
Star Shooter 197 posts 
So for the past few days I've been looking through the opensourced Taiko pp algorithms, and I've basically figured it out. Here's how it works....:
Taiko pp is composed of Strain, Accuracy and a final multiplier. Strain Value: * Take the higher of 1 or the (Star Rating/0.0075) * Multiply by 5 * Subtract 4 * Square it * Divide by 100,000 Length bonus: Take the lower of 1 or (the number of circles/1500), multiply by 0.1 and add 1 Multiply current strain value by this amount Then multiply by 0.985^misses Combo: Take your combo and square root it, then divide by the square root of the full combo. Compare this to 1 and take the lower value. Multiply strain by this combo value. Multiply by 1.025 for Hidden Multiply by (1.05 x Length bonus) for Flashlight Then multiply by accuracy (as a %) Accuracy Value: Take the 300 hit window and call this HitWindow300 (This is where the OD comes in, and is basically where the effect of HR/EZ takes place) Accuracy Value = (150/HitWindow300) ^ 1.1 Multiply by accuracy to the power of 15 (out of 1, e.g. for 98% accuracy you’d do 0.98 to the power of 15) Multiply by 22 Take (number of circles/1500) to the power of 0.3. Compare to 1.15, take the lower value Multiply your Accuracy value by this amount Formula for actual accuracy percentage: (Amount of 100s * 150) + (Amount of 300s * 300) / (number of circles * 300) (Not exactly relevant since you get this from the game anyway) Total pp: Multiplier on all plays: 1.10 Multiply this by the following amounts for these mods: NoFail: 0.90x Hidden: 1.10x Final formula: ((StrainValue ^ 1.1) + (AccuracyValue ^ 1.1)) ^ (1.0 / 1.1) * Multiplier I made a very simple calculator for this in JavaScript (so it'll run in any decent browser)  you can find that here. The weirdest thing I found though, was the misses. What I expected to happen was that it would use your max combo and compare that to the map's maximum combo. Your combo is actually calculated as the maximum combo minus the number of misses. So if you got 3 misses on a 1000 combo map, that's actually calculated as you scoring 997/1000 combo, regardless of where you had those misses. _yu68 should actually have gotten 580pp for his Technonationalism play since his max combo was 762/1149. He had 3 misses, and it only comes out to 680pp if you calculate this as 1146/1149. Another example of this is on Uta  despite tuengsocool getting about 650 combo less than XK2238, he only gets slightly less pp because of the slightly lower accuracy  since they both got 4 misses, they both calculate as 3503/3507. Some notes about the calculator: "Number of circles" isn't correct in convert maps  the number of circles shown in osu! is for Standard mode, so it won't be the same number in Taiko. You'll have to input the maximum combo there instead. Your combo  As I said in the previous paragraph, you'd have to input this as max combo minus misses for it to match up with the real values. I really don't know why. Values can differ very slightly because the Star Rating in osu! is rounded to two decimal places; for example, what shows as a 6.86 star map in osu! can actually be anywhere between 6.855 and 6.865 stars, so there may be a very slight discrepancy there. I don't know if anyone cares, but hopefully this post is useful Last edited by numbermaniac on , edited 6 times in total.

Rhythm Incarnate 7,561 posts 
Combo Commander 384 posts 
Tempo Trainee 13 posts 
Star Shooter 197 posts 
Rhythm Incarnate 7,561 posts 
https://www.dropbox.com/s/kaqumg6u91yt6 ... D.pdf?dl=0
There are different formulas but yeah I'll probably try to figure them out again 
Star Shooter 197 posts 
Beat Clicker 75 posts 
I love you
_Gezo_ wrote: https://www.dropbox.com/s/kaqumg6u91yt6hh/ULTIMATE%20OD%20TABLE%20FIXED.pdf?dl=0 There are different formulas but yeah I'll probably try to figure them out again I tried to figure out the formulas and came up with this: https://www.dropbox.com/s/p3v6p1oxbqge5 ... .xlsx?dl=0 Maybe try it (?) 
Combo Commander 367 posts 
Beat Clicker 75 posts 
I've finally figured out the formulas in a clean way (these are on the spreadsheet as well):
Code: NM OD: Initial OD EZ OD: OD/2 HR OD: OD*1.4 DT OD: ROUND(OD/1.5+5.5) TO 2 DECIMALS HT OD: ROUND(OD/0.755.5) TO 2 DECIMALS EZ+DT OD: ROUND(EZ OD/1.5+5.5) TO 2 DECIMALS HR+DT OD: ROUND(HR OD/1.5+5.5) TO 2 DECIMALS EZ+HT OD: ROUND(EZ OD/0.755.5) TO 2 DECIMALS HR+HT OD: ROUND(HR OD/0.755.5) TO 2 DECIMALS 300 Hit window: ROUND(49.5(OD/0.5)*1.5) TO 1 DECIMAL Hope it helps EDIT: Here's the new and better (???) taiko pp calculator (automated 300 hit window calculation based off _Gezo_'s od table): https://www.dropbox.com/s/52mikcnntehqn ... .html?dl=0 
Cymbal Sounder 42 posts 
Star Shooter 197 posts 
Pohm wrote: I've finally figured out the formulas in a clean way (these are on the spreadsheet as well): Code: NM OD: Initial OD EZ OD: OD/2 HR OD: OD*1.4 DT OD: ROUND(OD/1.5+5.5) TO 2 DECIMALS HT OD: ROUND(OD/0.755.5) TO 2 DECIMALS EZ+DT OD: ROUND(EZ OD/1.5+5.5) TO 2 DECIMALS HR+DT OD: ROUND(HR OD/1.5+5.5) TO 2 DECIMALS EZ+HT OD: ROUND(EZ OD/0.755.5) TO 2 DECIMALS HR+HT OD: ROUND(HR OD/0.755.5) TO 2 DECIMALS 300 Hit window: ROUND(49.5(OD/0.5)*1.5) TO 1 DECIMAL Hope it helps EDIT: Here's the new and better (???) taiko pp calculator (automated 300 hit window calculation based off _Gezo_'s od table): https://www.dropbox.com/s/52mikcnntehqn ... .html?dl=0 Sweet! I thought DT was just the 300 hit window times 2/3, and HT was the 300 hit window times 4/3. I figured out the 300 hit window as 49.5(3*OD) (edit: actually, that's the exact same as yours, because dividing by 0.5 is equal to multiplying by 2, and then that times 1.5 is 3), but both your formula and mine return OD6.5 as 30 ms, when it's in fact 29.5. This is just about the only thing I've been stuck on. 
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