User:Arcorann/DDR Scoring: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 22: Line 22:


=== 4th/USA ===
=== 4th/USA ===
Official description of the scoring system: https://web.archive.org/web/20070204141156/http://www.konami.jp/bemani/ddr/jp/am/ddr4th/
Official description of the scoring system: https://web.archive.org/web/20130219110405fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr4th/plan/score.html


:Step Score = J + 333 * C
:Step Score = J + 333 * C
Line 28: Line 28:
*C = combo count after step
*C = combo count after step
*J = 777 if Perfect, 555 if Great, 0 otherwise
*J = 777 if Perfect, 555 if Great, 0 otherwise
If the player has failed (life bar empty), replace C with 0.


Note that AC DDR USA uses this even though its interface is based on 3rdMIX!
Note that AC DDR USA uses this even though its interface is based on 3rdMIX!
Line 37: Line 39:
:Step Score = J * (K * U + Q)
:Step Score = J * (K * U + Q)
where
where
*B = 500000 * (1 + D)
*B = 500000 * (1 + D) if not a long version, 500000 * (1 + 2 * D) if a long version
*D = difficulty rating if not an edit, 7 if an edit
*D = difficulty rating if not an edit, 7 (or 14) if an edit
*S = N*(N+1)/2, N = number of steps in song
*S = N*(N+1)/2, N = number of steps in song
*U = floor(B / S)
*U = floor(B / S)
Line 45: Line 47:


At the end of the stage a bonus is applied:
At the end of the stage a bonus is applied:
* Grade Bonus = 10000000 for AAA, divide by 10 for each lower rating down to 100 for D, 0 for E
* Dance Level Bonus = 10000000 for AAA, divide by 10 for each lower rating down to 100 for D, 0 for E (only applied for "new songs", non-edits and songs that haven't been played already in the current session)
* Combo Bonus is accumulated per step:
* Combo Bonus is accumulated per step:
: Step Combo Bonus = C * J'
: Step Combo Bonus = C * J'
where
where
*C = combo count after step if life bar not empty, 0 otherwise
*C = combo count after step if life bar not empty, 0 otherwise
*J = 55 if Perfect, 33 if Great, 0 otherwise
*J' = 55 if Perfect, 33 if Great, 0 otherwise


=== DDRMAX ===
=== DDRMAX ===
Line 58: Line 60:
:Step Score = J * (K * U + Q)
:Step Score = J * (K * U + Q)
where
where
*K = ordinal position of current step (not freeze; freezes are not scored during the song counted in the Groove Radar bonus)
*B = 5000000
*B = 5000000
*S = N*(N+1)/2, N = number of steps in song (not freezes)
*S = N*(N+1)/2, N = number of steps in song (not freezes)
Line 65: Line 68:


At the end of the stage a bonus is applied for each Groove Radar category.
At the end of the stage a bonus is applied for each Groove Radar category.




=== DDRMAX2/Extreme ===
=== DDRMAX2/Extreme ===
Scoring system: http://web.archive.org/web/20130411085205fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score.html (normal), http://web.archive.org/web/20130411085821fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score_oni.html (MAX2 oni), https://web.archive.org/web/20070112062754fw_/http://www.konami.jp/bemani/ddr/jp/am/extreme/score.html (Extreme)
Scoring system: http://web.archive.org/web/20130411085205fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score.html (MAX2 normal), https://web.archive.org/web/20070112062754fw_/http://www.konami.jp/bemani/ddr/jp/am/extreme/score.html (Extreme)


Variant of 3rd with difficulty multiplier.
Variant of 3rd with difficulty multiplier.
:Step Score = J * (K * U + Q)
:Step Score = J * (K * U + Q)
where
where
*K = ordinal position of current step or freeze (as judged; if a freeze ends at the same time as a step then it's possible that the ordinal position can change depending on if the step was early or late)
*B = 1000000 * D
*B = 1000000 * D
*D = difficulty rating if not an edit, 5 if an edit
*D = difficulty rating if not an edit, 5 if an edit
*S = N*(N+1)/2, N = number of steps plus freezes in song
*S = N*(N+1)/2, N = number of steps plus freezes in song
*U = floor(B / S)
*U = floor(B / S)
*J = 10 if Perfect, 5 if Great, 0 otherwise
*J = 10 if Perfect or OK, 5 if Great, 0 otherwise
*Q = B - U*S if the last step, 0 otherwise
*Q = B - U*S if the last step, 0 otherwise
If the player has failed, replace (K * U + Q) with 1.


=== SuperNOVA ===
=== SuperNOVA ===
Line 136: Line 144:
*Fusion (likely same as Extreme US)
*Fusion (likely same as Extreme US)
*1st Asia (likely same as 1st/2nd)
*1st Asia (likely same as 1st/2nd)
=== Special modes ===
==== 3rd Nonstop ====
Probably same as normal with B replaced by (1000000 * stage number), but unverified.
==== MAX2 Oni ====
Scoring system: http://web.archive.org/web/20130411085821fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score_oni.html
:Step Score = 2 if Perfect or OK, 1 if Great, 0 otherwise
Divide the score by max score to get percentage, round down to nearest 0.1%.
==== Extreme Nonstop ====
Incorporates Marvelous and stage count.
:Step Score = J * (K * U + Q)
where
*K = ordinal position of current step or freeze (as judged; if a freeze ends at the same time as a step then it's possible that the ordinal position can change depending on if the step was early or late)
*B = 10000000 * stage number
*S = N*(N+1)/2, N = number of steps plus freezes in song
*U = floor(B / S)
*J = 10 if Marvelous or OK, 9 if Perfect, 5 if Great, 0 otherwise
*Q = B - U*S if the last step, 0 otherwise
==== Extreme Challenge ====
:Step Score = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise
=== SuperNOVA Nonstop/Challenge ===
:Step Score = 10000000 * J / (3*N)
where
*J = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise
*N = number of steps plus freezes in course
Score is rounded down to nearest integer for output but fractions are retained internally.


== Console and home mixes ==
== Console and home mixes ==
Line 150: Line 194:
* SuperNOVA:
* SuperNOVA:
**  
**  
* SN2 to 2014:
* SN2:
* A to present:
* A:
** GRAND PRIX
** GRAND PRIX


40

edits

Navigation menu