User:Arcorann/DDR Scoring: Difference between revisions

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Let C' be the adjusted combo count after step:
Let C' be the adjusted combo count after step:
: If C = combo count after step and C'' = value of C' on previous step, C' = :
: If C = combo count after step and C'_p = value of C' on previous step, C' = :
:* max(C'', C) if Perfect or Great
:* max(C'_p, C) if Perfect or Great
:* floor(C'' / 2) otherwise
:* floor(C'_p / 2) otherwise


Then,  
Then,  
Line 274: Line 274:
*mod(S + 15, 32) + 1 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.
Note that this means the score per step can go down when crossing stage boundaries, e.g. if S goes from 272 to 273.


==== 4thMIX Endless ====
==== 4thMIX Endless ====

Revision as of 09:00, 3 May 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/USA

Official description of the scoring system: https://web.archive.org/web/20130219110405fw_/http://www.konami.jp/bemani/ddr/jp/am/ddr4th/plan/score.html

Step Score = J + 333 * C

where

  • C = combo count after step
  • J = 777 if Perfect, 555 if Great, 0 otherwise

If the player has failed (life bar empty), replace C with 0.

Note that AC DDR USA uses this even though its interface is based on 3rdMIX!

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) if not a long version, 500000 * (1 + 2 * D) if a long version
  • D = difficulty rating if not an edit, 7 (or 14) 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:

  • Dance Level Bonus = 10000000 for AAA, divide by 10 for each lower rating down to 100 for D, 0 for E (only applied for "new songs", non-edits and songs that haven't been played already in the current session)
  • 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

  • K = ordinal position of current step (not freeze; freezes are not scored during the song counted in the Groove Radar bonus)
  • 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 (MAX2 normal), 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

  • K = ordinal position of current step or freeze (as judged; if a freeze ends at the same time as a step then it's possible that the ordinal position can change depending on if the step was early or late)
  • 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 or OK, 5 if Great, 0 otherwise
  • Q = B - U*S if the last step, 0 otherwise

If the player has failed, replace (K * U + Q) with 1.

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 or OK
  • U - 10 if Perfect
  • U/2 - 10 if Great
  • 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.

A onwards

Step Score =
  • U if Marvelous or OK
  • 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 plus shock arrows in song

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

Solo Bass Mix/Solo 2000

Scores are tallied up at the end of the song:

  • Perfect: 500 per Perfect
  • Great: 300 per Great
  • Good: 100 per Good
  • Max Combo: 400 * Max Combo
  • Max Perfect Combo: 100 * Max Perfect Combo

Pending

AC scoring systems were unified for all non-exclusive releases after SuperNOVA 2.

  • Kids (has a grade but not a numerical score)
  • true Kiss Destination (only appears at end of song; 9 digit scores possible; likely same as 1st/2nd/Club)
  • 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)
  • 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)

Special modes

3rd Nonstop

Probably same as normal with B replaced by (1000000 * stage number), but unverified.

MAX2 Oni

Scoring system: http://web.archive.org/web/20130411085821fw_/http://www.konami.jp/bemani/ddr/jp/am/ddrmax2/score_oni.html

Step Score = 2 if Perfect or OK, 1 if Great, 0 otherwise

Divide the score by max score to get percentage, round down to nearest 0.1%.

Extreme Nonstop

Incorporates Marvelous and stage count.

Step Score = J * (K * U + Q)

where

  • K = ordinal position of current step or freeze (as judged; if a freeze ends at the same time as a step then it's possible that the ordinal position can change depending on if the step was early or late)
  • B = 10000000 * stage number
  • S = N*(N+1)/2, N = number of steps plus freezes in song
  • U = floor(B / S)
  • J = 10 if Marvelous or OK, 9 if Perfect, 5 if Great, 0 otherwise
  • Q = B - U*S if the last step, 0 otherwise

Extreme Challenge

Step Score = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise

This is also used as the EX Score in later games.

SuperNOVA Nonstop/Challenge

Step Score = 10000000 * J / (3*N)

where

  • J = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise
  • N = number of steps plus freezes in course

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

SuperNOVA2 to X3 Courses (Nonstop/Challenge)

Step Score = 1000000 * (J + floor((S - 1) / 2)) / Z

where:

  • J = 3 if Marvelous or OK, 2 if Perfect, 1 if Great, 0 otherwise
  • S = stage number
  • Z = the sum of ((3 + floor((S - 1) / 2)) * number of steps in stage S) across all stages

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

A20/A3 Courses (Nonstop/Dan)

Same as in regular modes, but counted across the whole course.

Step Score =
  • U if Marvelous or OK
  • 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 plus shock arrows total in course.

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

Console and home mixes

Same as AC mixes

  • 1st/2nd/Club:
    • DDR 1st JP
    • 2ndReMIX
  • 3rd:
  • 4th:
  • 5th:
  • MAX:
  • MAX2/Extreme:
  • SuperNOVA:
  • SN2:
  • A:
    • 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)
  • Hottest Party series (incl. MUSIC FIT and Winx Club) (similar to MAX2/Extreme but max score doesn't match)
  • UNIVERSE series:
    • 1 and 2 similar to MAX2/Extreme but max score is 100,000,000?
    • 3 similar to SN2 but doesn't appear to round to 10s

Other unchecked (partial):

  • GB series (same as 1st/2nd? score only at end)
  • 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)
  • SuperNOVA Endless
  • 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'_p = value of C' on previous step, C' = :
  • max(C'_p, C) if Perfect or Great
  • floor(C'_p / 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

Note that 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