User:Arcorann/DDR Scoring: Difference between revisions
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Then for the kth step, | Then for the kth step, | ||
:Step Score = J * (K * | :Step Score = J * (K * U + Q) | ||
where | where | ||
*B = 1000000 | *B = 1000000 | ||
*S = | *S = N*(N+1)/2, N = number of steps in song | ||
*U = floor(B / S) | |||
*J = 10 if Perfect, 5 if Great, 0 otherwise | *J = 10 if Perfect, 5 if Great, 0 otherwise | ||
*Q = B - S | *Q = B - U*S if the last step, 0 otherwise | ||
=== 4th === | === 4th === | ||
Line 32: | Line 33: | ||
Variant of 3rd with difficulty multiplier and end of song grade and combo bonuses. | Variant of 3rd with difficulty multiplier and end of song grade and combo bonuses. | ||
:Step Score = J * (K * | :Step Score = J * (K * U + Q) | ||
where | where | ||
*B = 500000 * (1 + D) | *B = 500000 * (1 + D) | ||
*D = difficulty rating if not an edit, 7 if an edit | *D = difficulty rating if not an edit, 7 if an edit | ||
*S = | *S = N*(N+1)/2, N = number of steps in song | ||
*U = floor(B / S) | |||
*J = 10 if Perfect, 5 if Great, 0 otherwise | *J = 10 if Perfect, 5 if Great, 0 otherwise | ||
*Q = B - S | *Q = B - U*S if the last step, 0 otherwise | ||
At the end of the stage a bonus is applied: | At the end of the stage a bonus is applied: | ||
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Variant of 3rd with groove radar bonuses. | Variant of 3rd with groove radar bonuses. | ||
:Step Score = J * (K * | :Step Score = J * (K * U + Q) | ||
where | where | ||
*B = 5000000 | *B = 5000000 | ||
*S = | *S = N*(N+1)/2, N = number of steps in song (not freezes) | ||
*U = floor(B / S) | |||
*J = 10 if Perfect, 5 if Great, 0 otherwise | *J = 10 if Perfect, 5 if Great, 0 otherwise | ||
*Q = B - S | *Q = B - U*S if the last step, 0 otherwise | ||
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. | ||
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Variant of 3rd with difficulty multiplier. | Variant of 3rd with difficulty multiplier. | ||
:Step Score = J * (K * | :Step Score = J * (K * U + Q) | ||
where | where | ||
*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 = | *S = N*(N+1)/2, N = number of steps plus freezes in song | ||
*J = 10 if Perfect | *U = floor(B / S) | ||
*Q = B - S | *J = 10 if Perfect, 5 if Great, 0 otherwise | ||
*Q = B - U*S if the last step, 0 otherwise | |||
=== SuperNOVA === | === SuperNOVA === | ||
Line 85: | Line 89: | ||
=== SuperNOVA2 to 2014 === | === SuperNOVA2 to 2014 === | ||
:Step Score = | :Step Score = | ||
:* | :* U if Marvelous | ||
:* | :* U - 10 if Perfect | ||
:* | :* U/2 - 10 if Great | ||
:* 0 otherwise | :* 0 otherwise | ||
where | where | ||
* | *U = 1000000 / N | ||
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. | ||
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=== A === | === A === | ||
:Step Score = | :Step Score = | ||
:* | :* U if Marvelous | ||
:* | :* U - 10 if Perfect | ||
:* | :* U * 0.6 - 10 if Great | ||
:* | :* U * 0.2 - 10 if Good | ||
:* 0 otherwise | :* 0 otherwise | ||
where | where | ||
* | *U = 1000000 / N | ||
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. | ||
Line 114: | Line 118: | ||
*DREAMS COME TRUE | *DREAMS COME TRUE | ||
*Disney's RAVE | *Disney's RAVE | ||
*1st US | *1st US (likely same as 1st/2nd) | ||
*USA | *USA | ||
*DS | *DS | ||
*EuroMIX | *EuroMIX | ||
*EuroMIX2 | *EuroMIX2 | ||
*Fusion | *Fusion (likely same as Extreme US) | ||
*1st Asia | *1st Asia (likely same as 1st/2nd) | ||
== Console mixes == | == Console mixes == | ||
=== Pending === | === Pending === | ||
Line 130: | Line 132: | ||
*Extreme US | *Extreme US | ||
*Ultramix series | *Ultramix series | ||
*Kids | |||
== Mobile mixes == | == Mobile mixes == | ||
=== DDR S/S+ === | === DDR S/S+ === | ||
Despite having a UI based on X the scoring system is closer to that of SN2 | Despite having a UI based on X the scoring system is closer to that of SN than SN2. | ||
:Step Score = | :Step Score = 1000000 * J / (2*N) | ||
where | where | ||
*J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise | *J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise |
Revision as of 01:11, 6 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 * U + Q)
where
- B = 1000000
- S = N*(N+1)/2, N = number of steps in song
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S 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 * U + Q)
where
- B = 500000 * (1 + D)
- D = difficulty rating if not an edit, 7 if an edit
- S = N*(N+1)/2, N = number of steps in song
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S 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 * U + Q)
where
- B = 5000000
- S = N*(N+1)/2, N = number of steps in song (not freezes)
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S 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 * U + Q)
where
- B = 1000000 * D
- D = difficulty rating if not an edit, 5 if an edit
- S = N*(N+1)/2, N = number of steps plus freezes in song
- U = floor(B / S)
- J = 10 if Perfect, 5 if Great, 0 otherwise
- Q = B - U*S 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 =
- U if Marvelous
- U - 10 if Perfect
- U/2 - 10 if Great
- 0 otherwise
where
- U = 1000000 / N
Score is rounded down to nearest 10 for output but fractions are retained internally.
A
- Step Score =
- U if Marvelous
- U - 10 if Perfect
- U * 0.6 - 10 if Great
- U * 0.2 - 10 if Good
- 0 otherwise
where
- U = 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 (likely same as 1st/2nd)
- USA
- DS
- EuroMIX
- EuroMIX2
- Fusion (likely same as Extreme US)
- 1st Asia (likely same as 1st/2nd)
Console mixes
Pending
Those known not to correspond with any AC release include:
- Extreme US
- Ultramix series
- Kids
Mobile mixes
DDR S/S+
Despite having a UI based on X the scoring system is closer to that of SN than SN2.
- Step Score = 1000000 * J / (2*N)
where
- J = 2 if Marvelous/Perfect/OK, 1 if Great, 0 otherwise