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Map Pattern with More PP

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Uzawa Reisa
There are many pattern in pp maps that can give you much pp while keep it not too energy-draining. Some pp patterns I know:
- 1-2 jump
- square jump
- spaced stream
- horizontal jump
- triangle jump

Is there are any other pattern that gives much pp? And which pattern that gives more pp while keeping the pattern easy to play?
xenal
Anything hard = pp according to the system. What pp patterns are considered as pp patterns are thoses hard patterns that are "easy to hit" "use confortable flow" which lets you hit them even if they are beyond your actual skill level. This is however subjective, for instance I am completly unable to play thoses maps because I'm used to play 2010-2014 flow, so thoses pp patterns you are talking about aren't pp for me.

An other thing which makes pp maps be pp maps are that dif spikes completly break the current pp calculation, so it's not much about patterns them selves, but map composition.
raccoongamer

xenal wrote:

Anything hard = pp according to the system. What pp patterns are considered as pp patterns are thoses hard patterns that are "easy to hit" "use confortable flow" which lets you hit them even if they are beyond your actual skill level. This is however subjective, for instance I am completly unable to play thoses maps because I'm used to play 2010-2014 flow, so thoses pp patterns you are talking about aren't pp for me.

An other thing which makes pp maps be pp maps are that dif spikes completly break the current pp calculation, so it's not much about patterns them selves, but map composition.


I wouldn’t say diff spikes “completely break” pp system, because it actually does make sense to measure difficulty of the map by its highest “point” of difficulty. Also it’s justified music-wise as drops feel like they should be mapped more intense.
xenal
Let's consider a anime map with a dif spike at the end, and the rest is just a lot of free combo. Now, regardless of how the ending turns out, I end up with a decent combo. Let's consider a breakcore map with no dif spike, I have to keep this hard section at all time, much harder to get any decent score.

raccoongamer wrote:

Also it’s justified music-wise as drops feel like they should be mapped more intense.

Mapping dif spikes isn't the issue talked in my post, it's about how they are abused in order to create an influx of easier pp. Exagarated (this can't be ranked because it breaks system way too much) but there are ranked maps which does the same thing. Reason why (I know there are other post, I'm just too lazy to find them)
thewhitewhale
For ranked examples of maps where difficulty spikes break pp, one needs to look no further than Fiery's diff on Lonely Go or his top diff on Kimi no Bouken. Most of the map except the last 10 or so seconds is free combo and disproportionately easy, so you can miss most of the hard section and still get silly amounts of pp due to the way pp calculation relies on combo and accuracy.
lewski
talking about diff spikes and not mentioning hidamari no uta
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