Difference between revisions of "Mechanics"

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The value of each perfect is calculated as follows:
 
The value of each perfect is calculated as follows:
  
  round(A * D * J * C * B/ N)
+
  round(A * D * J * C * (1+SB) * (1+CB)/ N)
  
 
where:
 
where:
  
* A is total appeal, as calculated elsewhere.
+
* 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:
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|-
 
|-
 
!rowspan="2"|MASTER+
 
!rowspan="2"|MASTER+
!Level!!29
+
!Level!!29!!30
 
|-
 
|-
 
!D
 
!D
|2.1
+
|2.1||2.2
 
|}
 
|}
  
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|}
 
|}
  
* B is the boost from abilities. If two abilities of the same type are present, only the one with a higher boost is applied.
+
* 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:

  • 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.