 | Scoring systems? |  |
12-10-2006, 01:23 AM
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#1 | | //bemanistyle::[Member]
Adilor is offline
Join Date: Sep 2006 Posts: 118
Marketplace Rating: 1 | Scoring systems? This is probably rather pointless, but whatever. How does the scoring system function? As far as I can tell, steps get progressively more valuable as a song goes on, possibly adding points based on a percentage of current score and grading...but then how does song length factor in? Difficulty? Max chain length? And what's the difference between the two types in Stepmania? (Max2 and 5th) From what I've seen, the latter tends to give out less points, but adds a chunk at the end of the song, which is apparently based on something like max chain length...it's all very interesting, yet I've not been able to find information on it anywhere as of yet. | |
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12-10-2006, 01:40 AM
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#2 | | //didderfreak::[Zero0920]
TNT Xplosiv is offline
Join Date: Jun 2006 Location: Hell Posts: 188
Marketplace Rating: 0 | Quote:
Originally Posted by Adilor This is probably rather pointless, but whatever. How does the scoring system function? As far as I can tell, steps get progressively more valuable as a song goes on, possibly adding points based on a percentage of current score and grading...but then how does song length factor in? Difficulty? Max chain length? And what's the difference between the two types in Stepmania? (Max2 and 5th) From what I've seen, the latter tends to give out less points, but adds a chunk at the end of the song, which is apparently based on something like max chain length...it's all very interesting, yet I've not been able to find information on it anywhere as of yet. | They score according to their game. 5th Mix = Pre-Max scoring, Max2 = Post-Max scoring. Chances are, you're used to Post-Max (Max, Max2, Extreme, [Extreme 2], SuperNOVA) | |
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12-13-2006, 11:40 AM
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#3 | | //bemanistyle::[User]
Ryu_65 is offline
Join Date: Jun 2006 Posts: 42
Marketplace Rating: 0 | Well... I know that in 5th Mix, you'd have to FC a song for at least a AA. Post Max gives us DP (or Dance Points). We are used to this because we don't have to FC a step set to get at least a AA. We have to, however, earn enough DP to reach that mark.
For more information, check out CyricZ's FAQ's in Gamefaqs. (MAX, MAX 2, Extreme USA, Extreme 2 & SuperNOVA)
Last edited by Ryu_65 : 12-13-2006 at 11:42 AM.
Reason: Adding information
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12-13-2006, 01:07 PM
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#4 | | //EvilToastyBagels
TougaKiryuu is offline
Join Date: Jun 2006 Location: The Mastodon Zord Posts: 2,751
Marketplace Rating: 3 | be ready to have your brain explode, this is alot to read:
DDR 5th Mix's scoring system is insane. I get a headache thinking about it. It is close to 3rd Mix is some ways, but different in others. In this mix, the initial difficulty counter has the largest effect on your maximum score. Also, there is a bonus applied at the end of the song based on your rank (ending bonus) (AAA,AA,A,B,C,D,E)
First, the base score of a stage is determined by difficulty (this ranges from 1 to 9)
Let B = 500,000 + (number of "feet" difficulty * 500,000)
Which is the same as:
B = 500,000 * (the number of "feet" difficulty + 1)
Hence, a 8 foot difficulty song's maximum base score would be:
B = 500,000 * (8 + 1)
B = 4,500,000
However!!! If the song is a Long-Version song, we need to multiply the difficulty by 2. Here is an example with a 7 foot difficulty song:
B = 500,000 * ((7*2) + 1)
B = 500,000 * 15
B = 7,500,000
Okay, the player gets bonuses per step based on how well the player is stepping
You get 10 times the base step value for a "Perfect",
5 times the base step value for a "Great",
All others; "Good", "Boo", "Miss", are worth 0.
Hence, if a player gets all "Perfect"s, on a 9 foot difficulty stage:
Max score = B * 10
= (500,000 * (9 + 1)) * 10
= 5,000,000 * 10
= 50,000,000
...And if this were a long version:
Max score = B * 10
= (500,000 * ((9 * 2) + 1)) * 10
= 500,000 * 19 * 10
= 95,000,000
An all "Great" Max Score is hence half the above.
All "EDIT" (homemade) data gets a rating of 7 steps regardless of content
A single step's points are calculated as follows:
Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
N = total number of steps
n = number of the current step (varies from 1 to N)
B = base value of song (500K*(Difficulty+1))
So, the score for one step is:
StepScore = 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)
Now, through simple algebraic manipulation
S = 1+...+N = (1+N)*N/2 (1 through N added together)
This is very similar to how 3rd Mix scoring worked, except in 3rd Mix a normal mode song always had a maximum value (all Perfect) of 10,000,000. Now the maximum value is based on the song's Difficulty (not the number of steps). But the relative value of each step is similar to 3rd Mix, with the later steps being worth more points, regardless of your combo.
So, for example, suppose we wanted to calculate the step score of a "Perfect" on the 40th step of a 350 step 8 step difficulty song (Not a Long-Version Song):
S = (1 + 350)*350 / 2
= 122,850 / 2
= 61,425
StepScore = p * int(B/S) * n
= 10 * int((500,000 * (8 + 1)) / S) * 40
= 10 * int((500,000 * (8 + 1)) / 61,425) * 40
= 10 * int(4,500,000 / 61,425) * 40
= 10 * 73 * 40
= 29,200
Remember this is just the score for the step, not the cumulative score up to the 40th step.
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 5,000,000 if you get all Perfects. This bonus is calculated as follows:
Bonus1 = 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.
Now, your normal score accumulates during the game, but your bonus is awarded all at once at the Results screen. There are two bonuses: a Combo Bonus and a Dance Level Bonus (note: the dance level bonus is only received one time per song. Repeated plays of a song do not earn the dance level bonus, nor do songs from previous mixes (songs written in blue letters)).
The Combo Bonus is similar to the DDR 4th Mix scoring system:
Q = step multiplier (Perfect = 55, Great = 33, other = 0)
C = Current combo length (0 if your life bar is empty)
Your Combo Bonus goes up by (Q*C) after each step. So a Perfect on the first step of a combo will add 55 to it, and a Perfect on the 100th step of a combo will add 5500 to it. The maximum Combo Bonus for a song, which is from an all Perfect full-combo, is 55*S. [S is the same S calculated in the Step Score] For a 100 step song, this would be 277,750. For a 400 step song, it would be 4,411,000.
Finally, your rank:
Each step has a value of two "Dance Points" assigned to it. When you add them all up, you get the maximum number of possible "Dance Points". (Equal to 2 * N)
Your earned "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 5 points
The Dance Level Bonus is simple.
AAA = 10,000,000 (All Perfect)
AA = 1,000,000 (All Perfect and Great)
A = 100,000 (At least 80% of maximum Dance Points)
B = 10,000 (At least 64% of maximum Dance Points)
C = 1,000 (At least 50% of maximum Dance Points)
D = 100 (Less than 50% of maximum Dance Points)
E = 0 (Failed)
*Note: A grade of AAA or AA override any other grade. If you have less than 80% of maximum Dance Points, but a Full Combo, the AA grade overrides the B. Likewise, if you do not have a Full Combo, the highest grade you can get is an A.
***Important Note: If your song is a Long Version, your Dance Level bonus is doubled!
The Combo Bonus doesn't have a huge effect on the score unless you get AA or AAA.
So there you have it. To finish, the best possible score (with bonuses) for a 9-step difficulty, 400 step song is:
Stage Score + Combo Bonus + Dance Level Bonus
= 50,000,000 + 4,411,000 + 10,000,000
= 64,411,000 | |
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12-13-2006, 01:08 PM
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#5 | | //EvilToastyBagels
TougaKiryuu is offline
Join Date: Jun 2006 Location: The Mastodon Zord Posts: 2,751
Marketplace Rating: 3 | (cont.)
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. | |
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12-13-2006, 01:29 PM
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#6 | | //bemanistyle::[User]
Ryu_65 is offline
Join Date: Jun 2006 Posts: 42
Marketplace Rating: 0 | Wow. That is a lot. You forgot to mention one little detail...
As of SuperNOVA, to earn a AA, you have to get 95% of the DP. | |
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12-13-2006, 02:11 PM
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#7 | | //bemanistyle::[Member]
Adilor is offline
Join Date: Sep 2006 Posts: 118
Marketplace Rating: 1 | No kidding, that is quite the read...but very informative, and basically answers my question perfectly...except for one point. How do Long and Marathon songs affect scoring in Max2? There has to be an effect of some sort...otherwise Stepmania isn't truly following Max2's system (i.e. songs that can score over 200M). | |
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12-13-2006, 04:09 PM
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#8 | | //didderfreak::[Zero0920]
TNT Xplosiv is offline
Join Date: Jun 2006 Location: Hell Posts: 188
Marketplace Rating: 0 | Quote:
Originally Posted by Adilor No kidding, that is quite the read...but very informative, and basically answers my question perfectly...except for one point. How do Long and Marathon songs affect scoring in Max2? There has to be an effect of some sort...otherwise Stepmania isn't truly following Max2's system (i.e. songs that can score over 200M). | Normal song = Max 10,000,000
Long song = Max 20,000,000 (*2)
Marathon song = Max 30,000,000 (*3)
Plus, Max - SuperNOVA never had a Long/Marathon score, so it follows it perfectly as far as it should. 5th mix had 4 (?) Long's, so it's scoring follws it, too. | |
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12-18-2006, 08:06 AM
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#9 | | //bemanistyle::[Member]
MegamanZ is offline
Join Date: Jul 2006 Posts: 102
Marketplace Rating: 0 | the problem is SuperNOVA's scoring system has yet to be properly implemented (although the idea of setting the score system by the theme has been suggested. I -just- bumped the thread, so we may get some more opinions on it now)
SuperNOVA caps out on every song at 10,000,000; with a AA at 9,500,000 and no end-of-song bonus.
DDRMAXUS caps out at 5,000,000 (at least, that's what my Single-Great runs suggest), and I forget exactly how the other post-MAXUS USCS systems work as far as where the cutoffs and caps are. this is what was suggested on the official SM boards. | |
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12-19-2006, 10:31 PM
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#10 | | //bemanistyle::[Member]
google666 is offline
Join Date: Jun 2006 Location: in a box Posts: 429
Marketplace Rating: 0 | MAX2 has a score cap of 10,000,000 * Foot rating (1 - 10)
EXTREME2 has end-of-song score cap of 7,000,000 with a 3,000,000 max bonus (~1,000,000 (maybe like 800,000) of that is getting a full combo)
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12-20-2006, 09:30 AM
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#11 | | //bemanistyle::[Member]
MegamanZ is offline
Join Date: Jul 2006 Posts: 102
Marketplace Rating: 0 | I'm wondering if this needs to be moved to themes, since ScoreKeeping is now theme-handled in 4.0 (confirmed by WolfMan2000). Quote: |
Originally Posted by WolfMan2000 ScoreKeepers are now themeable. However, the actual code must be implemented in the source.
As soon as I can get ScoreKeeperPump done, I can demonstrate. | | |
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12-21-2006, 12:33 PM
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#12 | | //EvilToastyBagels
TougaKiryuu is offline
Join Date: Jun 2006 Location: The Mastodon Zord Posts: 2,751
Marketplace Rating: 3 | Quote:
Originally Posted by MegamanZ SuperNOVA caps out on every song at 10,000,000; with a AA at 9,500,000 and no end-of-song bonus.
DDRMAXUS caps out at 5,000,000 (at least, that's what my Single-Great runs suggest), and I forget exactly how the other post-MAXUS USCS systems work as far as where the cutoffs and caps are. | This is because both games use a beatmania IIDX esque style grading system, where each step is worth a certain amount of DP and may DP resulting in the perfect 5 or 10 mil. MAX just applies bonuses based on combo and accuracy | |
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12-27-2006, 08:29 PM
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#13 | | //bemanistyle::[User]
Chaoz is offline
Join Date: Dec 2006 Posts: 4
Marketplace Rating: 0 | However,is getting AAA or higher the same for every scoring type? (AAA=All Perfect or better,AAAA=all Marvelous) | |
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12-28-2006, 06:41 PM
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#14 | | //didderfreak::[Zero0920]
TNT Xplosiv is offline
Join Date: Jun 2006 Location: Hell Posts: 188
Marketplace Rating: 0 | Quote:
Originally Posted by Chaoz However,is getting AAA or higher the same for every scoring type? (AAA=All Perfect or better,AAAA=all Marvelous) | Yes, unless you change the scoring for a AAA/AAAA. But then it's still what you changed it to for both. | |
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12-29-2006, 12:26 PM
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#15 | | //bemanistyle::[User]
zebdal is offline
Join Date: Nov 2006 Posts: 19
Marketplace Rating: 0 | how can i have a toasty? | |
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