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posted
We can buff misses in the acc formula:




For example, multiply the miss count by 50. Here play around with the resultant accs here


kacper124 wrote:

I’m gonna change my statement and just say that bad players don’t want their 80% DT scores to suffer.
Boom, done! You can have your pleasures. Just increase the scores of the 50's and 200's to be higher, but still make misses brutal.
posted
Still waiting for reply . . .
posted
star diff and subsequent pp is determined primarily by star rating which accounts for every object but gets the lion share of its rating from a rather small chunk of it, the 'peak strain'. Essentially star rating is meant to determine how hard it is to hit every object, to make that matter less would be bad for standard, where acc is already considered the 'easy part' most of the time with relatively large hit windows and simplistic kind of tapping. I hardly even consider it a rhythm game to be frank, I can turn off the music and get about the same acc on most maps.

Combo > all
posted

Vuelo Eluko wrote:

star diff and subsequent pp is determined primarily by star rating
what's the difference between star diff and star rating???

Vuelo Eluko wrote:

Essentially star rating is meant to determine how hard it is to hit every object, to make that matter less would be bad for standard, where acc is already considered the 'easy part' most of the time with relatively large hit windows and simplistic kind of tapping
The point is to tune acc curve so it results in same star rating - which means that note misses should affect the final result as much as with acc system as with combo system.
posted
and i dont think acc is as important as combo.. if anything it's already overweighted.
posted
In terms of score and pp, combo is more important

In terms of improving your skills, combo = consistency, acc = rhythm and control (if you can tap at the level of the map)
posted
You are not understanding what I am trying to explain.

Acc can be made to work like combo

but combo's one main flaw is that a miss in the middle has more impact than any other section in the map

why should some section of the map be worth more than any other section?
posted
because you couldnt even hold combo for half the map, the name of the game is consistency. If you 300x combo a 600x combo map you didn't go as long as a 500x combo player without making a mistake.
posted
how about making it so one miss is worth anywhere across the map same?

a miss anywhere would have as much impact as in middle

still a consistency game
posted
Depends on perspective I guess, I see it as a person who broke halfway in only fc'd 2 maps each half as long as someone who instead missed at the very end. I think holding a bigger combo is harder to do but then I have a habit of missing exactly in the middle of a map.
posted
The average penalty from combo breaks (assuming all circles are equally likely to cause a break) compared to a full combo, is a multiplier that is roughly equal to (simplifying by assuming the map is long enough for the score to be predominantly quadratic with combo rather than linear):

Score = FC_Score * 2/(2+number_of_combo_breaks)

And assuming the average osu! standard map has around 500 objects, then the accuracy formula should multiply the miss count by about 250 in order to make not missing objects in the acc% formula as important as it is in the score formula.
posted

abraker wrote:

how about making it so one miss is worth anywhere across the map same?

a miss anywhere would have as much impact as in middle

still a consistency game
i totally agree.
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