So I got inspired by iJinjin to do some of my osu! research. I was going for PP by starting examining my stats and then a highly ranked player. That was what I going to do at first, but got sidetracked into determining ACT's powe-I mean star level. I don't expect this to be entirely accurate, but ACT, do reply on how well I predicted. So here are my findings:
- - - - - - - - - - - - - - - - - - - - - - - - - - - [WARNING: Some math involved] - - - - - - - - - - - - - - - - - - - - - - - - - -
Refer to the spreadsheet:
Taken from his top ranks, on a scale if the max score was to be equal to star count*1,000,000, we are yet to see the extent of ACT's abilities. While a minor degradation is visible towards 7 stars, in order to find his degradation we will need to find a point in which the score gained on this scale starts to decline more rapidly the score he gets at a star level. First lets set the slope relative to the maximum score possible to achieve at a certain star level (1 star: 1,000,000, 3 star: 3,000,000, etc), giving as a slope of 1,000,000.
If we take a look at the "Star vs Score" graph, the generated line of best fit needs to be adjusted to the the scale the other graph uses. We can do this simply be multiplying the formula by X. Then we get this graph (used: https://www.desmos.com/calculator). I am not sure why, but I need to add 500,000 to this graph to fix offset:
This graph should not be taken as is, but it seems to correlate. According to the graph, ACT's peek performance is on a 6.443 star and his limit seems to be almost 9 stars O_o. There is a noticeable linear slope from 1.741 stars to 4.98 stars, and that represents the star levels he can most likely SS. The farther away from the line, the less likely an SS is going to happen. I don't think I need to go over what the graph means for maps below 1.0 stars...
Procedure:
Here is the linked spreadsheet, where you might find a bit more stuff I played with.
https://www.dropbox.com/s/g1qbiwmkd8ol5bf/research.xlsx?dl=0
If there is a high demand, I might get motivated in making a tool that auto calculates this for any player. Don't know yet.
[4/24/15] EDIT: Updated spreadsheet to include Tristan97's data
- - - - - - - - - - - - - - - - - - - - - - - - - - - [WARNING: Some math involved] - - - - - - - - - - - - - - - - - - - - - - - - - -
Refer to the spreadsheet:
Taken from his top ranks, on a scale if the max score was to be equal to star count*1,000,000, we are yet to see the extent of ACT's abilities. While a minor degradation is visible towards 7 stars, in order to find his degradation we will need to find a point in which the score gained on this scale starts to decline more rapidly the score he gets at a star level. First lets set the slope relative to the maximum score possible to achieve at a certain star level (1 star: 1,000,000, 3 star: 3,000,000, etc), giving as a slope of 1,000,000.
If we take a look at the "Star vs Score" graph, the generated line of best fit needs to be adjusted to the the scale the other graph uses. We can do this simply be multiplying the formula by X. Then we get this graph (used: https://www.desmos.com/calculator). I am not sure why, but I need to add 500,000 to this graph to fix offset:
This graph should not be taken as is, but it seems to correlate. According to the graph, ACT's peek performance is on a 6.443 star and his limit seems to be almost 9 stars O_o. There is a noticeable linear slope from 1.741 stars to 4.98 stars, and that represents the star levels he can most likely SS. The farther away from the line, the less likely an SS is going to happen. I don't think I need to go over what the graph means for maps below 1.0 stars...
Procedure:
- 1) Make and fill in 2 column table in Exel that will list the star level and the player score
2) Select the entire star level column followed by the score column
3) Make a scatter plot graph
4) Right click on one of the points and add a 3rd order polynomial trendline. Click show formula.
5) Copy the formula, go to https://www.desmos.com/calculator and paste it as the first function. Correct the formatting. 1+E6 is 1 followed by 6 zeros (1 million), and 4+E6 is 4 followed by 6 zeros (4 million), etc
5) Click at the wrench (top right corner), and fill in the X and Y ranges as you see in the graph from Exel. Adjust the values as needed.
6) If the graph has the right shape but the wrong values, go to Exel, right click on the label, and select "Format Trend Line Label". Under "catagory" select number, and set the decimal places to something higher (something like 4). Goto step 5.
7) Copy the first formula, paste it as the second formula, and multiply it by X.
8) Adjust ranges as needed.
9) To compare skill level graphs, normalize the individual graphs by dividing each respective graph by its max value.
Here is the linked spreadsheet, where you might find a bit more stuff I played with.
https://www.dropbox.com/s/g1qbiwmkd8ol5bf/research.xlsx?dl=0
If there is a high demand, I might get motivated in making a tool that auto calculates this for any player. Don't know yet.
[4/24/15] EDIT: Updated spreadsheet to include Tristan97's data