Difference between revisions of "Mechanics"
From DereSute Wiki
| Line 3: | Line 3: | ||
The value of each perfect is calculated as follows: | The value of each perfect is calculated as follows: | ||
| − | round(A * D * J * C * | + | round(A * D * J * C * (1+SB) * (1+CB)/ N) |
where: | where: | ||
| − | * A is total appeal | + | * A is total appeal. See [[Appeal Score Calculations]] for details. |
* D is the difficulty multiplier which is as follows: | * D is the difficulty multiplier which is as follows: | ||
| Line 38: | Line 38: | ||
|- | |- | ||
!rowspan="2"|MASTER+ | !rowspan="2"|MASTER+ | ||
| − | !Level!!29 | + | !Level!!29!!30 |
|- | |- | ||
!D | !D | ||
| − | |2.1 | + | |2.1||2.2 |
|} | |} | ||
| Line 62: | Line 62: | ||
|} | |} | ||
| − | * | + | * SB is the boost from score bonus abilities (as a decimal). If two or more abilities of the same type are present, only the one with a higher boost is applied. |
| + | * CB is the boost from combo bonus abilities. If two or more 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 11:36, 28 April 2016
Scoring
The value of each perfect is calculated as follows:
round(A * D * J * C * (1+SB) * (1+CB)/ N)
where:
- A is total appeal. See Appeal Score Calculations for details.
- 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 | 30 | |||||||
| D | 2.1 | 2.2 |
- 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 |
- SB is the boost from score bonus abilities (as a decimal). If two or more abilities of the same type are present, only the one with a higher boost is applied.
- CB is the boost from combo bonus abilities. If two or more 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.