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TougaKiryuu is offline
Join Date: Jun 2006 Location: The Mastodon Zord Posts: 2,752
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The scoring system for DDR MAX (6th Mix) is as follows: (there's a reason I included this)
The scoring system is similar to 5th mix, but with a few changes in the bonus and difficulty rating system.
A single step's points are calculated as follows:
Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
N = total number of steps (a double step like left+right is only counted as 1 step, *NOT* 2)
n = number of the current step (varies from 1 to N)
B = Base value of the song (5 Mil) - Konami's Page is incorrect
So, the score for one step is:
one_step_score = p * int(B/S) * n
Note: If your life bar becomes depleted, but you continue to play (due to Versus mode or Autofail off), P is changed to 1.
Where S = The sum of all integers from 1 to N (the total number of steps)
*Remember* : Double steps (U+L, D+R, etc.) count as two steps instead of one *for your combo count only*, so if you get a double L+R on the 112th step of a song, you score is calculated for only one step, not two, as the combo counter might otherwise imply.
Now, through simple algebraic manipulation
S = 1+...+N = (1+N)*N/2 (1 through N added together)
Note that this is the same as DDR 5th with the exception that there is no "Step Difficulty" modifier to affect the base value of the song. This makes calculating score easier (well, compared to 5th, anyway). Let's work through an example:
So, for example, suppose we wanted to calculate the step score of a "Great" on the 312th step of a 500 step song:
S = (1 + 500)*500 / 2
= 250,500 / 2
= 125,250 StepScore = p * int(B/S) * n
= 5 * int(5,000,000 / 125,250) * 312
= 5 * int(39.920159) * 312
= 5 * 39 * 312 (the "39" is rounded down from 39.920159...)
= 62,400
Remember this is just the score for the step, not the cumulative score up to the 312th step.
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Q = 10 * (B - int(B/S) * N)
*Note: Only awarded when 'n' is equal to 'N'- the final step- this step must be Perfect in order to receive the bonus.
Note: if you get all Perfect, you get (p=10)*B, which is 50,000,000
Bonus:
With the exception of songs done via Roulette, songs played more than once in the same game, and edit data. you receive additional bonuses after the song is over. Here is a breakdown of the five different bonus categories.
Stream: The ratio of your number of Perfects to getting all Perfects
Voltage: The ratio of your maximum combo to getting a Full Combo
Air: The ratio of your number of Perfects on all your jumps (R+L, R+D, etc) to getting all Perfects on all Jumps
Chaos: The ratio of your dance level compared to that of AAA (all Perfect) level
Freeze: The ratio of your total number of "OK"s on all the Freeze arrows to getting all "OK" on all the Freeze arrows
The maximum bonus for each of the five categories is:
Stream: 20M
Voltage, Air, Chaos, Freeze: 10M
However, the number of points you can actually get is also based on how hard your song was in each of those categories. Here are the maximum difficulties values for each category:
Stream: 374
Voltage: 640
Air: 67
Chaos: 3832
Freeze: 8000
The difficulty of your song in each category is divided by the maximum difficulty score for that category (and then multiplied by your difficulty score to get the final resulting bonus for that category).
The actual formula is as follows:
For each individual element of the Groove Radar...
Let P = Maximum point value (10M, 20M)
Let M = theoretical maximum value of element, as listed above
Let E = Groove Radar value of that element (shown on the screen during music select)
Score for that element is defined by the formula (deep breath):
points available = int[ int(128 * P / M) E / 128 + 0.5]
UNLESS M equals or is less than E, in which case the maximum point value will be equal to:
points available = P.
The fractional value of the GR-value divided by theoretical maximum, truncated to nearest 1/128th (WTF), then rounded to nearest int.
The resulting percentage is how much of the maximum bonus you can get for that category. For example:
Your song has a Freeze difficulty of 4000. The maximum Freeze difficulty is 8000, so your song can only earn 50% of the normal maximum (4000/8000) bonus for Freeze. That means (50% of 10M =) 5M will be the maximum Freeze bonus for your song.
Rule for partial groove bars: The partial amount you receive from any one groove radar bar is calculated by:
Let E = earned amount of a specific element and
Let M = maximum value for that element as defined by GR.
Let P = maximum points for that element as defined by previous formula:
int[ int(128 * PointValue / TheoreticalMaximum) * Earnable / 128 + 0.5]
STREAM (top bar, labelled voltage in MAX2 and beyond)
E = number of perfects
M = total number of steps
VOLTAGE (second, labelled stream in MAX2 and beyond)
E = earned max combo
M = FC value
AIR
E = Number of perfects received on jumps
M = FC - number of steps = number of jumps
CHAOS
E = Earned Dance Points
M = Max DP (2*steps + 6*OK's)
FREEZE
E = OK's received
M = total freeze count
Your partial bonus for each element is:
int[ int(100 * E / M) P / 100 ]
Note that this is rounded to the nearest 1/100, instead of the nearest 1/128, and is not rounded, merely truncated.
A list of all songs and their maximum scores (AAA on the song with freeze on) can be found here.
A list of the highest AAA scores possible can be found here.
(Keep in mind these are lists of the MAX JP home version, which SHOULD encompass all the arcade version songs. All other songs released on home versions (i.e. songs on 6th Arcade but not on the 6th Home version) have their groove radar and bonus listed on these pages:
MAX USA List / MAX USA Ranking List
MAX2 JP List / MAX2 JP Ranking List
MAX2 USA List / MAX2 USA Ranking List
Extreme JP List / Extreme JP Ranking List
Party Collection List / Party Collection Ranking List
Remember, the score listed at the right is the maximum score possible under 6th Mix scoring rules. Songs in mixes other than 6th are subject to their respective mix's rules.
Note that the above ratios (upper limit 100%) are theoretical. The only Groove Radar value in 6th Mix that reaches a "theoretical maximum" is Max300 Heavy Single Stream. Many songs in later mixes actually exceed these maximums, but that is irrelevant.
Also, If your machine is set to more than 3 songs, only the last 3 songs count towards your final score (for internet ranking purposes and such).
Finally, your rank:
Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
Your "Dance Points" are calculated as follows:
A "Perfect" is worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
100% - AAA
93 % - AA
80 % - A
65 % - B
45 % - C
Less - D
Fail - E
The scoring system for DDR MAX 2 (7th Mix) is as follows:
The scoring system is similar to DDR MAX, except freeze steps are calculated the same as a regular step, and the individual bonuses in MAX are gone for a much simpler scoring system. To clarify, if you step on a freeze arrow, you get the step score for hitting the step initially, and the next step score when you (if you) get an "OK" on the freeze arrow.
A single step's points are calculated as follows:
Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
N = total number of steps *and* freeze steps (double steps count as 1 step and double freezes count as one OK, just like MAX 1)
n = number of the current step or freeze step (varies from 1 to N)
B = Base value of the song (1,000,000 X the number of feet difficulty) - All edit data is rated as 5 feet
So, the score for one step is:
one_step_score = p * int(B/S) * n
Note: If your life bar becomes depleted, but you continue to play (due to Versus mode or Autofail off), P is changed to 1.
Where S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
*Remember* : Double steps (U+L, D+R, etc.) count as two steps instead of one *for your combo count only*, so if you get a double L+R on the 112th step of a song, you score is calculated for only one step, not two, as the combo counter might otherwise imply.
Now, through simple algebraic manipulation
S = 1+...+N = (1+N)*N/2 (1 through N added together)
So, for example, suppose we wanted to calculate the step score of a "Great" on the 57th step of a 441 step, 8-foot difficulty song (I'm just making this one up):
S = (1 + 441)*441 / 2
= 194,222 / 2
= 97,461 StepScore = p * int(B/S) * n
= 5 * int(8,000,000 / 97,461) * 57
= 5 * int(82.08411) * 57
= 5 * 82 * 57 (The 82 is rounded down from 82.08411...)
= 23,370
Remember this is just the score for the step, not the cumulative score up to the 57th step.
A note on "step precedence": 'n' is incremented as step-judges are determined; that is, when Perfects, Greats, Goods, Boos, Misses, NG's, and OK's are awarded. If you have two notes coming up in a song, A and B, and B is obviously later than A, you can miss A, but get a perfect for B *first* and get scored as if it came first. The same holds true for freezes. If you have a step that occurs exactly when a freeze ends, like in Breakdown! Heavy, whichever is awarded first, the OK or the step, is scored first, after which 'n' is incremented to be used for the next step.
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Q = 10 * (B - int(B/S) * N)
*Note: Only awarded when 'n' is equal to 'N'. If this occurs on a step, the step must be Perfect in order to receive the bonus. If it is a freeze, the freeze must be OK. If you get a great on the last step, you get half of this.
Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible score for any song is the number of feet difficulty X 10,000,000.
Also, in the song selection screen, the graph used in MAX still exists, but is now merely cosmetic. It may appear that the graphs for songs also featured in MAX have shrunk, but they are still the same size- the fourth (outer) ring of the Groove Radar has been noticeably expanded for MAX2, while all four "bullseye" rings have the same thickness in MAX.
Next, If your machine is set to more than 3 songs, only the last 3 songs count towards your final score (for internet ranking purposes and such).
Finally, your rank:
Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
Your "Dance Points" are calculated as follows:
A "Perfect" is worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
100% - AAA
93 % - AA
80 % - A
65 % - B
45 % - C
Less - D
Fail - E
Note on ONI Mode scoring
While in ONI mode, a percentage indicator gradually increases as you play. This is directly based on the same method used to calculate your rank at the end of a regular song. It is the number of "Dance Points" you currently have as a percentage of the maximum possible number of "Dance Points", which is calculated *slightly* different from non-oni mode play.
For instance, take this results screen for Demon Road 2 (on the 2P side)
Click here for the screen shot (Internet Ranking codes purposely scratched out)
As you can see, I have 1915 Perfects, 197 Greats, 0 Goods, 0 Boos, 0 Misses, and all 36 OKs.
The total number of Dance Points is calculated using all Perfects and OK's. Your earned Dance Point total is calculated as follows:
Perfects and OKs: +2 points,
Greats: +1 point, and
everything else: +0 points.
Hence, the maximum number (for this course) becomes:
((1915 + 197) * 2) + (36 * 2) =
(2112 * 2) + (36 * 2) =
4224 + 72 = 4296
And my number of Dance Points works out to:
(1915 * 2) + (197 * 1) + (2 * 36) =
3830 + 197 + 72 = 4099
Now, dividing my number of points by the maximum number of points, multiplying by 100, and dropping everything past one decimal place, you get the same percentage result as that listed on the screenshot, 95.4% (In actual calculation it is 95.41%, though.)
Note: You combo counter only increased with a "Perfect", and double Perfect steps (left and right, etc.) only add 1 to your combo instead of 2. The combo counter thus becomes a "Perfect" counter.
Note on DDRMAX2 (JP & US) Home Version Endless Mode Scoring
The score you get for your combo depends on the difficulty you're playing. For example, you get more points per step playing on Light than on Heavy, but fewer steps.
Let C = combo after stepping (Jumps are +2, steps +1)
Perfect:
Beginner: Score = Score + 301 * C
Light: Score = Score + 361 * C
Standard: Score = Score + 331 * C
Heavy: Score = Score + 301 * C
Challenge: Score = Score + 391 * C
Great:
Beginner: Score = Score + 101 * C
Light: Score = Score + 121 * C
Standard: Score = Score + 111 * C
Heavy: Score = Score + 101 * C
Challenge: Score = Score + 131 * C
Good, Boo, Miss = 0 points
Note: If you are playing on Challenge difficulty, you receive an additional combo bonus of int(C/4). This does not apply to any other difficulty.
Freeze Arrow: If it is OK'd, at the time the score is awarded, you receive the equivalent of a Perfect with respect to your current combo. This means that if you OK a freeze arrow with a Good or Boo, you get zero points for the OK unless some steps come up while you hold the freeze, to increase your combo. NG's are worth 0. But do not affect your combo.
Note: Beginner steps are only available in USA version.
Random Examples:
Kakumei (Challenge): First two steps are jump, step. So:
Jump = Perfect - Combo = 2 - Score = 0 + 391 * 2 = 782.
Step = Perfect - Combo = 3 - Score = 722 + 391 * 3 = 782 + 1173 = 1955
Dynamite Rave (Challenge): Four long freezes: (scores rounded for readability)
Perfect (1 combo) = 0 + 391*1
OK = 391 + 391*1 = 782
Perfect (2 combo) = 782 + 782*2 = 1564
OK = 1564 + 782*2 = 3129
...etc.
Note on DDRMAX2 (US only) Home Version Nonstop Mode Scoring
In all of the courses available including Random All (the one with 6 stages and random mods), excluding Player's Best 1-4, Player's Best 5-8, Player's Best Long, and Random Caprice, the scoring is based on the number of feet each song has. It is exactly like normal mode- if you play a 5-foot song, it is worth 50 million points regardless of its position within the course. Step and point breakdowns are exactly the same as normal mode, and combos carry over between songs.
On Player's Best 1-4, 5-8, and Random Caprice, your score is based out of 100 million points, just like in Extreme. The songs' values are:
First song = 10,000,000
Second song = 20,000,000
Thrid song = 30,000,000
Fourth song = 40,000,000.
For Player's Best Long, the songs' values are:
1st, 2nd songs = 10,000,000 each
3rd, 4th songs = 20,000,000 each
5th, 6th songs = 30,000,000 each
7th, 8th songs = 40,000,000 each
For a grand total of 200 million points.
Special Note: Original NS Course scoring is foot-based, except songs are only worth 1 million per foot instead of 10. This prevents an overflow when someone strings up 20 hard songs in a row. |