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osu!Skills

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Endaris

The Gambler wrote:

Can we include people that are not in the top 50?

For some reason this is what mine looks like...
Get good
It's about Top50 scores on a map, not about top50 players. Seemingly you never got on a scoreboard. http://osustats.ppy.sh/
Topic Starter
Kert
Top 100 scores are supported now!
Endaris
Nice.
The Accuracy stuff looks really weird though.

I figured out:
The number provided when clicking on the detailed overview for your accuracy-rating is the maximum amount of points assigned to the map. This number seems to cap at 795 for OD10.
There is some sort of weightage for the scores as my final points are lower than my best result(I know it cause SS).
A maximum of 100 maps is shown in the detailed overview.
OD has a heavy influence on Accuracy points(Up to ~20% increase) while vision-impairing mods (HDFL) both don't.
Qualified maps aren't included in the search.
Actual pattern difficulty isn't as important for the assigned number compared to OD:
OD -- maximum number assigned
OD10 795
OD9.8 750(?)
OD8.4 720(?)
OD8 712(?)
OD7 685(?)

Actual pattern difficulty doesn't even matter(X-Encounter is confirmed to be sub-770).
Roxy Lalonde
Can we get formal definitions on what these mean?



I can't make out anything of how these are calculated when I have the same scores for each attribute.

While this isn't supposed to be based on PP I'd like to point out that pp is far more accurate than looking at a select top map rankings (because not everyone has top map rankings, and certain maps are far harder to get top rankings than others just by popularity rather than actual difficulty).

edit:

and also...

neko cookies
Ahhhhh this is looking pretty good so far :3c itll be good to use after the OWC is through though :>
Topic Starter
Kert

Proph Nobster wrote:

Can we get formal definitions on what these mean?
Check main page
IOException_old
Is this open source?
abraker

IOException wrote:

Is this open source?
Not at the moment
Remyria
Will you add the 3 others modes (Even if for them, it would be different)?
Riana
does it take some time update top 100 rank info?
i don't have any top rank record.
so i made some with latest ranked maps, but if i search my nickname, i see 'no scores in top 100'.
Topic Starter
Kert

Remyria wrote:

Will you add the 3 others modes (Even if for them, it would be different)?
I am not proficient at other mods at all. Can't promise anything

Zisa wrote:

does it take some time update top 100 rank info?
i don't have any top rank record.
so i made some with latest ranked maps, but if i search my nickname, i see 'no scores in top 100'.
It's not automated yet. Please, wait for the next update to come
Professor Prinny

Kert wrote:

Remyria wrote:

Will you add the 3 others modes (Even if for them, it would be different)?

I am not proficient at other mods at all. Can't promise anything

Even if you aren't proficient in the other mods, couldn't you discuss it with people who are?
Topic Starter
Kert

Professor Prinny wrote:

Even if you aren't proficient in the other mods, couldn't you discuss it with people who are?
Everyone can suggest stuff here in this thread
Endaris
Based on what I wrote in my earlier post I suggest the following:
Right now it looks like you're checking OD first and rhythmical complexity after(if at all). Worst case would be if you just check amount of circles vs. amount of sliders.
In my opinion you should try and figure out some difficulty for rhythmic patterns and factor in speed and OD based on how difficult the pattern actually is.
This would fix the issue of rhythmically very easy maps with high OD(esp Easy and Normaldiffs with DTHR) being overweight in terms of accuracy while it would push actually difficult maps up as the OD would be worth more.
Topic Starter
Kert

Endaris wrote:

Based on what I wrote in my earlier post I suggest the following:
Right now it looks like you're checking OD first and rhythmical complexity after(if at all). Worst case would be if you just check amount of circles vs. amount of sliders.
In my opinion you should try and figure out some difficulty for rhythmic patterns and factor in speed and OD based on how difficult the pattern actually is.
This would fix the issue of rhythmically very easy maps with high OD(esp Easy and Normaldiffs with DTHR) being overweight in terms of accuracy while it would push actually difficult maps up as the OD would be worth more.
Don't worry we're updating accuracy hopefully at the end of this week
Kyozoru
Does it Really calculate your profile?
Topic Starter
Kert
Yes.

Meanwhile we got a new update!

- Added user top PP scores
- Versus mode
- New Accuracy algorithm
- Some scaling tweaks
- Cosmetic changes
Houtarou Oreki
You're awesome
Sieg

Houtarou Oreki wrote:

You're awesome
Niioxce
I love this idea, keep it up!
Endaris
Already looks way better. Quite a lot to do still.
My precision-rank though:

SPOILER
Precision

QLOCKS - Aozora (v2b) [x265 Difficulty] +HDHR (99.05%)
452
Hitomi Kuroishi - Over the Sky (Card N'FoRcE) [Hard] +HDHR (96.32%)
445
Hyadain - CRASH!! (Let's do it) (mtmcl) [Burai's Insane] (94.41%)
375
Wada Kouji - Biggest Dreamer (Ekaru) [Kasada's Insane] (94.89%)
363
Chata - Papapapanda (Nymph) [Insane] +HR (98.68%)
361
Koji Kondo - Dragon Roost Island (HolyBoy) [Normal] +HDHR (98.33%)
357
Rabpit - Saika (tsuka) [Expert] (98.7%)
348
Amane - Melt in the sky (Gabi) [Hard] +HR (97.9%)
336
Nightcore - You Got Me Dancing (osuplayer111) [Insane] (96.5%)
327
Kajiura Yuki - The Dreamers (Lissette) [Hard] +HR (97.2%)
316
DJ Satomi - Castles in the Sky (Hikato) [Insane] (98.41%)
313
Masami Ueda - Shinshuu Plains (Card N'FoRcE) [God] (96.66%)
308
Drop - Granat (Kaguya Hourain) [Hard] +HDHR (99%)
299
Enya - Trains And Winter Rains (Blue Dragon) [Hard] (99.49%)
289

This should try to include spacing and speed somehow, as Aozora+HR is pretty easy to aim compared to stuff like Saika. As the "ability to hit small circles" is related to Agility there should be some noticeable influence.
abraker

Endaris wrote:

As the "ability to hit small circles" is related to Agility there should be some noticeable influence.
Ability to hit small circles should be related to precision, not agility.
Endaris
You can't hit a small circle without moving your cursor using your agility... ?
And if you can, you don't have to move your cursor and it isn't impressive at all if you hit it?
CelegaS
Should be ppv3
otoed1

CelegaS wrote:

Should be ppv3
If this is developed well it could actually do just that.
Poncho
is the website down right now?
Topic Starter
Kert
Endaris
Works for me.
Streaming/stamina can need some love too, it looks like deathstreams are correctly identified but that apart it's not looking so good:

This is for Tenacity

daniwellP - Nyanyanyanyanyanyanya! (theowest) [Collab] (97.87%)
326
(one hell of a long stream-map with spaced streams(up to 16 notes?) but no deathstreams)

DJ Genericname - Dear You (Rue) [Dear Rue] (98.32%)
393
Master Blaster - Come Clean (Nightcore Mix) (Asphyxia) [Collab] (97.44%)
390
Ceui - Asphodelus (terametis) [Insane] (99.05%)
382
^ all way easier in terms of streaming
The 15bpm difference to Asphodelus shouldn't matter at all if you look at the density of streams and the spacing.
Minhtam
Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
Endaris

Minhtam wrote:

Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
both, but top 100 scores aren't updated as regularly
Minhtam

Endaris wrote:

Minhtam wrote:

Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
both, but top 100 scores aren't updated as regularly
It needs to be able to count more than that. I have plenty of scores that would have given more than 200 precision (thanks +HR), but they don't count because they fall outside my top 100 plays, hence my low precision rating. If there was a way for osu!Skills to take into account every single recorded score, the program would be absolutely perfect.
-Sandy Corzeta-
Are you guys do have some API implementation on the future development?

if you do, please make some wiki or documentation of it like osu! did.
-Sandy Corzeta-
And sorry, a little bit some of bug issues. Why does most of the performances on the list taken on normal mode. Can you implement it on mania mode too?


*its cause i'm a mania player.
logitechf1f4
woulld be best if you can measure skills for osu!mania too :)
Dj Spada

Halogen- wrote:

While this is a really cool idea in concept, the execution of this is really difficult and much like performance points, highly subjective.
just for standard user,


cri in russian.
Aikyuu-Chan
Really, I really approved it! :) ;)
Good work, and keep it up! :D
Professor Gila
very interesting :3

how about for other mode? :? :? :? :? :? :?
rurumofb
I havent ranked 100 maps yet, so how does this program calculate my skill?
Topic Starter
Kert

-Sandy Corzeta- wrote:

Are you guys do have some API implementation on the future development?
We're not considering this currently.

rurumofb wrote:

I havent ranked 100 maps yet, so how does this program calculate my skill?
It looks at your scores from here - https://osu.ppy.sh/u/7023372#_leader and recalculates them in osu!Skills

For anyone wanting other modes (taiko, ctb, maniato be implemented:
Suggest a list of skills for a mode and give precise descriptions. After that we can start implementing new modes too.
Professor Gila
Great!

my suggestion for ctb:

Reading: since ctb has AR, reading should be implemented
Agility: how perfect the timing when players dash to get another fruit, or when the player moves
Precision: how stable the fruit catches. Is it at the middle (most precised), or at the edges (less precised) (need help for this point, is this point as accuracy or precision) rip english? ;w;
Accuracy: Overall accuracy
Memory: Flashlight Performance
Instinct: Hidden Performance (Perhaps this should be implemented too, on std, taiko and mania?)

That's all i can tell for ctb, i need help here ;w;

Edit: For precision, due to the limitation on catcher speed, sometimes the fruit couldn't be caught at the center, but it possibly does (although not so center), but requires more agility :3

inb4 this stuff will be featured on next osu weekly ;w;

whyyyyyyyyyyyyyyyyyyyyyyyy ;w; why osu api limits to top100 scores only, whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy ;wwwwwwwwwwwwwwwwwwwwwwwwwww;
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