now all the top players(or 3k- in ranking) plays ar10.33 to ar11 beatmaps and it would be good to put in the editor the max ar to 11
Endaris wrote:
There is no such thing as AR11 therefore you won't ever be able to set it in the editor.
If you can get an approach rate lower than 450ms, then technically >10 is such a thing, it just isn't official AR.Endaris wrote:
There is no such thing as AR11 therefore you won't ever be able to set it in the editor.
Wrong.Chewy-san wrote:
When AR10 is played with DT, the AR is multiplied and becomes AR11Endaris wrote:
There is no such thing as AR11 therefore you won't ever be able to set it in the editor.
Endaris wrote:
Chewy-san wrote:
Endaris wrote:
There is no such thing as AR11 therefore you won't ever be able to set it in the editor.
When AR10 is played with DT, the AR is multiplied and becomes AR11
Wrong.
When AR10 is played with DT the game is sped up by 50% creating the impression that you would play an AR that would be called AR11 if it existed.
It does not exist though. You won't read "AR11" anywhere in the client due to the sole fact that it doesn't exist.
It is AR10 with the game sped up by 50%.
Wiki wrote:
Reference
Approach rate
General
The Approach Rate is a number (from 0 to 10) that indicates how long circles stay on the screen, from the moment they appear until the time to click on them. Higher approach rates mean that circles will be shown for a shorter period of time, giving you less reaction time to plan ahead when to click on them. Inversely, lower approach rates mean that circles will be shown on the screen for a longer time. This gives gives you more time to react to each circle, but can result in an excessive number of circles on the screen if the AR is too low.
Technical
The length a circle remains on the screen (without mods) ranges from 1800ms at AR0, to 450ms at AR10.
Four mods can alter approach rate timing when activated:
◾ Easy: Halves the AR value. (ex. AR10→AR5 ... AR2→AR1)
◾ Hard Rock: Multiplies the AR value by 1.4, up to a maximum of AR10. (ex. AR3→AR4.2 ... AR9→AR10)
◾ Double Time: The AR value doesn't change, but the 1.5x play speed causes circles to stay on screen 33% shorter.
◾ Half Time: The AR value doesn't change, but the 0.75x play speed causes circles to stay on screen 33% longer.
Note: While Half Time and Double Time do not change the actual AR value, the speed difference can lead to an apparent AR as low as -5 or as high as 11. In the chart on the right, these apparent values are given to allow easy comparison between approach speeds with and without mods. Actual AR, however, is always a number from 0 to 10. Note that AR levels scale by 120ms below AR5, and 150ms above AR5.