Difference between revisions of "Mechanics"
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| − | * C is the combo multiplier. The combo length is calculated relative to the total number of notes in the song. | + | * C is the combo multiplier. The combo length is calculated relative to the total number of notes in the song. However, the thresholds are rounded down (for example, Onegai! Cinderella Master has 477 notes, and the 1.1 multiplier begins on the 23rd note, since 477*0.05 = 23.85). In a LIVE Groove, the total number of notes is taken to be the average of the three songs, rounded down. |
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| − | * B is the boost from abilities. | + | * B is the boost from abilities. If two abilities of the same type are present, only the one with a higher boost is applied. |
* N is the total number of notes in the song. | * N is the total number of notes in the song. | ||
Revision as of 06:44, 2 April 2016
Scoring
The value of each perfect is calculated as follows:
round(A * D * J * C * B/ N)
where:
- A is total appeal, as calculated elsewhere.
- D is the difficulty multiplier which is as follows:
| DEBUT | Level | 5 | 6 | 7 | 8 | 9 | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| D | 1 | 1.025 | 1.05 | 1.075 | 1.1 | |||||
| REGULAR | Level | 10 | 11 | 12 | 13 | 14 | ||||
| D | 1.2 | 1.225 | 1.25 | 1.275 | 1.3 | |||||
| PRO | Level | 15 | 16 | 17 | 18 | 19 | ||||
| D | 1.4 | 1.425 | 1.45 | 1.475 | 1.5 | |||||
| MASTER | Level | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
| D | 1.6 | 1.65 | 1.7 | 1.75 | 1.8 | 1.85 | 1.9 | 1.95 | 2 | |
| MASTER+ | Level | 29 | ||||||||
| D | 2.1 |
- J is the relative judgement value, as follows:
| Judgement | Perfect | Great | Nice | Bad | Miss |
|---|---|---|---|---|---|
| J | 1 | 0.7 | 0.4 | 0.1 | 0 |
- C is the combo multiplier. The combo length is calculated relative to the total number of notes in the song. However, the thresholds are rounded down (for example, Onegai! Cinderella Master has 477 notes, and the 1.1 multiplier begins on the 23rd note, since 477*0.05 = 23.85). In a LIVE Groove, the total number of notes is taken to be the average of the three songs, rounded down.
| Combo length | 0%-<5% | 5%-<10% | 10%-<25% | 25%-<50% | 50%-<70% | 70%-<80% | 80%-<90% | 90%+ |
|---|---|---|---|---|---|---|---|---|
| Multiplier | 1.0 | 1.1 | 1.2 | 1.3 | 1.4 | 1.5 | 1.7 | 2.0 |
- B is the boost from abilities. If two abilities of the same type are present, only the one with a higher boost is applied.
- N is the total number of notes in the song.
Lifebar
The lifebar shows how close the player is to failing the song. It begins at full, and if it reaches zero the player will fail. However, the player then has the option to refill the lifebar and continue from that point for a cost of 50 Star Jewels.
The amount of life deducted for each BAD or MISS is as follows:
| Difficulty | Judgement | Tap/hold | Flick/slide |
|---|---|---|---|
| DEBUT | BAD | 6 | |
| MISS | 10 | ||
| REGULAR | BAD | 7 | |
| MISS | 12 | ||
| PRO | BAD | 9 | (4 or 5) |
| MISS | 15 | 8 | |
| MASTER | BAD | 12 | 6 |
| MISS | 20 | 10 | |
| MASTER+ | BAD | ||
| MISS |
The lifebar can only be replenished through special abilities.