Are you addicted to your comfortable SUDDEN+ Green Number on GOLD and or TROOPERS? Have you ever gone back to an earlier CS style and missed it? Ever wondered how stuff is calculated? Well, these handy formulas should help you out.
So, let's start with how the Green Number is calculated (abbr. GRN). Stolen from another thread about this a while ago, the formula is
where GRN = Green Number, BPM = BPM of the song, SPD = HS Setting*, SUD = SUD+ Number.
*Note: The HS Setting is the real meaning of whatever HS you have set, i.e.,
HS0 = 1.0x
HS0.5 = 1.5x
HS1.0 = 2.0x
HS1.5 = 2.25x
HS2.0 = 2.5x
HS2.5 = 2.75x
HS3.0 = 3.0x
HS3.5 = 3.25x
HS4.0 = 3.5x
HS4.5 = 3.75x
HS5.0 = 4.0x.
So, if for example you have HS set to HS4.0, SPD = 3.5.
Using this formula, we can solve for SUD, i.e. the SUD+ number to set on styles that don't show GRN:
Note that the value of SUD will be negative if the second term exceeds 1000. This just means that the HS Setting is too high for the BPM. Knowing this, we can find the threshold value of the Effective BPM, which is BPM times SPD:
This formula assumes that the player has HS5.0 set. It finds the BPM under which SUD+ will always be required to achieve GRN.
Another useful value is the Effective BPM (BPM times SPD) associated with the Green Number:
Now, for some sample calculations!
I read at GRN = 277. Say I want to play earth scape on IIDX RED, which doesn't show GRN. I want to know what to set my SUD+ to so it feels the same, i.e. GRN = 277.
As a general rule, I want to set my SUD+ according to the max BPM, which in the case of earth scape is BPM = 94. Clearly 94 is well below the BPMThreshold for GRN = 277, which is approximately 157 bpm. Applying the formula:
I hope these formulas help some of you to improve your scores.