User:Arcorann/DDR Scoring: Difference between revisions

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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.


Define:
* F_s = Perfects / total steps
* F_v = max combo / song maximum combo
* F_a = Perfects on jumps / total jumps
* F_c = DP / maximum DP
* F_f = OK / total freezes


Let
* B_s = 20000000
* B_v = B_a = B_c = B_f = 10000000
* G_x = the song groove radar value in category x.
* M_x = the theoretical maximum value in category x:
** M_s = 374
** M_v = 640
** M_a = 67
** M_c = 3832
** M_f = 8000
* P_x = round(floor(128 * B_x / M_x) * G_x / 128)


Then:
* V_x = floor((floor(F_x * 100) * P_x / 100) is the bonus for radar category x.


=== DDRMAX2/Extreme ===
=== DDRMAX2/Extreme ===
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* A:
* A:
** GRAND PRIX
** GRAND PRIX
=== Extreme US ===
Ref: http://aaronin.jp/boards/viewtopic.php?t=1230
Also seen in CS Festival and AC Fusion among others. Rounding not confirmed.
Ingame score is as follows:
:Step Score = 7000000 * J / (2*N)
where
*J = 2 if Perfect/OK, 1 if Great, 0 otherwise
*N = number of steps plus freezes in song
Song bonus is as follows (needs more research):
:Bonus Step Score = 3000000 * J / (2*N)
where
*J = 2 if Perfect/OK, 1 if Great, 0 if Good/NG, -1 if Boo, -2 if Miss.
*N = number of steps plus freezes in song
Then:
*If total bonus is negative, replace with 0.
*If combined total score including bonus is less than or equal to 9,200,000 or the song was not a full combo, subtract 800,000 from bonus (needs more research)
=== V ===
Same as A but with -100 instead of -10.
:Step Score =
:* U if Marvelous or OK
:* U - 100 if Perfect
:* U * 0.6 - 100 if Great
:* U * 0.2 - 100 if Good
:* 0 otherwise
where
*U = 1000000 / N
*N = number of steps plus freezes plus shock arrows in song
Score is rounded down to nearest 10 for output but fractions are retained internally.


=== Pending ===
=== Pending ===


Those known not to correspond with any (preceding) AC release include:
Those known not to correspond with any (preceding) AC release include:
*Extreme US
* Ultramix series (1, 2 and 3 are different, 4 might be the same as 3)
*Ultramix series (1, 2 and 3 are different, 4 might be the same as 3)
*V (uses A but with -100 instead of -10, IIRC)
* Hottest Party series (incl. MUSIC FIT and Winx Club) (similar to MAX2/Extreme but max score doesn't match)
* Hottest Party series (incl. MUSIC FIT and Winx Club) (similar to MAX2/Extreme but max score doesn't match)
* UNIVERSE series:
* UNIVERSE series:
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* GB series (same as 1st/2nd? score only at end)
* GB series (same as 1st/2nd? score only at end)
* US PC (appears to be same as 4th, need confirmation)
* US PC (appears to be same as 4th, need confirmation)


=== Special modes ===
=== Special modes ===
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* MAX2 Endless (needs checks)
* MAX2 Endless (needs checks)
* Extreme Endless (needs checks)
* Extreme Endless (needs checks)
* SuperNOVA Endless
* Extreme 2 Course (and those with the same system)
* SuperNOVA2 Endless
* X Endless (conjecture available, needs checks)
* X2 Endless
* X2 Endless


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Note that this means the score per step can go down when crossing stage boundaries, e.g. if S goes from 272 to 273.
Note that this means the score per step can go down when crossing stage boundaries, e.g. if S goes from 272 to 273.
Internal combo cap is 999999, but score cap will be hit before combo cap anyway.


==== 4thMIX Endless ====
==== 4thMIX Endless ====
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Note that if not Perfect or Great C will be 0 and thus step score will be 0.
Note that if not Perfect or Great C will be 0 and thus step score will be 0.
Internal combo cap is 999999, though the max combo displayed is 9999. Score cap will be hit before combo cap anyway.
==== Extreme US Endless ====
According to my notes, the same system is used in Extreme US and its derivatives, along with SuperNOVA and SuperNOVA2. None of this has been fully verified, though.
What we have:
If Good or lower, Step Score = 0. Otherwise:
If C <= 10000,
:Step Score = int((C^2 + B*C + B*D + C*D)/1000)
If C > 10000,
:Step Score = floor((step score at C = 10000) + (C-10000)*(10 + D/1000))
where:
* N = steps plus freezes in song
* D = ??00 if on Beginner, 1000 if on Basic, 1200 if on Difficult, 1400 if on Expert, ??00 if on Challenge.
* C = combo after (?) step
* B = floor(100000000 / N)
* J = 5 if Marvelous or OK, 4 if Perfect, 3 if Great
What we need:
* How does J affect the score? It's not a straight multiplier, but on low combo and state counts it's close
* Rounding
* Values of D
==== X Endless ====
Not fully verified.
Let:
* N be the total number of notes hit so far. (how do we define a "hit", clarify)
* M be the total number of Marvelouses so far.
* N' = N - P, where
** P is a penalty defined as follows: Every time a combo-breaking judgement occurs, floor(C/4) is added to P, where C is the stage combo before the note (i.e. the current combo, but only counted from the start of the stage if it began in a previous stage).
* S = current stage number.
* L = 2*S^3 if on Level 1, and floor(S^3/D) + 1 otherwise, where
** D = 3 if on Level 2, 6 if on Level 3, 8 if on Level 4 and 10 if on All.
Then the step score is:
* Marvelous: 3 * (N' + M) * L
* Perfect/OK: 2 * N' * L
* Great: N' * L
There may be rounding errors involved.
Strictly speaking, the formula for L is actually 2*min(S^3,2^31 - 1) for Level 1 and floor(min(S,1600)^3/D)+1 for other levels, but the caps aren't expected to be reached before the score cap (10^16 - 1).


== Mobile mixes ==
== Mobile mixes ==
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** Else, assign D.
** Else, assign D.


Note that A, B, C and D are the same as 3rd's A, B, C and D.
Note that A, B, C and D are the same as 3rd's A, B, C and D. In fact, we can do a simple conversion table for 3rd, 4th and 5th:
 
{| class="wikitable"
|-
| 3rd
| 4th
| 5th
|-
| SSS || AA || AAA
|-
| SS || A || AA
|-
| S || A || AA
|-
|A || B || A
|-
|B || B || B
|-
|C || C || C
|-
|D || C || D
|}


=== MAX to Extreme ===
=== MAX to Extreme ===
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** If >= 0.45, assign C
** If >= 0.45, assign C
** Else, assign D.
** Else, assign D.
=== SuperNOVA ===
Based on machine score. AIJ also mentions a DP system?
{| class="wikitable"
|-
|10,000,000 || AAA
|-
|9,500,000 || AA
|-
|8,100,000 || A
|-
|6,500,000 || B
|-
|5,400,000 || C
|-
|<5,400,000 || D
|-
|Failed || E
|}
=== SuperNOVA 2 to 2014 ===
Based on machine score.
{| class="wikitable"
|-
|Grade || Beginner/Basic || Difficult || Expert/Challenge
|-
|AAA ||colspan="3"| 990,000
|-
|AA ||colspan="3"| 950,000
|-
|A || 800,000 || 850,000 || 900,000
|-
|B || 700,000 || 750,000 || 800,000
|-
|C || 500,000 || 600,000 || 700,000
|-
|D ||colspan="3"| Lower
|-
|E ||colspan="3"| Failed
|}
=== A onwards ===
Based on machine score.
{| class="wikitable"
|-
|Grade || Score
|-
|AAA || 990,000
|-
|AA || 900,000
|-
|AA- || 890,000
|-
|A+ || 850,000
|-
|A || 800,000
|-
|A- || 790,000
|-
|B+ || 750,000
|-
|B || 700,000
|-
|B- || 690,000
|-
|C+ || 650,000
|-
|C || 600,000
|-
|C- || 590,000
|-
|D+ || 550,000
|-
|D || Lower
|}
=== Pending ===
* Solo (Bassmix and 2000)
* V (apparently AA just disappeared? did that include AA-)
* etc.
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