Hey all,
Cutting Edge has been updated with changes to ScoreV2 that were proposed by Shoegazer here. I want to stress that the changes are not final and we are still tweaking the system to properly represent a player's skill in a competitive setting.
Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Edit: Posting this because I've explained it on reddit:
There are two components to the score.
- Accuracy
Essentially as accuracy increases we want you to gain more and more score while accounting for the difficulty of maintaining a 99%+ accuracy over 90%. To do this accuracy is exponentiated so that it is not quite a linear multiplier. In the previous iteration it was raised to the 10th power, in the new iteration it is raised to a factor of the accuracy.
This has the effect of causing lower accuracies to not be so much of dead weight as they were previously, while still providing a steep curve towards 100% accuracy as seen in this graph (red = old, blue = new): https://u-gi.me/sykzM
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
Cutting Edge has been updated with changes to ScoreV2 that were proposed by Shoegazer here. I want to stress that the changes are not final and we are still tweaking the system to properly represent a player's skill in a competitive setting.
Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Edit: Posting this because I've explained it on reddit:
There are two components to the score.
- Accuracy
Essentially as accuracy increases we want you to gain more and more score while accounting for the difficulty of maintaining a 99%+ accuracy over 90%. To do this accuracy is exponentiated so that it is not quite a linear multiplier. In the previous iteration it was raised to the 10th power, in the new iteration it is raised to a factor of the accuracy.
This has the effect of causing lower accuracies to not be so much of dead weight as they were previously, while still providing a steep curve towards 100% accuracy as seen in this graph (red = old, blue = new): https://u-gi.me/sykzM
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa