339
edits
No edit summary |
mNo edit summary |
||
Line 2: | Line 2: | ||
=== How does the grading scheme for beatmania IIDX work? === | === How does the grading scheme for beatmania IIDX work? === | ||
The grading scheme, or called DJ LEVEL, is determined by the player's EX Score. The formula to calculate an EX Score is the total number of | The grading scheme, or called DJ LEVEL, is determined by the player's [[EX Score]]. The formula to calculate an EX Score is the total number of Perfect Greats multiplied by two plus the number of Greats. To determine the grade, the player must first calculate the maximum score by multiplying the total number of notes for a song by 2, then the player have to use the EX Score to divide it by the maximum obtainable score and multiply by 100 to determine the percentage. | ||
The grades are split into eight levels, from the highest rank of AAA to the lowest of F grade. Each grade above F is separated by one-ninth of the score (for example, getting AAA will require at least 8/9 of the score, while getting less than 2/9 will result in F). | The grades are split into eight levels, from the highest rank of AAA to the lowest of F grade. Each grade above F is separated by one-ninth of the score (for example, getting AAA will require at least 8/9 of the score, while getting less than 2/9 will result in F). | ||
Line 8: | Line 8: | ||
=== What the heck are people talking about when they use a towel with beatmania IIDX? === | === What the heck are people talking about when they use a towel with beatmania IIDX? === | ||
Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed | Toweling can help to simulate higher speeds in the notes falling. For most players, playing songs at a comfortable rate is usually somewhere in between two high speeds or even beyond the highest speed available. By shortening the amount of time you do see the notes, you can simulate a controllable high speed. | ||
As of [[AC HAPPY SKY|HAPPY SKY]] and [[CS IIDX RED|IIDX RED CS]], you can use the SUDDEN+ modifier, which achieves the same effect within the game interface. | As of [[AC HAPPY SKY|HAPPY SKY]] and [[CS IIDX RED|IIDX RED CS]], you can use the SUDDEN+ modifier, which achieves the same effect within the game interface. | ||
Line 110: | Line 110: | ||
=== What is money score? === | === What is money score? === | ||
Money | [[Money Score]] is the score out of 200,000 you get on a song that has nothing to do with anything, and is the basis for high scores in arcade mode. | ||
Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. However, it can be mathematically shown that any score of at least 188,888 is guaranteed to be a AAA, and any score of 177,777 or better is guaranteed to be a AA, and so on. | Given a solid play of a given song, a money score around 154,000 indicates an A, 171,000 indicates a AA, and 188,000 indicates a AAA. These are rules of thumb, not hard facts--money score gives some points for goods, while EX score gives zero points for a good. However, it can be mathematically shown that any score of at least 188,888 is guaranteed to be a AAA, and any score of 177,777 or better is guaranteed to be a AA, and so on. |
edits