40
edits
(Created page with "This is not intended to be article quality at the moment. == 1st/2nd/Club == == 3rd == == 4th == == 5th == == DDRMAX == == DDRMAX2/Extreme == == SuperNOVA == == SuperN...") |
(→5th) |
||
(27 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
This is not intended to be article quality at the moment. | This is not intended to be article quality at the moment. | ||
Also putting grading on this page. | |||
== | == 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. | |||
== A == | 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. | |||
Define: | |||
* F_s = Perfects / total steps | |||
* F_v = max combo / song maximum combo | |||
* F_a = Perfects on jumps / total jumps | |||
* F_c = DP / maximum DP | |||
* F_f = OK / total freezes | |||
Let | |||
* B_s = 20000000 | |||
* B_v = B_a = B_c = B_f = 10000000 | |||
* G_x = the song groove radar value in category x. | |||
* M_x = the theoretical maximum value in category x: | |||
** M_s = 374 | |||
** M_v = 640 | |||
** M_a = 67 | |||
** M_c = 3832 | |||
** M_f = 8000 | |||
* P_x = round(floor(128 * B_x / M_x) * G_x / 128) | |||
Then: | |||
* V_x = floor((floor(F_x * 100) * P_x / 100) is the bonus for radar category x. | |||
=== 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 | |||
=== Extreme US === | |||
Ref: http://aaronin.jp/boards/viewtopic.php?t=1230 | |||
Also seen in CS Festival and AC Fusion among others. Rounding not confirmed. | |||
Ingame score is as follows: | |||
:Step Score = 7000000 * J / (2*N) | |||
where | |||
*J = 2 if Perfect/OK, 1 if Great, 0 otherwise | |||
*N = number of steps plus freezes in song | |||
Song bonus is as follows (needs more research): | |||
:Bonus Step Score = 3000000 * J / (2*N) | |||
where | |||
*J = 2 if Perfect/OK, 1 if Great, 0 if Good/NG, -1 if Boo, -2 if Miss. | |||
*N = number of steps plus freezes in song | |||
Then: | |||
*If total bonus is negative, replace with 0. | |||
*If combined total score including bonus is less than or equal to 9,200,000 or the song was not a full combo, subtract 800,000 from bonus (needs more research) | |||
=== V === | |||
Same as A but with -100 instead of -10. | |||
:Step Score = | |||
:* U if Marvelous or OK | |||
:* U - 100 if Perfect | |||
:* U * 0.6 - 100 if Great | |||
:* U * 0.2 - 100 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. | |||
=== Pending === | |||
Those known not to correspond with any (preceding) AC release include: | |||
* Ultramix series (1, 2 and 3 are different, 4 might be the same as 3) | |||
* 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) | |||
* Extreme 2 Course (and those with the same system) | |||
* 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. | |||
Internal combo cap is 999999, but score cap will be hit before combo cap anyway. | |||
==== 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. | |||
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 == | |||
=== 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 | |||
== Grading systems == | |||
=== 1st === | |||
Derived by me, not yet checked on AC. | |||
Possible grades are S, A, B, C, D. | |||
* If (bad + miss) == 0 and (max combo >= 100 or perfects >= 0.75 * total steps) then S. | |||
* Otherwise: | |||
** Set provisional grade to A if (max combo >= 50 or perfects >= 0.5 * total steps) and B otherwise | |||
** Deduct one grade if (bad + miss) > 0.05 * total steps | |||
** Deduct another grade if (bad + miss) > 0.15 * total steps. | |||
=== 2nd === | |||
Found on AIJ. | |||
Possible grades are SS, S, A, B, C, D. | |||
Let S be the total number of steps and C be the max combo. Define the following thresholds: | |||
* C_1 = min( 0.9 * S, 100) | |||
* C_2 = min( 0.5 * S, 60) | |||
* C_3 = min( 0.5 * S, 20) | |||
Let: | |||
* GP = (C == S) + (C >= C_1) + (C >= C_2) + (C >= C_3) | |||
** i.e. if C == S then GP = 4, else if C >= C_1, GP = 3, etc. | |||
* MT = 4 - GP. | |||
Then: | |||
* Provisional grade is SS if GP == 4, S if GP == 3, A if GP == 2, B if GP == 1, C if GP == 0. | |||
* Deduct one grade if either (misses > MT) or (perfects < greats). | |||
=== 3rd === | |||
Possible grades are SSS, SS, S, A, B, C, D, E. | |||
Assign DP per judgement: | |||
* 2 for Perfect | |||
* 1 for Great | |||
* 0 for Good | |||
* -4 for Boo | |||
* -5 for Miss | |||
Then: | |||
* If failed (empty life bar at some point), assign E. | |||
* If all Perfects, assign SSS. | |||
* Else, if all Great or Perfects, assign SS if (perfects >= 0.8 * total steps) and S otherwise. | |||
* Else, check DP / Max DP: | |||
** If >= 0.8, assign A | |||
** If >= 0.64, assign B | |||
** If >= 0.5, assign C | |||
** Else, assign D. | |||
=== 4th === | |||
Possible grades are AA, A, B, C, D. | |||
Assign DP per judgement as in 3rd. | |||
Then: | |||
* If failed (empty life bar at some point), assign D. | |||
* If all Perfects, assign AA. | |||
* Else, if all Great or Perfects, assign A. | |||
* Else, check DP / Max DP: | |||
** If >= 0.64, assign B | |||
** Else, assign C. | |||
=== 5th === | |||
Possible grades are AAA, AA, A, B, C, D, E. Very similar to 3rd. | |||
Assign DP per judgement as in 3rd. | |||
Then: | |||
* If failed (empty life bar at some point), assign E. | |||
* If all Perfects, assign AAA. | |||
* Else, if all Great or Perfects, assign AA. | |||
* Else, check DP / Max DP: | |||
** If >= 0.8, assign A | |||
** If >= 0.64, assign B | |||
** If >= 0.5, assign C | |||
** Else, assign D. | |||
Note that A, B, C and D are the same as 3rd's A, B, C and D. In fact, we can do a simple conversion table for 3rd, 4th and 5th: | |||
{| class="wikitable" | |||
|- | |||
| 3rd | |||
| 4th | |||
| 5th | |||
|- | |||
| SSS || AA || AAA | |||
|- | |||
| SS || A || AA | |||
|- | |||
| S || A || AA | |||
|- | |||
|A || B || A | |||
|- | |||
|B || B || B | |||
|- | |||
|C || C || C | |||
|- | |||
|D || C || D | |||
|} | |||
=== MAX to Extreme === | |||
Possible grades are AAA, AA, A, B, C, D, E. | |||
Assign DP per judgement: | |||
* 2 for Perfect | |||
* 1 for Great | |||
* 0 for Good | |||
* -4 for Boo | |||
* -8 for Miss | |||
* 6 for OK | |||
* 0 for NG | |||
Then: | |||
* If failed (empty life bar at some point), assign E. | |||
* Else, check DP / Max DP: | |||
** If DP = max DP, assign AAA | |||
** If >= 0.93, assign AA | |||
** If >= 0.80, assign A | |||
** If >= 0.65, assign B | |||
** If >= 0.45, assign C | |||
** Else, assign D. | |||
=== SuperNOVA === | |||
Based on machine score. AIJ also mentions a DP system? | |||
{| class="wikitable" | |||
|- | |||
|10,000,000 || AAA | |||
|- | |||
|9,500,000 || AA | |||
|- | |||
|8,100,000 || A | |||
|- | |||
|6,500,000 || B | |||
|- | |||
|5,400,000 || C | |||
|- | |||
|<5,400,000 || D | |||
|- | |||
|Failed || E | |||
|} | |||
=== SuperNOVA 2 to 2014 === | |||
Based on machine score. | |||
{| class="wikitable" | |||
|- | |||
|Grade || Beginner/Basic || Difficult || Expert/Challenge | |||
|- | |||
|AAA ||colspan="3"| 990,000 | |||
|- | |||
|AA ||colspan="3"| 950,000 | |||
|- | |||
|A || 800,000 || 850,000 || 900,000 | |||
|- | |||
|B || 700,000 || 750,000 || 800,000 | |||
|- | |||
|C || 500,000 || 600,000 || 700,000 | |||
|- | |||
|D ||colspan="3"| Lower | |||
|- | |||
|E ||colspan="3"| Failed | |||
|} | |||
=== A onwards === | |||
Based on machine score. | |||
{| class="wikitable" | |||
|- | |||
|Grade || Score | |||
|- | |||
|AAA || 990,000 | |||
|- | |||
|AA || 900,000 | |||
|- | |||
|AA- || 890,000 | |||
|- | |||
|A+ || 850,000 | |||
|- | |||
|A || 800,000 | |||
|- | |||
|A- || 790,000 | |||
|- | |||
|B+ || 750,000 | |||
|- | |||
|B || 700,000 | |||
|- | |||
|B- || 690,000 | |||
|- | |||
|C+ || 650,000 | |||
|- | |||
|C || 600,000 | |||
|- | |||
|C- || 590,000 | |||
|- | |||
|D+ || 550,000 | |||
|- | |||
|D || Lower | |||
|} | |||
=== Pending === | |||
* Solo (Bassmix and 2000) | |||
* V (apparently AA just disappeared? did that include AA-) | |||
* etc. |
edits