Pawnables wrote:Good god the detail is strong with this one.
Make a tl;dr pls.
It has been claimed by many that retrying a lot hurts your improvement.
After carefully looking at some data, I concluded that this claim is unfounded. The data I used are the top10k players, I plotted (pp/hitcount) against (hitcount/playcount) to approximate a rate of improvement and a retry-rate, then checked if improvement increases or decreases the more people retry.
Turns out it doesn't. More details in full version.
(hitcount/playcount) describes hits per play. It doesn't perfectly align with retry-rate because it is influenced by the players map-choices, I'm aware of that.
ManuelOsuPlayer wrote:Hitcount dosn't mean nothing.
Player who plays longer maps have more hitcount. And that dosn't mean they retry less.
In my personal case i can't retry without getting worst.
That doesn't mean that it's a useless variable, though. As I said before, while not being a perfect measure for it, it still approximates retry-rate. As you can see, Rohulk has the highest value. Players like Rafis have low values.
It's not perfect, but it's also not useless, there is clearly a positive correlation between hits per play and retry-rate.
Another nice thing about statistics: If you have inaccuracies, (like your values are always off by a certain margin in both directions), then that will not matter for the final analysis as long as have enough data to work with. According to probability theory, the inaccuracies will simply cancel out.
It's only problematic if your inaccuracies point in only one direction systematically, which shouldn't really be the case here. Not with the (hitcount/playcount)-variable, at least. The other one is far more difficult.