DanceDanceRevolution Scoring System: Difference between revisions
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How does the scoring system work ? The scoring system for DDR versions 1 and 2 (including the Plus remixes) is as follows: For every step:
Multiplier (M) = (# of steps in your current combo / 4) rounded down "Good" step = M * 100 (and this ends your combo) "Great" step = M * M * 100 "Perfect" step = M * M * 300
e.g. When you get a 259 combo, the 260th step will earn you:
M = (260 / 4) rounded down = 65 Great step = M x M X 100 = 65 x 65 x 100 = 422,500 Perfect step = Great step score x 3 = 422,500 x 3 = 1,267,500 The scoring system for DDR 3rd Mix (including 3rd Mix Plus) is as follows: The scoring system for the 3rd Mix is very different. In this system, high scores are not determined by large combos, and the maximum score for any one song is 10,000,000 This is generally believed to be the most *fair* system of scoring, but many would rather totally annihilate their opponent with an exponentially higher score than for it to come down to a few points.
First, we need to calculate the base step score P:
Let N = Total number of steps in song P = int(1,000,000 / (N * (N + 1) / 2)) From this, if the step is "Perfect", multiply P by 10. Likewise, if the step is "Great", multiply P by 5. Finally, a "Good" is just the value of P. If your life bar becomes depleted, but you continue to play (due to Versus mode or Autofail off), P is changed to 1. Also, there is a "bonus" for the final step of a song, that evens out the score to 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Q = 10 * [1,000,000 - int[1,000,000 / (N * (N+1) / 2)] * (N * (N+1) / 2)]
- Note: Only awarded on the final step. The step must be Perfect in order to receive the bonus.
Let us call this new value S
If this is the 2nd step, multiply S by 2, If this is the 3rd step, multiply S by 3, and so on...
Here is an illustration with a 4 step song (not that any actually exist):
P = 1,000,000 / (4 * (4 + 1) / 2) = 1,000,000 / (20 / 2) = 1,000,000 / 10 = 100,000 Now, this means: If the step is "Perfect", S = 100,000 * 10 = 1,000,000 If the step is "Great", S = 100,000 * 5 = 500,000 If the step is "Good", S = 100,000 * 1 = 100,000
The bonus, Q, is 10 * (1,000,000 - int[1,000,000 / 10] * 10) = 0 points for this song. Bummer.
So, if we had all "Perfect":
Step 1: Score = (1,000,000 * 1) = 1,000,000 Step 2: Score = Previous Score + (1,000,000 * 2) = 3,000,000 Step 3: Score = Previous Score + (1,000,000 * 3) = 6,000,000 Step 4: Score = Previous Score + (1,000,000 * 4) + Bonus = 10,000,000
Let's Do it again with a few "Greats" thrown in:
Step 1 (Perfect): Score = (1,000,000 * 1) = 1,000,000 Step 2 (Great): Score = Previous Score + (500,000 * 2)
= 1,000,000 + 1,000,000 = 2,000,000 Step 3 (Great): Score = Previous Score + (500,000 * 3) = 2,000,000 + 1,500,000 = 3,500,000 Step 4 (Perfect): Score = Previous Score + (1,000,000 * 4) + Bonus = 3,500,000 + 7,000,000 + 0 = 7,500,000 However, let me illustrate another situation:
Step 1 (Great): Score = (500,000 * 1) = 500,000 Step 2 (Great): Score = Previous Score + (500,000 * 2)
= 500,000 + 1,000,000 = 1,500,000 Step 3 (Perfect): Score = Previous Score + (1,000,000 * 3) = 1,500,000 + 3,000,000 = 4,500,000 Step 4 (Perfect): Score = Previous Score + (1,000,000 * 4) + Bonus = 4,500,000 + 4,000,000 + 0 = 8,500,000 See? You will get a higher score if you get your "Perfect"s at the end as opposed to the beginning, but if you have been studying the above equation, and are proficient in basic algebra, you already knew this (^_^)
Your stage Grade is calculated as follows:
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 SSS = All Perfect SS = At least 80% Perfect and the rest Great S = Less than 80% Perfect and the rest Great A = At least 80% of maximum Dance Points B = At least 64% of maximum Dance Points C = At least 50% of maximum Dance Points D = Less than 50% of maximum Dance Points E = Failed
- Note: A grade of SSS through S override any other grade. If you have less than 80% of maximum Dance Points, but a Full Combo, the S grade overrides the B. Likewise, if you do not have a Full Combo, the highest grade you can get is an A.
Grading system derived by Taren N.
The scoring system for DDR 4th Mix (including 4th Mix Plus) is as follows: The scoring system in DDR 4th Mix/Plus is considerably simple (compared to the 3rd Mix). Note: this scoring system is also featured in DDR Gameboy 3. For each step:
A "Perfect" is worth 777 points A "Great" is worth 555 points A "Good" is worth 0 points (stops the combo) A "Boo" is worth 0 points (stops the combo) A "Miss" is worth 0 points (stops the combo) For each step, if you are continuing a combo, you will get a combo bonus (for every step) which is: (333 * your current combo count) points This includes the fact that a combo of 1 will also get a combo bonus To illustrate (we don't need the number of steps in the song since the scoring system does not base itself on that):
Step 1 (Perfect): 777 + (333 * 1) = 1110 Step 2 (Perfect): Previous Score + 777 + (333 * 2) = 1110 + 777 + 666 = 2553 Step 3 (Great): Previous Score + 555 + (333 * 3) = 2553 + 555 + 999 = 4107 Step 4 (Good): Previous Score + 0 = 4107 + 0 = 4107 Step 5 (Perfect): Previous Score + 777 + (333 * 1) = 4107 + 777 + 333 = 5217 ...and so on Your stage Grade is calculated as follows:
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 AA = All Perfect A = All Perfect and Great B = At least 64% of maximum Dance Points C = Less than 64% of maximum Dance Points D = Failed
- Note: A grade of AA or A overrides any other grade. If you have less than 80% of maximum Dance Points, but a Full Combo, the A grade overrides the B. Likewise, if you do not have a Full Combo, the highest grade you can get is an B.
Grading system derived by Taren N.
The scoring system for DDR 5th Mix is as follows: 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) (this one in under investigation)).
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 5th Mix grading system derived by Taren N.
The scoring system for DDR MAX (6th Mix) is as follows: 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) For freeze arrows, the "step" score you receive is based on n, and the "freeze" score you receive when you get the OK is based on (n+1). No matter how many steps you hit while holding the freeze arrow, the multiplier for the OK will still be (n+1), where n was the inital value of the step.
Okay, time for an example:
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.
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.
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 Freeze Arrow: If it is OK'd, scores as much as its "step". For example, if you get X points by stepping on the freeze, then when the freeze finishes you will that that exact score again regardless of any arrows hit during the freeze. This means that if you OK a freeze arrow with a Good or Boo, you get zero points for the OK. NG's are worth 0.
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.
MAX2 Endless and Nonstop systems were drived by Taren N.
The scoring system for DDR Extreme (8th Mix) is as follows: The scoring system for regular play is identical to DDR MAX 2.
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 MAX2) 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) For freeze arrows, the "step" score you receive is based on n, and the "freeze" score you receive when you get the OK is based on (n+1). No matter how many steps you hit while holding the freeze arrow, the multiplier for the OK will still be (n+1), where n was the inital value of the step.
Okay, time for an example:
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 * 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.
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. 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 still cosmetic.
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, in addition to your score, a separate score indicator gradually increases as you play. This is the number of "Dance Points" you currently have, which is calculated *slightly* different from non-oni mode play.
The total number of Dance Points is calculated with Marvelous steps being worth 3 points, Perfects getting 2 points, OKs getting 3 points, Greats getting 1 point, and everything else is worth 0 points. (Note: The "Marvelous" step rating is a new rating to DDR Extreme only used in Oni and Nonstop modes. They are rated higher than "Perfect" steps).
Note: Your combo counter only increased with a "Marvelous/Perfect", and double Marvelous/Perfect steps (left and right, etc.) only add 1 to your combo instead of 2. The combo counter thus becomes a "Marvelous/Perfect" counter.
Note on NONSTOP Mode scoring Nonstop mode requires the player to play 4 songs in succession, with the total maximum possible score for the four song set being 100,000,000. This comes from the sum of the four stages' maximum possible scores, which, regardless of song or difficulty is:
10,000,000 for the first song 20,000,000 for the second song 30,000,000 for the third song 40,000,000 for the fourth song However, there is a twist to the scoring system. The grade of "Marvelous" (rated higher than Perfect) is introduced, and is scored higher than a "Perfect" step. Hence, your score in Nonstop mode is calculated slightly different.
A single step's points are calculated as follows:
Let p = score multiplier (Marvelous = 10, Perfect = 9, Great = 5, other = 0) N = total number of steps and freeze steps (double steps count as 1 step, 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 stage number [one of 1,2,3,4]) 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) Okay, time for an example:
So, for example, suppose we wanted to calculate the step score of a "Perfect" on the 80th step of a 450 step song, which is the 2nd song in the nonstop course (I'm just making this one up):
S = (1 + 450)*450 / 2 = 202,950 / 2 = 101,475 StepScore = p * (B/S) * n = 9 * int(2,000,000 / 101,475) * 80 = 9 * 19 * 80 (The places after the decimal point in 19.709288... are chopped) = 13,680 Note: The remaining points left over due to discarding the values after the decimal point for each step are accumulated and added to the last step of the song 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 Marvelous/Perfect in order to receive the bonus. If it is a freeze, the freeze must be OK.
Special case: If the final 'n' on a song is a step, can you score a perfect on it, you only receive 9/10 of the bonus Q. If you get a Marvelous or OK, you get 10/10.
Note: if you got all Marvelous on this song, you would get (p=10)*B, which is 20,000,000 in this example. All Perfect would receive only 18,000,000.
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 "Marvelous" is worth 2 points A "Perfect" is also 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 DDR Extreme Home Version and Party Collection 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. Contrary to MAX2, certain mods affect the way you are scored. Your single-step score is (almost) always determined by a generic formula X*C, where X is a pre-determined number, and C is your combo. Marvelous, Perfect, and Great multipliers themselves don't change, but mods add or decrease those three numbers by a fixed amount. For example, if I played any song on Heavy, I would receive 401 points times my combo for each Marvelous I got, 301*C for each Perfect, and 101*C for each Great. If I put on the mod "Little", then I will only receive 351, 251, or 51 times my combo. See how the -50 affected all three values equally? If you use more than one mod, the values are simply added up. If you play on Heavy, Little, and Dark, then your base Marvelous score is (401 - 50 + 10), or 361 points. Hopefully that isn't too confusing.
Let C = combo after stepping (Jumps are +2, steps +1)
Marvelous: Beginner: Score = Score + 401 * C Light: Score = Score + 481 * C Standard: Score = Score + 441 * C Heavy: Score = Score + 401 * C Challenge: Score = Score + 521 * C
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
For mods, you are only allowed one from each "class". The ones labelled in green are default mods. RANDOM does not affect scoring at all; only the mods it picks from its class. Class Name Beg. Lgt. Std. Hvy. Chl. Speed x1 0 0 0 0 0 x1.5 +5 +6 +5.5 +5 +6.5 x2* +7 +8* +7.5* +7 +9* x3 0 0 0 0 0 x5 +20 +26 +23 +20 +29 x8 +30 +36 +33 +30 +39 Boost Off 0 0 0 0 0 Normal +10 +12 +11 +10 +13 Reverse +10 +12 +11 +10 +13 Appear Visible 0 0 0 0 0 Hidden 0 0 0 0 0 Sudden 0 0 0 0 0 Stealth +30 +36 +33 +30 +39 Turn Off 0 0 0 0 0 Mirror 0 0 0 0 0 Left 0 0 0 0 0 Right 0 0 0 0 0 Shuffle 0 0 0 0 0 Other Off 0 0 0 0 0 Little -50 -60 -55 -60 -65 Flat 0 0 0 0 0 Solo 0 0 0 0 0 Dark +10 +12 +11 +10 +13 Scroll Normal 0 0 0 0 0 Reverse 0 0 0 0 0 Freeze On 0 0 0 0 0 Off 0 0 0 0 0 Special case: If you are playing on Challenge, then you receive a separate "combo bonus" of int[C * 3 / 10] for each step. Don't get too excited about this bonus, though- it accounts for less than 100 points after a 25 combo. This combo bonus was a nightmare to identify- for the longest time I thought it was part of the base value. It only applies to Challenge steps, and applies to any step that increases a combo.
- (x2 speed): Numbers noted with an asterisk (*) have a combo bonus very similar to what is described above. If your combo never exceeds 1, you don't have to worry about the combo bonus- for example, Challenge x2 will yield exactly 530 points per step. Standard's combo bonus is exactly the same as the mentioned above, but Light's and Challenge's are different. Heavy/Beginner do not have a combo bonus.
Good, Boo, Miss = 0 points OK Freeze Arrow = Marvelous with respect to your CURRENT combo. (In the case that a freeze arrow ends at the same time another step occurs, the freeze arrow takes precedence in scoring, contrary to freezes in normal mode.)
This means that if you are holding a freeze, and you miss an arrow before you get the OK, your combo is broken and by the time you get the OK you will receive zero points (zero combo * Marvelous). If you have steps between a freeze beginning and end, those steps will count towards your combo, giving you a higher score for the OK when it is awarded.
DDR Extreme Home Version/Party Collection Endless Mode scoring system derived by Taren N.