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Formula for PP

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Topic Starter
abraker
This is lazy work while I was bored one day, so go on ahead and keep browsing if this looks too much or too boring to read. Like I put absolutely no effort into this and is a raw dump from what I have in a notepad file. But if you have nothing better to do or just curious, here we go:

SPOILER
Looking at the pp using Ezoda's awsome script, it can be determined that score has
NOTHING to do with pp and it's just the accuracy at play. So let me start by grabbing
the pp from 100%. I assume the multiplier, difficulty, and song length will affect pp

x1.19, 1.11*, 56 sec -> 12.35 pp
x1.33, 1.11*, 56 sec -> 12.76 pp x1.0331983805668016194331983805668
x1.41, 1.11*, 56 sec -> 13.13 pp x1.0289968652037617554858934169279

x1.41, 1.22*, 64 sec -> 14.93 pp

x1.41, 1.70*, 87 sec -> 31.35 pp

x1.41, 1.71*, 67 sec -> 34.71 pp

x1.33, 1.71*, 85 sec -> 55.95 pp
x1.41, 1.71*, 85 sec -> 58.03 pp x1.0371760500446827524575513851653

x1.00, 6.11*, 47 sec -> 253.14 pp
x1.06, 6.11*, 47 sec -> 277.94 pp x1.0979695030417950541202496642174

... argh getting nowhere like this. Let me do no mod


x1.00, 6.11*, 47 sec -> 253.14 pp 287.17 star seconds
x1.00, 6.34*, 93 sec -> 313.88 pp 589.62 star seconds
x1.00, 6.58*, 111 sec -> 322.14 pp 730.38 star seconds
x1.00, 6.55*, 115 sec -> 373.29 pp 753.25 star seconds
x1.00, 6.70*, 75 sec -> 341.14 pp 502.50 star seconds
x1.00, 6.16*, 153 sec-> 349.6 pp 942.48 star seconds
x1.00, 6.46*, 175 sec -> 375.6 pp 1130.5 star seconds

... then stars and length are being operated on seperately Ugh >.<
let me try dividing just because

x1.00, 6.11*, 47 sec -> 253.14 pp 7.692307692307692307692307692307 sec/star
x1.00, 6.34*, 93 sec -> 313.88 pp 14.668769716088328075709779179811 sec/star
x1.00, 6.58*, 111 sec -> 322.14 pp 16.869300911854103343465045592705 sec/star
x1.00, 6.16*, 153 sec-> 349.6 pp 24.837662337662337662337662337662 sec/star
x1.00, 6.55*, 115 sec -> 373.29 pp 17.557251908396946564885496183206 sec/star
x1.00, 6.46*, 175 sec -> 375.6 pp 27.089783281733746130030959752322 sec/star
x1.00, 6.70*, 75 sec -> 341.14 pp ...

Aaaaaaand nothing correlates. Great >.>
Let's normalize star diff along with mulitplier to find out how time affects pp

x1.00 5.46*, 301 sec -> 289.82 pp 1643.46 star seconds https://osu.ppy.sh/s/182042
x1.00 5.46*, 86 sec -> 249.35 pp 469.56 star seconds <--- this https://osu.ppy.sh/s/228875
x1.00 5.46*, 87 sec -> 197.79 pp 475.02 star seconds <--- and this https://osu.ppy.sh/s/257565
x1.00 5.47*, 65 sec -> 187.40 pp 355.55 star seconds https://osu.ppy.sh/s/159750

There seems something going on behind the scenes. At this point, I am ripping hair off
my head *_*

Conclusions from this case study:
1) Bigger combo = bigger score
2) Bigger score /= bigger pp
3) Bigger score is needed to have the newer play count
4) Bigger accuracy = bigger pp
5) While difficulty, beatmap length, and mods used affect the max pp, there are some other factors at play.

Todo: Bribe peppy with nendoroid for the secret peppy points formula

tl;dr: Just have fun and take it easy everyone!
Yuudachi-kun
Is this supposed to be in the mania section? Because bigger combo and accuracy affect pp.
1319
woah
Topic Starter
abraker

abraker wrote:

1) Bigger combo = bigger score
2) Bigger score /= bigger pp
/= is a "not equal to" sign just in case you didn't know.
E m i
so what
is this
Yuudachi-kun

abraker wrote:

abraker wrote:

1) Bigger combo = bigger score
2) Bigger score /= bigger pp
/= is a "not equal to" sign just in case you didn't know.
A bigger combo is still bigger pp.
Topic Starter
abraker

[ Momiji ] wrote:

so what
is this
80% failed attempt
20% boredom

Kheldragar wrote:

A bigger combo is still bigger pp.
Look at this and prove me wrong (map):
Full Tablet
Star difficulty is calculated based on the Aim and Speed difficulty of the maps (which are hidden values).

The map length for the Aim and Speed part of the calculation is measured in amount of objects (not time), while for Accuracy pp it is measured in amount of circles.

Mods don't affect depending on the score multiplier.
DT/HR/HT/EZ change the Aim and Speed difficulties of the map (also they change the equivalent OD/AR/CS), which are factors in the calculation.
HD gives a flat percentage bonus to the Aim part of the calculation, and a very small percentage bonus to Accuracy pp.
FL is similar to HD, but with higher percentage bonuses.

The total amount of pp of a play is (Accuracypp^x+Aimpp^x+Speedpp^x)^(1/x), where x=1.1
Yuudachi-kun

abraker wrote:

Kheldragar wrote:

A bigger combo is still bigger pp.
Look at this and prove me wrong (map):
You're dumb because it's bigger combo with everything else equal. od10 x1200 99% > x1400 98% but x1200 99% < x1400 99%
Topic Starter
abraker

Full Tablet wrote:

The map length for the Aim and Speed part of the calculation is measured in amount of objects (not time)
Isn't that the drain time? Like you see "1:00 (0:57 drain)" at beatmap listing or is the actual amount of objects?

Kheldragar wrote:

it's bigger combo with everything else equal. od10 x1200 99% > x1400 98% but x1200 99% < x1400 99%
Can you show me an example because throughout the map listings, I only see the accuracy correlating with the pp amount.

Correction: Combo matters, but my study involved maps where players FC'd the map and determining the max PP the map can give, so I kinda overlooked that. Sorry.
Full Tablet

abraker wrote:

Full Tablet wrote:

The map length for the Aim and Speed part of the calculation is measured in amount of objects (not time)
Isn't that the drain time? Like you see "1:00 (0:57 drain)" at beatmap listing or is the actual amount of objects?
It's the actual amount of objects.

Here is the formula for TP (PP formula is similar to this, but not the same) http://pastebin.com/XDDgKEvw

The aim and speed difficulties for TP:
https://github.com/Tom94/AiModtpDifficu ... ficulty.cs
Topic Starter
abraker

Full Tablet wrote:

TP Formulas
Oh thanks! I was searching for that the other day and couldn't remember where I saw it.
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