Can you replace "Sight-reading" as description for Reaction with "High AR"?
Has nothing to do with sightreading really.
Has nothing to do with sightreading really.
Kert set limits on how many times refresh can fetch new scores due to concerns that all of the requests submissions may go over the api limit if spammed or such. That's as much as I know.riffraff11235 wrote:
Quick question: What is it about your setup that prevents the site from fetching new scores every time it's refreshed, the way that osu!track does?
I just realized that some scores I thought should have been submitted probably didn't meet the criteria to be counted. The site has definitely improved a lot since the first time I've used it.abraker wrote:
Kert set limits on how many times refresh can fetch new scores due to concerns that all of the requests submissions may go over the api limit if spammed or such. That's as much as I know.riffraff11235 wrote:
Quick question: What is it about your setup that prevents the site from fetching new scores every time it's refreshed, the way that osu!track does?
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...Josde wrote:
You guys forgot to account for the CS change in EZ while trying to calculate agility. My play on Bravely You [-Tochi's Insane] +EZDT (1xsliderbreak) gives 753 agility points, while a DT only FC gives around 777.
Well, remember that if circles are big enough or close enough, you can reduce aim needed for some patterns to almost zero. Especially, if the circles don't overlap on HR/nomod, but do overlap nomod/Eazy. You could just point once, then click more than single circle with the same cursor position.snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...
So, that wall of text above being said, and all these pages in this thread that I read in past... I still don't understand... how can CS be completely ignored in Agility? Like Abraker said, "when multiple skills come into play, and one dominates over the other, we feel like other skills must be raised because of how hard the map is." So, even though precision already uses CS, it should be calculated into agility too, as on smaller CS the distances between the sets of pixels inside which you need to click are smaller and these areas are much bigger itself. How is this possibly not affecting raw aim, especially when sometimes it reduces aim needed on some patterns by many times, even to zero? It's not that we just can't aim small circles, the distance between the circles can be physically greatly reduced and with big circles we can sometimes click "wherever we want", if we just moved in the right direction, then try to correct the error with next circles.snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim...
I know that many questions were already answered, more or less, but the people keep asking the same questions, over and over, as they often don't really understand how things exactly works and they have their own interpretation and perception of things like "Raw Aim" or "Streaming". And going through almost 60 pages is not something easily feasible for everyoneabraker wrote:
I talked about something similiar in the previous post.
Then agility should be "aim speed", not "raw aim". You can't compare the "raw aim" needed to FC a map in CS2 to the one you need to FC that same map on CS4; albeit your aim speed would be the same CS2 is way more lenient on mistakes, making a less skilled player be able to FC more easily. CS is a factor in aim, just because it is calculated elsewhere doesn't mean it shouldn't be taken in count for "raw aim".snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...Josde wrote:
You guys forgot to account for the CS change in EZ while trying to calculate agility. My play on Bravely You [-Tochi's Insane] +EZDT (1xsliderbreak) gives 753 agility points, while a DT only FC gives around 777.
I don't get what tenacity is for. I have good stamina but my acc in long streams is all over the place and yet my tenacity is higher than my stamina(513 vs 538)Khelly wrote:
Tenacity isn't worth anything to be compared to because atm all high tenacity maps can be low acc fast maps that belong in stamina
It's not broken, it's juat other skills don't make it as hard to do.Leggo wrote:
...
sorry for the late response, yea, i did. didn't find a user with that name.Endaris wrote:
Did you try searching for the name you originally registered with?
snyviper wrote:
AR 11 is impossible for me, it doesn't matter how long the song is, and how many stars either. Everyone who can achieve FCing an AR 11 map or even passing it without NF deserves a great reaction points imo o.o AR 11 doesn't work like FL for me, I tried, I couldn't pass 5 seconds of the map... Maybe I'm just noob xD
As things are right now, you can theoretically FC a 5 note AR11 map and get around an 800 score or so. When making the algorithm, AR was made the big influence. If I take account length, some AR11 maps would be below certain AR8 maps or similiar. Yes, the map is short and therefore easier to FC, but the reaction needed to FC the map still remains the same as a same star marathon AR11 map.Khelly wrote:
I fc'd a 20 second ar11 map.
It's the unforgiving marathon's shortest map
if the player is consistent, they can get similar performance on a lot of different maps.StephOsu wrote:
To be fair a system that only brings the top score in calculation can't really measure consistency
And there's not a whole lot we can do about that unless we can utilise smart as that count in all the plays (including retries to a certain degree)
Name me 10 5-digit-rank player that is consistenttimemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.
I am one.StephOsu wrote:
Name me 10 5-digit-rank player that is consistenttimemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.
Map length plays huge part in player's consistency too. Agility, tenacity and stamina seems to favor only hardest part of the map *stares at Brand New World and Natsukoi Hanabi*timemon wrote:
if the player is consistent, they can get similar performance on a lot of different maps.StephOsu wrote:
To be fair a system that only brings the top score in calculation can't really measure consistency
And there's not a whole lot we can do about that unless we can utilise smart as that count in all the plays (including retries to a certain degree)
N i c e m e m eHK_ wrote:
I am one.
consistently missing
there's not a whole lot we can do about that when only top scores is registeredMilitari wrote:
Map length plays huge part in player's consistency too. Agility, tenacity and stamina seems to favor only hardest part of the map *stares at Brand New World and Natsukoi Hanabi*