Difference between revisions of "Events/LIVE Parade"
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The locations are divided into a number of areas. Each area is unlocked by accumulating a target number of attendees in the earlier areas. | The locations are divided into a number of areas. Each area is unlocked by accumulating a target number of attendees in the earlier areas. | ||
| − | Before each performance the player is able to set up their setlist. The player chooses the songs to play and the idol units for each song. Some songs will have a | + | Before each performance the player is able to set up their setlist. The player chooses the songs to play and the idol units for each song. Some songs will have a Trending Song bonus, which grants a bonus of 1.5% to the number of attendees. The chosen songs change each day. In addition, the player is able to purchase one-use equipment that gives a boost to attendees: |
{| class="wikitable" | {| class="wikitable" | ||
! Equipment | ! Equipment | ||
| Line 16: | Line 16: | ||
|} | |} | ||
| − | The event song may be chosen as part of the setlist at any time. | + | The event song may be chosen as part of the setlist at any time. As of April 2016 the song's MASTER+ difficulty is unlocked on unlocking Area 2, and once unlocked can be played during any parade performance. |
Rewards come from three sources: from clearing locations, from earning event points and from accumulating attendees. | Rewards come from three sources: from clearing locations, from earning event points and from accumulating attendees. | ||
| − | === Event Points === | + | ==== Event Points ==== |
Event points are dependent on the stamina cost of the location and the player's score. Failing objectives will give approximately 80% of the event points compared to passing them. | Event points are dependent on the stamina cost of the location and the player's score. Failing objectives will give approximately 80% of the event points compared to passing them. | ||
| − | + | The formula for event points is still under investigation. However, an average score of 500 000 per song will give approximately 10 times the stamina cost if the location was passed, and 8 times if it was failed. | |
| − | Attendees are independent of performance in the lives | + | ==== Attendees ==== |
| + | |||
| + | Attendees are dependent only on what songs were chosen, whether any items were used for an attendee bonus, and whether all objectives were cleared. The amount earned is otherwise independent of performance in the lives. | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 34: | Line 36: | ||
! Max attendees | ! Max attendees | ||
|- | |- | ||
| − | |10||1|| | + | |10||1||3400 (340.0)||3451 (345.1)||3791 (379.1) |
|- | |- | ||
| − | |15||1|| | + | |15||1||5600 (373.3)||5684 (378.9)||6244 (416.3) |
|- | |- | ||
| − | |20||1|| | + | |20||1||8000 (400.0)||8120 (406.0)||8920 (446.0) |
|- | |- | ||
| − | |25||2|| | + | |25||2||8900 (356.0)||9167 (366.7)||10057 (402.3) |
|- | |- | ||
| − | |30||2|| | + | |30||2||11700 (390.0)||12051 (401.7)||13221 (440.7) |
|- | |- | ||
| − | |35||2|| | + | |35||2||14700 (420.0)||15141 (432.6)||16611 (474.6) |
|- | |- | ||
| − | |40||3|| | + | |40||3||14900 (372.5)||15571 (389.3)||17061 (426.5) |
|- | |- | ||
| − | |45||3|| | + | |45||3||18400 (408.9)||19228 (427.3)||21068 (468.2) |
|- | |- | ||
| − | |50||3|| | + | |50||3||22000 (440.0)||22990 (459.8)||25190 (503.8) |
|} | |} | ||
| Line 56: | Line 58: | ||
where: | where: | ||
| − | *C equals 1 | + | *C equals 1 if the objectives were all cleared and 0.8 otherwise. |
| − | *P is the sum of the | + | *P is the sum of the trending song bonuses for each song (0.015 each) |
*I is the item bonus (0 to 0.10) | *I is the item bonus (0 to 0.10) | ||
Latest revision as of 11:46, 4 August 2017
In a LIVE Parade the aim is to clear performance locations by meeting objectives in each location, and accumulate event points and attendees.
The locations are divided into a number of areas. Each area is unlocked by accumulating a target number of attendees in the earlier areas.
Before each performance the player is able to set up their setlist. The player chooses the songs to play and the idol units for each song. Some songs will have a Trending Song bonus, which grants a bonus of 1.5% to the number of attendees. The chosen songs change each day. In addition, the player is able to purchase one-use equipment that gives a boost to attendees:
| Equipment | Cost | Boost |
|---|---|---|
| Smoke | 30 000 | 3% |
| Lasers | 50 000 | 5% |
| Fireworks | 100 000 | 10% |
The event song may be chosen as part of the setlist at any time. As of April 2016 the song's MASTER+ difficulty is unlocked on unlocking Area 2, and once unlocked can be played during any parade performance.
Rewards come from three sources: from clearing locations, from earning event points and from accumulating attendees.
Event Points[edit]
Event points are dependent on the stamina cost of the location and the player's score. Failing objectives will give approximately 80% of the event points compared to passing them.
The formula for event points is still under investigation. However, an average score of 500 000 per song will give approximately 10 times the stamina cost if the location was passed, and 8 times if it was failed.
Attendees[edit]
Attendees are dependent only on what songs were chosen, whether any items were used for an attendee bonus, and whether all objectives were cleared. The amount earned is otherwise independent of performance in the lives.
| Stamina | Songs | Base attendees | Max (no option) | Max attendees |
|---|---|---|---|---|
| 10 | 1 | 3400 (340.0) | 3451 (345.1) | 3791 (379.1) |
| 15 | 1 | 5600 (373.3) | 5684 (378.9) | 6244 (416.3) |
| 20 | 1 | 8000 (400.0) | 8120 (406.0) | 8920 (446.0) |
| 25 | 2 | 8900 (356.0) | 9167 (366.7) | 10057 (402.3) |
| 30 | 2 | 11700 (390.0) | 12051 (401.7) | 13221 (440.7) |
| 35 | 2 | 14700 (420.0) | 15141 (432.6) | 16611 (474.6) |
| 40 | 3 | 14900 (372.5) | 15571 (389.3) | 17061 (426.5) |
| 45 | 3 | 18400 (408.9) | 19228 (427.3) | 21068 (468.2) |
| 50 | 3 | 22000 (440.0) | 22990 (459.8) | 25190 (503.8) |
Total = ceiling(Base * C * (1 + P + I))
where:
- C equals 1 if the objectives were all cleared and 0.8 otherwise.
- P is the sum of the trending song bonuses for each song (0.015 each)
- I is the item bonus (0 to 0.10)