User:Arcorann/DDR Scoring: Difference between revisions

From RemyWiki
Jump to navigation Jump to search
No edit summary
Line 52: Line 52:


Variant of 3rd with groove radar bonuses.
Variant of 3rd with groove radar bonuses.
:Step Score = J * (K * S) + Q
:Step Score = J * (K * S + Q)
where
where
*B = 5000000
*B = 5000000
Line 66: Line 66:


Variant of 3rd with difficulty multiplier.
Variant of 3rd with difficulty multiplier.
:Step Score = J * (K * S) + Q
:Step Score = J * (K * S + Q)
where
where
*B = 1000000 * D
*B = 1000000 * D
Line 79: Line 79:
:Step Score = 10000000 * J / (2*N)
:Step Score = 10000000 * J / (2*N)
where
where
*J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise
*J = 2 if Perfect/OK, 1 if Great, 0 otherwise


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.
Line 130: Line 130:
*Extreme US
*Extreme US
*Ultramix series
*Ultramix series
== Mobile mixes ==
=== DDR S/S+ ===
Despite having a UI based on X the scoring system is closer to that of SN2 than SN.
:Step Score = 10000000 * J / (2*N)
where
*J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise

Revision as of 15:20, 1 February 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

Then for the kth step,

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

where

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

4th

Official description of the scoring system: https://web.archive.org/web/20070204141156/http://www.konami.jp/bemani/ddr/jp/am/ddr4th/

Step Score = J + 333 * C

where

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

5th

Scoring system: http://web.archive.org/web/20090511010714fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr5th/plan/score.html (mind the frame)

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

Scoring system: http://web.archive.org/web/20130411085012fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax/sec/score.html and http://web.archive.org/web/20090523210619fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax/sec/score2.html

Variant of 3rd with groove radar bonuses.

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

where

  • B = 5000000
  • S = floor(B / (N*(N+1)/2), N = number of notes
  • 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 for each Groove Radar category.


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)

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), N = number of notes plus freezes
  • J = 10 if Perfect/OK, 5 if Great, 0 otherwise
  • Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise

SuperNOVA

Scoring system: http://web.archive.org/web/20130219115342fw_/http://www.konami.jp/bemani/ddr/jp/am/sn/secret/secret_02.html

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

where

  • J = 2 if 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

Mobile mixes

DDR S/S+

Despite having a UI based on X the scoring system is closer to that of SN2 than SN.

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

where

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