Taikosu maps are those maps.
Look at the examples I've posted, Haya Saitama 2000 has HR (HD and FL too but those don't give pp yet) and it gave the amount of pp you get in a normal play of a non converted eweTom94 wrote:
Yes, they are not weighted less. Why would they be? That's what I defended on the last few pages of discussion.OnosakiHito wrote:
I'm talking about converted osu maps in Taiko.
Taikosu maps are those maps.
unknowwiiplayer wrote:
Look at the examples I've posted, Haya Saitama 2000 has HR (HD and FL too but those don't give pp yet) and it gave the amount of pp you get in a normal play of a non converted ewe
Could you try pointing me to which patterns exactly are harder to play and why the maps differ in difficulty? I am not an expert in Taiko and such information is very important to me, so I can improve the algorithm.cdhsausageboy wrote:
Haya saitama is much more harder than poppin shower both sipped and accuracy wise though.
BPM doesnt mean shit if the map is neither complex or dense.unknowwiiplayer wrote:
BPM is very important while measuring a beatmap's difficulty
Oh, sure, sure, go play Sacrifice (Taikosaki) and then play it with HT and tell us if it was easier or not.Dolphin wrote:
BPM doesnt mean shit if the map is neither complex or dense.unknowwiiplayer wrote:
BPM is very important while measuring a beatmap's difficulty
Bad example, then you have the same density but at a lower BPM.unknowwiiplayer wrote:
Oh, sure, sure, go play Sacrifice (Taikosaki) and then play it with HT and tell us if it was easier or not.
I didn't say that it's not possible The Big Black is easier than sacrifice, and the BPM are 360 vs 270 eweDolphin wrote:
Bad example, then you have the same density but at a lower BPM.unknowwiiplayer wrote:
Oh, sure, sure, go play Sacrifice (Taikosaki) and then play it with HT and tell us if it was easier or not.
A map thats 280 bpm can surely have lower density than one that is of lower BPM.
https://osu.ppy.sh/s/138886 Oni (bpm 151 3.12nps) is less dense than:OnosakiHito wrote:
I'm the opinion it is the main factor in Taiko. Every placed pattern is effected by the BPM. Same goes to the SV, which effects the patterns directly(its density) due to the BPM.
I thought it was already mentioned but yeah, that map is my "best performance" ._.lolcubes wrote:
Was actually expecting people to post that, but since nobody did, I will.
https://osu.ppy.sh/b/120132
The above map is worth extreme amounts of PP, not to mention it's star rating looks really weird too. The star rating is above 6 stars for some reason, while almost any more difficult map is worth around 5.2~5.4.
Take for example: https://osu.ppy.sh/b/174345
This map not only is faster and much more complicated in patterns, but it's much more dense too, yet it's star rating is 5.52.
https://osu.ppy.sh/b/170038 - Same thing, star rating 5.85.
https://osu.ppy.sh/b/98825 - 5.44
https://osu.ppy.sh/b/101732 - 5.46
etc
The only thing that comes to mind why the star rating is that high is that at the end there are 2 really big streams that are very difficult to perform, other than that, idk.
Keep in mind, that for HR scrolling speed is not yet considered. With that the weightings will swing in the favor of HR again._Gezo_ wrote:
HD weighting is too arbitrary imo... And too high to be honest. I think it should be about the same as HR at the moment; see thie example:
It's a pretty large difference in accuracy yet that's 5pp difference to the benefit of HD players. I honestly believe that HD and HR should be, generally speaking, equally treated. At some thresholds these mods need to be separated: Higher BPMs will benefit more to HR players (anything 230+ is difficult to HR) and lower BPMs should benefit to HD players (135 and less starts to be real tough to HD; as well as very high BPMs - I can read HD easily past 250bpm). That said, you know what happens, SV calculation kicks in and that should be the "core scrolling speed value" which will dictate whether chart A should weigh more with HR or chart B should weigh more with HD.
I don't know what you guys think.
that said: https://osu.ppy.sh/b/204956?m=1
it gave me 259pp LOL
inb4 DTTKS wrote:
is this system possible to give a bonus for OD? in that case, HR will get better.
DT technically doesn't increase OD, but the relative timing window itself (decreases).XK2238 wrote:
inb4 DTTKS wrote:
is this system possible to give a bonus for OD? in that case, HR will get better.
pfff... o3oDarkStoorM wrote:
Also, how does EZ affect the pp drop?
or maybe I'm just missing something
Kuro wrote:
pfff... o3oDarkStoorM wrote:
Also, how does EZ affect the pp drop?
or maybe I'm just missing something
Nicely done...
Using DT on converts like those almost guarantees high pp payout and EZ couldn't do anything to deter the difficulty from rising because it only affects HP and OD.
I've done lots of testing to see what does and doesn't give high pp payout and that looks like one of the cases I tested. Although I did it with taiko-specific maps, the overall results should still be the same.
Also..
Simplified: DT and HT are like night and day. If DT gives out a higher payout then HT gives a lower payout.
But there's no reason for me to spill all of my secrets so I'll stop here.