Difference between revisions of "Mechanics"

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(Money)
(Rewards)
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==Rewards==
 
==Rewards==
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The following sections describe the rewards given when clearing a live. In a Live Groove, the rewards will be the sum of those from the three individual songs not including the encore.
  
 
===Experience/Affection===
 
===Experience/Affection===
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|Master+|| ||70||29
 
|Master+|| ||70||29
 
|}
 
|}
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If all idols are able to receive the amount, affection is allocated such that 1/3 of the total goes to the center idol and the remaining idols each receive 1/6. Any points unallocated due to rounding or reaching maximum affection are redistributed as appropriate, starting with the leftmost idol.
  
 
===Fans===
 
===Fans===
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* R is the rank multiplier. For regular lives this is as follows:
 
* R is the rank multiplier. For regular lives this is as follows:
 
{| class="wikitable
 
{| class="wikitable
! Rank
+
! Rank!!R
! R
 
 
|-
 
|-
 
| S || 1.0
 
| S || 1.0

Revision as of 06:00, 7 July 2016

Rewards

The following sections describe the rewards given when clearing a live. In a Live Groove, the rewards will be the sum of those from the three individual songs not including the encore.

Experience/Affection

The following table gives the amount of experience and affection earned for clearing a live, given the stamina cost.

Difficulty Stamina Experience Affection
Debut 10 35 (3.5) 9 (0.9)
11 42 (3.82) 10 (0.91)
Regular 12 46 (3.83) 14 (1.17)
13 46 (3.54) 15 (1.15)
14 49 (3.5) 16 (1.14)
Pro 15 49 (3.27) 20 (1.33)
16 53 (3.31) 22 (1.38)
17 56 (3.29) 23 (1.35)
Master 18 56 (3.11) 26 (1.44)
19 63 (3.32) 27 (1.42)
Master+ 70 29

If all idols are able to receive the amount, affection is allocated such that 1/3 of the total goes to the center idol and the remaining idols each receive 1/6. Any points unallocated due to rounding or reaching maximum affection are redistributed as appropriate, starting with the leftmost idol.

Fans

Fans are earned based on (Score/1000)*(Room item boosts), rounded up. This is distributed to each card; if multiple cards of the same idol are present in the unit the idol will receive the appropriate total amount.

Money

The amount of money received after a live is as follows:

ceiling(B * M * R)
  • B is the base payout, shown below:
Difficulty Stamina Base payout
Debut 10 167
11 184
Regular 12 300
13 325
14 350
Pro 15 625
16 667
17 709
Master 18 750
19 792
Master+ 835
  • M is the multiplier. For regular lives this equals (1 + CB + RB), while for Live Groove and Live Party this equals (1 + CB)*(1 + RB). The reason for the discrepancy is unknown.
    • CB is the boost from the center idol's star rank, expressed as a decimal. It ranges between 0.01 and 0.20.
    • RB is the boost from room items, expressed as a decimal. It ranges between 0.00 and 1.09.
  • R is the rank multiplier. For regular lives this is as follows:
Rank R
S 1.0
A 0.9
B 0.8
C/Unranked 0.7

For Live Groove and Live Party the requirements for each level are tighter. Investigation is ongoing.

Scoring

The value of each note hit 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 score bonus abilities are present, only the one with a higher boost is applied.
  • CB is the boost from combo bonus abilities, which activates if the current note continues a combo. If two or more combo bonus abilities 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 (during certain promotions this is reduced to 10 Star Jewels). If the player does continue, for a short period afterwards the lifebar will not decrease.

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.