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 * S + Q)
:Step Score = J * (K * U + Q)
where
where
*B = 1000000
*B = 1000000
*S = floor(B / (N*(N+1)/2), N = number of steps in song
*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*(N*(N+1)/2) if the last step, 0 otherwise
*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 * S + Q)
: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 = floor(B / (N*(N+1)/2)
*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*(N*(N+1)/2) if the last step, 0 otherwise
*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:
Line 52: Line 54:


Variant of 3rd with groove radar bonuses.
Variant of 3rd with groove radar bonuses.
:Step Score = J * (K * S + Q)
:Step Score = J * (K * U + Q)
where
where
*B = 5000000
*B = 5000000
*S = floor(B / (N*(N+1)/2), N = number of notes
*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*(N*(N+1)/2) if the last step, 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.
At the end of the stage a bonus is applied for each Groove Radar category.
Line 66: Line 69:


Variant of 3rd with difficulty multiplier.
Variant of 3rd with difficulty multiplier.
:Step Score = J * (K * S + Q)
: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 = floor(B / (N*(N+1)/2), N = number of notes plus freezes
*S = N*(N+1)/2, N = number of steps plus freezes in song
*J = 10 if Perfect/OK, 5 if Great, 0 otherwise
*U = floor(B / S)
*Q = B - S*(N*(N+1)/2) if the last step, 0 otherwise
*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 =  
:* S if Marvelous
:* U if Marvelous
:* S - 10 if Perfect
:* U - 10 if Perfect
:* S/2 - 10 if Great
:* U/2 - 10 if Great
:* 0 otherwise
:* 0 otherwise
where
where
*S = 1000000 / N
*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 96: Line 100:
=== A ===
=== A ===
:Step Score =  
:Step Score =  
:* S if Marvelous
:* U if Marvelous
:* S - 10 if Perfect
:* U - 10 if Perfect
:* S * 0.6 - 10 if Great
:* U * 0.6 - 10 if Great
:* S * 0.2 - 10 if Good
:* U * 0.2 - 10 if Good
:* 0 otherwise
:* 0 otherwise
where
where
*S = 1000000 / N
*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 than SN.
Despite having a UI based on X the scoring system is closer to that of SN than SN2.


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