User:Arcorann/DDR Scoring: Difference between revisions

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This is not intended to be article quality at the moment.
This is not intended to be article quality at the moment.


== 1st/2nd/Club ==
== Arcade mixes ==
 
=== 1st/2nd/Club ===
:Step Score = J * (floor(C/4)^2 + 1)
:Step Score = J * (floor(C/4)^2 + 1)
where
where
Line 7: Line 9:
*J = 300 if Perfect, 100 if Great, 0 otherwise
*J = 300 if Perfect, 100 if Great, 0 otherwise


== 3rd ==
=== 3rd ===
Official description of the scoring system: https://web.archive.org/web/20080604023941fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr3rd/plan/score.html
Official description of the scoring system: https://web.archive.org/web/20080604023941fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr3rd/plan/score.html


Line 19: Line 21:
*Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise
*Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise


== 4th ==
=== 4th ===
:Step Score = J + 333 * C
:Step Score = J + 333 * C
where
where
Line 25: Line 27:
*J = 777 if Perfect, 555 if Great, 0 otherwise
*J = 777 if Perfect, 555 if Great, 0 otherwise


== 5th ==
=== 5th ===
Variant of 3rd with difficulty multiplier and end of song grade and combo bonuses.
:Step Score = J * (K * S + Q)
:Step Score = J * (K * S + Q)
where
where
Line 42: Line 45:
*J = 55 if Perfect, 33 if Great, 0 otherwise
*J = 55 if Perfect, 33 if Great, 0 otherwise


== DDRMAX ==
=== DDRMAX ===
Variant of 3rd with groove radar bonuses.
:Step Score = J * (K * S) + Q
:Step Score = J * (K * S) + Q
where
where
Line 52: Line 56:
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 ===
Variant of 3rd with difficulty multiplier.
:Step Score = J * (K * S) + Q
:Step Score = J * (K * S) + Q
where
where
Line 61: Line 66:
*Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise
*Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise


== SuperNOVA ==
=== SuperNOVA ===
:Step Score = 10000000 * J / (2*N)
:Step Score = 10000000 * J / (2*N)
where
where
Line 68: Line 73:
Score is rounded down to nearest integer for output but fractions are retained internally.
Score is rounded down to nearest integer for output but fractions are retained internally.


== SuperNOVA2 to 2014 ==
=== SuperNOVA2 to 2014 ===
:Step Score =  
:Step Score =  
:* S if Marvelous
:* S if Marvelous
Line 79: Line 84:
Score is rounded down to nearest 10 for output but fractions are retained internally.
Score is rounded down to nearest 10 for output but fractions are retained internally.


== A ==
=== A ===
:Step Score =  
:Step Score =  
:* S if Marvelous
:* S if Marvelous
Line 90: Line 95:


Score is rounded down to nearest 10 for output but fractions are retained internally.
Score is rounded down to nearest 10 for output but fractions are retained internally.
=== Pending ===
AC scoring systems were unified for all non-exclusive releases after SuperNOVA 2.
*Solo Bass
*Solo 2000
*Kids
*true Kiss Desination
*DREAMS COME TRUE
*Disney's RAVE
*1st US
*USA
*DS
*EuroMIX
*EuroMIX2
*Fusion
*1st Asia
== Console mixes ==
=== Pending ===
Those known not to correspond with any AC release include:
*Extreme US
*Ultramix series

Revision as of 08:43, 26 January 2020

This is not intended to be article quality at the moment.

Arcade mixes

1st/2nd/Club

Step Score = J * (floor(C/4)^2 + 1)

where

  • C = combo count after step
  • J = 300 if Perfect, 100 if Great, 0 otherwise

3rd

Official description of the scoring system: https://web.archive.org/web/20080604023941fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr3rd/plan/score.html

Let the base score for step calculation be B = floor(1000000 / (N*(N+1)/2)) where N = number of steps in the song. Then for the kth step,

Step Score = J * (K * S + Q)

where

  • B = 1000000
  • S = floor(B / (N*(N+1)/2)
  • J = 10 if Perfect, 5 if Great, 0 otherwise
  • Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise

4th

Step Score = J + 333 * C

where

  • C = combo count after step
  • J = 777 if Perfect, 555 if Great, 0 otherwise

5th

Variant of 3rd with difficulty multiplier and end of song grade and combo bonuses.

Step Score = J * (K * S + Q)

where

  • B = 500000 * (1 + D)
  • D = difficulty rating if not an edit, 7 if an edit
  • S = floor(B / (N*(N+1)/2)
  • J = 10 if Perfect, 5 if Great, 0 otherwise
  • Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise

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
  • Combo Bonus is accumulated per step:
Step Combo Bonus = C * J'

where

  • C = combo count after step if life bar not empty, 0 otherwise
  • J = 55 if Perfect, 33 if Great, 0 otherwise

DDRMAX

Variant of 3rd with groove radar bonuses.

Step Score = J * (K * S) + Q

where

  • B = 5000000
  • S = floor(B / (N*(N+1)/2)
  • J = 10 if Perfect/OK, 5 if Great, 0 otherwise
  • Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise

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

DDRMAX2/Extreme

Variant of 3rd with difficulty multiplier.

Step Score = J * (K * S) + Q

where

  • B = 1000000 * D
  • D = difficulty rating if not an edit, 5 if an edit
  • S = floor(B / (N*(N+1)/2)
  • J = 10 if Perfect/OK, 5 if Great, 0 otherwise
  • Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise

SuperNOVA

Step Score = 10000000 * J / (2*N)

where

  • J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise

Score is rounded down to nearest integer for output but fractions are retained internally.

SuperNOVA2 to 2014

Step Score =
  • S if Marvelous
  • S - 10 if Perfect
  • S/2 - 10 if Great
  • 0 otherwise

where

  • S = 1000000 / N

Score is rounded down to nearest 10 for output but fractions are retained internally.

A

Step Score =
  • S if Marvelous
  • S - 10 if Perfect
  • S * 0.6 - 10 if Great
  • S * 0.2 - 10 if Good
  • 0 otherwise

where

  • S = 1000000 / N

Score is rounded down to nearest 10 for output but fractions are retained internally.

Pending

AC scoring systems were unified for all non-exclusive releases after SuperNOVA 2.

  • Solo Bass
  • Solo 2000
  • Kids
  • true Kiss Desination
  • DREAMS COME TRUE
  • Disney's RAVE
  • 1st US
  • USA
  • DS
  • EuroMIX
  • EuroMIX2
  • Fusion
  • 1st Asia


Console mixes

Pending

Those known not to correspond with any AC release include:

  • Extreme US
  • Ultramix series