User:Arcorann/DDR Scoring: Difference between revisions

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* MAX2 Endless (needs checks)
* MAX2 Endless (needs checks)
* Extreme Endless (needs checks)
* Extreme Endless (needs checks)
* Extreme 2 Course
* Extreme 2 Course (and those with the same system)
* Extreme 2 Endless
* Festival/Strike Endless (same as Extreme 2?)
* SuperNOVA Endless
* 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 ==