User:Arcorann/DDR Scoring: Difference between revisions

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(good thing I still have my notes because AIJ forums are dead right now)
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where
where
*J = 2 if Perfect/OK, 1 if Great, 0 otherwise
*J = 2 if Perfect/OK, 1 if Great, 0 otherwise
*N = number of steps plus freezes in song


Score is rounded down to nearest integer for output but fractions are retained internally.
Score is rounded down to nearest integer for output but fractions are retained internally.
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where
where
*U = 1000000 / N
*U = 1000000 / N
*N = number of steps plus freezes in song


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.


=== A ===
=== A onwards ===
:Step Score =  
:Step Score =  
:* U if Marvelous
:* U if Marvelous
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where
where
*U = 1000000 / N
*U = 1000000 / N
*N = number of steps plus freezes in song


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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Pending writeup (partial):
Pending writeup (partial):
* 3rd Endless (known)
* 4th Endless (known)
* MAX2 Endless (needs checks)
* MAX2 Endless (needs checks)
* Extreme Endless (needs checks)
* Extreme Endless (needs checks)
* SuperNOVA2 Endless
* X Endless (conjecture available, needs checks)
* X2 Endless
==== 3rdMIX Endless ====
Let C' be the adjusted combo count after step:
: If C = combo count after step and C'' = value of C' on previous step, C' = :
:* max(C'', C) if Perfect or Great
:* floor(C'' / 2) otherwise
Then,
:Step Score = J * (floor(C'/4)^E + 1) * L_1 * L_2
where
*J = 300 if Perfect, 100 if Great, 0 otherwise
*E = min(6, floor(1 + (S - 1) / 8))
*L_1 = 1 + floor(N / 256)^floor(1 + (S - 1) / 32)
*L_2 = S^min(9, floor(1 + (S + 15)/32)) * (S - max(0, S - mod(S + 15, 32) - 1))
*N = cumulative step count across all stages so far after step
*S = current stage number
The term (S - max(0, S - mod(S + 15, 32) - 1)) can also be expressed as:
*S, if S <= 16
*mod(S + 15, 32) + 1 if S > 16
Yes, this means the score per step can go down when crossing stage boundaries, e.g. if S goes from 272 to 273.
==== 4thMIX Endless ====
:Step Score = J + (floor(C/4) * L)^2
where
*C = combo count after step
*J = 301 if Perfect, 101 if Great, 0 otherwise
*L = max(1, S - 5) * max(1, floor(2^E * (S - 16 * (E + 3)) - 1))
*E = min(11, floor(S / 16) - 4)
*S = current stage number
Alternatively, if we let L = max(1, S - 5) * L_2 and L_2(S) be a function of S, then we can define it as a recurrence:
* L_2(S) = 1, S <= 16
* L_2(S) = L_2(S - 1) + 1 * (mod(S, 2 ^ (4 - floor(S / 16)) == 0), 17 <= S <= 64
* L_2(S) = L_2(S - 1) + 2 ^ min(11, floor(S / 16) - 4), S >= 65.
Note that if not Perfect or Great C will be 0 and thus step score will be 0.


== Mobile mixes ==
== Mobile mixes ==

Revision as of 12:30, 9 April 2023

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
  • N = number of steps plus freezes in song

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
  • N = number of steps plus freezes in song

Score is rounded down to nearest 10 for output but fractions are retained internally.

A onwards

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
  • N = number of steps plus freezes in song

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 (has a grade but not a numerical score)
  • true Kiss Destination (only appears at end of song; 9 digit scores possible)
  • DREAMS COME TRUE (only appears at end of song; appears to be same as TKD)
  • Disney's RAVE (no numerical score, grade shown ingame and updated in realtime)
  • 1st US (likely same as 1st/2nd)
  • USA (appears to be same as 4th)
  • DS (likely same as 1st/2nd, unchecked)
  • EuroMIX (looks like 3rd)
  • EuroMIX2 (looks similar to MAX2)
  • Fusion (likely same as Extreme US)
  • 1st Asia (likely same as 1st/2nd)

Console and home mixes

Same as AC mixes

  • 1st/2nd/Club:
    • DDR 1st JP
    • 2ndReMIX
  • 3rd:
  • 4th:
  • 5th:
  • MAX:
  • MAX2/Extreme:
  • SuperNOVA:
  • SN2 to 2014:
  • A to present:
    • GRAND PRIX

Pending

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)
  • V (uses A but with -100 instead of -10, IIRC)
  • Winx Club

Other unchecked (partial):

  • US PC (appears to be same as 4th, need confirmation)

Special modes

Same as main mode:

  • 2ndReMIX Endless

Pending writeup (partial):

  • MAX2 Endless (needs checks)
  • Extreme Endless (needs checks)
  • SuperNOVA2 Endless
  • X Endless (conjecture available, needs checks)
  • X2 Endless

3rdMIX Endless

Let C' be the adjusted combo count after step:

If C = combo count after step and C = value of C' on previous step, C' = :
  • max(C, C) if Perfect or Great
  • floor(C / 2) otherwise

Then,

Step Score = J * (floor(C'/4)^E + 1) * L_1 * L_2

where

  • J = 300 if Perfect, 100 if Great, 0 otherwise
  • E = min(6, floor(1 + (S - 1) / 8))
  • L_1 = 1 + floor(N / 256)^floor(1 + (S - 1) / 32)
  • L_2 = S^min(9, floor(1 + (S + 15)/32)) * (S - max(0, S - mod(S + 15, 32) - 1))
  • N = cumulative step count across all stages so far after step
  • S = current stage number

The term (S - max(0, S - mod(S + 15, 32) - 1)) can also be expressed as:

  • S, if S <= 16
  • mod(S + 15, 32) + 1 if S > 16

Yes, this means the score per step can go down when crossing stage boundaries, e.g. if S goes from 272 to 273.

4thMIX Endless

Step Score = J + (floor(C/4) * L)^2

where

  • C = combo count after step
  • J = 301 if Perfect, 101 if Great, 0 otherwise
  • L = max(1, S - 5) * max(1, floor(2^E * (S - 16 * (E + 3)) - 1))
  • E = min(11, floor(S / 16) - 4)
  • S = current stage number

Alternatively, if we let L = max(1, S - 5) * L_2 and L_2(S) be a function of S, then we can define it as a recurrence:

  • L_2(S) = 1, S <= 16
  • L_2(S) = L_2(S - 1) + 1 * (mod(S, 2 ^ (4 - floor(S / 16)) == 0), 17 <= S <= 64
  • L_2(S) = L_2(S - 1) + 2 ^ min(11, floor(S / 16) - 4), S >= 65.

Note that if not Perfect or Great C will be 0 and thus step score will be 0.

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