The pp practically banishes since the pp each map gives is weighted based on the position inside your best performances list.chaotic_iak wrote:
Bumping this thread, because I'm thinking of the same thing too (tl;dr: I support). All my points have been addressed above.
Although here's some point so this post is not an empty "support" post:If the "pp decay" is exponential instead of linear (all decays, in-game or otherwise, should be exponential anyway), at 2 years the pp gain becomes 1/4 of the original score. I thought about this instead:Full Tablet wrote:
Player B gets a rank 1 in a map with a 4-mod SSH, getting a good amount of pp. Then, let's say 2 years later, the pp gained in that map practically banishes.
Suppose you get 200 pp from a 4-mod SS. After a year, it becomes 100 pp, and you decide to play the map again. As long as you get the same score--heck, I think even a less score as long as it gives more than 100 pp normally is sufficient--you should have still proven that your performance is still "great" and get back the lost pp.
For example: You get 1200 raw pp for your best performance (and it gives you 1200 pp, since it is #1 in your performance list), then 2 years later it gets down to 300 raw pp. The 300 raw pp will likely become 0 pp for you since you will have several scores with around 1000 raw pp, so the score with 300 pp before weighting will be, for example, place #4000 in the list.
Noticing how fast the decay is would be hard for a player that has many plays, since the position of the beatmaps in the top performance list will constantly change in a way the pp lost in the decay is dampened by the presence of more recently played maps. (Notice this might happen even if the player suddenly stops playing completely).
(The best way to measure how fast the decay is observing the pp of a player that has exactly 10 beatmaps played with good pp, all of them in the same day).
A 4mod SS in a rewarding map (for example a very popular and contested easy 5 star song) would give a good amount of pp. About how fast these records decay over time, we would need to measure it (that might take some time, and the most accurate and fastest way would require multi-accounting which is illegal), or wait until peppy gives us the exact formulas.Silynn wrote:
Then really, play other maps
it in no way matters after a year (or more)
Your performance on the map is denoted by the best score kept in osu's database, if you have worse acc while playing and are really so concerned about losing pp from a higher score, then quit out before you finish the song.
The difference in pp is mostly negligible anyways
also I don't really know how peppy's calculations work, but if you have a 4mod SS, from my observations it doesn't seem like that loses very much value over time (or is very likely not giving you much in the first place)
About quitting before finishing the map, there are 2 issues with that:
- We don't always really know if a current play is better than the recorded one. For example: One has a SS on certain difficult map, then, when playing with DT, with 92% acc and FC (and only a few circles before finishing the song), you can't be sure if it is convenient to record the current score or not. You can't really know if the better score rank bonus will overcome the accuracy penalty in that case (specially if the map is really hard to play with mods in the first place, since there won't be many people that play with them in the score ranking, beating SS scores).
- (This may not apply to all players) Having to worry about if your current play is better than the one you recorded is too distracting. Concentrating in the beatmap is be hard if you have to evaluate how well you are doing, and there is and added nervousness because there is a possibility you screw up one of your best performances.