Difference between revisions of "Mechanics"

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===Scoring===
+
==Note Types==
  
The value of each perfect is calculated as follows:
+
{| class="wikitable"
 +
|-
 +
!Note
 +
!Image
 +
!Description
 +
|-
 +
|Tap
 +
|
 +
|Tap the lane.
 +
|-
 +
|Hold (start)
 +
|
 +
|Hold the note here and remain on the screen until the hold end.
 +
|-
 +
|Hold (end)
 +
|
 +
|Release the hold here.
 +
|-
 +
|Flick (normal)
 +
|
 +
|Slide in the direction of the arrow
 +
|-
 +
|Flick (hold end)
 +
|
 +
|Slide your held finger in the direction of the arrow
 +
|-
 +
|Slide (start)
 +
|
 +
|Hold the note here and remain on the screen until the slide end.
 +
|-
 +
|Slide (middle)
 +
|
 +
|Move your held finger here.
 +
|-
 +
|Slide (end)
 +
|
 +
|Release the slide here.
 +
|}
  
  round(A * D * J * C * B/ N)
+
Before the introduction of the slide as a note (2017-02-13), the term "slide" was also used to refer to a chain of connected flicks.
 +
 
 +
One thing for players to note is that between the points of a long note (hold/slide) the game doesn't care what you do as long as you keep the note held down. Similarly, between connected flicks the game doesn't care what you do at all; you can either lift your finger or keep your finger held down depending on what suits the pattern.
 +
 
 +
==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.
 +
 
 +
{| class="wikitable"
 +
!Difficulty!!Stamina!!Experience!!Affection
 +
|-
 +
|rowspan="2"|Debut||10||35 (3.5)||9 (0.9)
 +
|-
 +
|11||42 (3.82)||10 (0.91)
 +
|-
 +
|rowspan="3"|Regular||12||46 (3.83)||14 (1.17)
 +
|-
 +
|13||46 (3.54)||15 (1.15)
 +
|-
 +
|14||49 (3.5)||16 (1.14)
 +
|-
 +
|rowspan="3"|Pro||15||49 (3.27)||20 (1.33)
 +
|-
 +
|16||53 (3.31)||22 (1.38)
 +
|-
 +
|17||56 (3.29)||23 (1.35)
 +
|-
 +
|rowspan="4"|Master||18||56 (3.11)||26 (1.44)
 +
|-
 +
|19||63 (3.32)||27 (1.42)
 +
|-
 +
|21||70 (3.33)||30 (1.42)
 +
|-
 +
|24||78 (3.25)||35 (1.42)
 +
|-
 +
|Master+|| ||70||29
 +
|-
 +
|Light||10||35 (3.5)||9 (0.9)
 +
|-
 +
|Trick||15||49 (3.27)||20 (1.33)
 +
|-
 +
|Piano||25||78 (3.12)||37 (1.48)
 +
|-
 +
|Forte||30||94 (3.13)||44 (1.47)
 +
|}
 +
 
 +
If all idols are able to receive the amount, affection is allocated such that 1/3 of the total goes to the centre idol and the remaining idols each receive 1/6. Any points unallocated due to rounding or reaching maximum affection are redistributed in the order centre, centre-left, centre-right, left, right, centre.
 +
 
 +
===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 (updated as of 2020-05-10), shown below:
 +
 
 +
{| class="wikitable"
 +
!Difficulty!!Stamina!!Base payout
 +
|-
 +
|rowspan="2"|Debut||10||334
 +
|-
 +
|11||366
 +
|-
 +
|rowspan="3"|Regular||12||495
 +
|-
 +
|13||537
 +
|-
 +
|14||576
 +
|-
 +
|rowspan="3"|Pro||15||888
 +
|-
 +
|16||948
 +
|-
 +
|17||1004
 +
|-
 +
|rowspan="4"|Master||18||1065
 +
|-
 +
|19||1125
 +
|-
 +
|21||1244
 +
|-
 +
|24||1421
 +
|-
 +
|Master+|| ||1186
 +
|-
 +
|Light||10||334
 +
|-
 +
|Trick||15||888
 +
|-
 +
|Piano||25||1480
 +
|-
 +
|Forte||30||1775
 +
|}
 +
 
 +
* 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. As of 2020-04-28, for Wide and Smart Lives this ranges between 0.01 and 2.00. In Grand Live this is given by C1 + (C2 + C3)/2.2, where C1, C2 and C3 are the boosts from the three star ranks of the center idols in descending order.
 +
** RB is the boost from room items, expressed as a decimal. It ranges between 0.00 and 1.09.
 +
 
 +
* R is the rank multiplier. If playing on Debut difficulty, this is always 1. Otherwise, for regular lives this is as follows:
 +
{| class="wikitable"
 +
! 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:
 
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:
Line 13: Line 175:
 
{| class='wikitable'
 
{| class='wikitable'
 
|-
 
|-
!rowspan="2"|DEBUT
+
!Level!!5!!6!!7!!8!!9 <!-- add LIGHT -->
!Level!!5!!6!!7!!8!!9
 
 
|-
 
|-
 
!D
 
!D
|1||1.025||1.05||1.075||1.1
+
|1.0||1.025||1.05||1.075||1.1
 
|-
 
|-
!rowspan="2"|REGULAR
 
 
!Level!!10!!11!!12!!13!!14
 
!Level!!10!!11!!12!!13!!14
 
|-
 
|-
Line 25: Line 185:
 
|1.2||1.225||1.25||1.275||1.3
 
|1.2||1.225||1.25||1.275||1.3
 
|-
 
|-
!rowspan="2"|PRO
 
 
!Level!!15!!16!!17!!18!!19
 
!Level!!15!!16!!17!!18!!19
 
|-
 
|-
Line 31: Line 190:
 
|1.4||1.425||1.45||1.475||1.5
 
|1.4||1.425||1.45||1.475||1.5
 
|-
 
|-
!rowspan="2"|MASTER
+
!Level!!20!!21!!22!!23!!24
!Level!!20!!21!!22!!23!!24!!25!!26!!27!!28
+
|-
 +
!D
 +
|1.6||1.65||1.7||1.75||1.8
 +
|-
 +
!Level!!25!!26!!27!!28!!29
 
|-
 
|-
 
!D
 
!D
|1.6||1.65||1.7||1.75||1.8||1.85||1.9||1.95||2
+
|1.85||1.9||1.95||2.0||2.1
 
|-
 
|-
!rowspan="2"|MASTER+
+
!Level!!30!!31!!32
!Level!!29
 
 
|-
 
|-
 
!D
 
!D
|2.1
+
|2.2||2.3||2.4
 
|}
 
|}
  
Line 53: Line 215:
 
|}
 
|}
  
* 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.
+
* 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 combo length is calculated based on the average notecount of the three songs, rounded down.
  
 
{|class='wikitable'
 
{|class='wikitable'
Line 62: Line 224:
 
|}
 
|}
  
* 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 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.
 
* N is the total number of notes in the song.
  
===Lifebar===
+
==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 10 Star Jewels. If the player does continue, for a short period afterwards the lifebar will not decrease.
  
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.
+
Life can only be replenished using skills. Life Recovery and All-Round both replenish life with each Perfect hit. In addition, if Skill Boost is active during a Damage Guard, the player will also regain life with each Perfect.
 +
 
 +
Beginning from 2017-12-12 life can be replenished beyond the player's starting life, up to a total of twice the player's starting life. The extra life is denoted using a blue bar.
  
 
The amount of life deducted for each BAD or MISS is as follows:
 
The amount of life deducted for each BAD or MISS is as follows:
  
 
{|class="wikitable"
 
{|class="wikitable"
!Difficulty!!Judgement!!Tap/hold!!Flick/slide
+
!Difficulty!!Judgement!!Tap/hold!!Flick
 
|-
 
|-
 
!rowspan="2"|DEBUT
 
!rowspan="2"|DEBUT
|BAD||6||
+
|BAD||6
 +
|rowspan="4"|n/a
 
|-
 
|-
|MISS||10||
+
|MISS||10
 
|-
 
|-
 
!rowspan="2"|REGULAR
 
!rowspan="2"|REGULAR
|BAD||7||
+
|BAD||7
 
|-
 
|-
|MISS||12||
+
|MISS||12
 
|-
 
|-
 
!rowspan="2"|PRO
 
!rowspan="2"|PRO
|BAD||9||(4 or 5)
+
|BAD||9||5
 
|-
 
|-
 
|MISS||15||8
 
|MISS||15||8
 
|-
 
|-
!rowspan="2"|MASTER
+
!rowspan="2"|MASTER<br />MASTER+
 
|BAD||12||6
 
|BAD||12||6
 
|-
 
|-
 
|MISS||20||10
 
|MISS||20||10
|-
 
!rowspan="2"|MASTER+
 
|BAD|| ||
 
|-
 
|MISS|| ||
 
 
|}
 
|}
 
The lifebar can only be replenished through special abilities.
 

Latest revision as of 04:02, 15 September 2020

Note Types[edit]

Note Image Description
Tap Tap the lane.
Hold (start) Hold the note here and remain on the screen until the hold end.
Hold (end) Release the hold here.
Flick (normal) Slide in the direction of the arrow
Flick (hold end) Slide your held finger in the direction of the arrow
Slide (start) Hold the note here and remain on the screen until the slide end.
Slide (middle) Move your held finger here.
Slide (end) Release the slide here.

Before the introduction of the slide as a note (2017-02-13), the term "slide" was also used to refer to a chain of connected flicks.

One thing for players to note is that between the points of a long note (hold/slide) the game doesn't care what you do as long as you keep the note held down. Similarly, between connected flicks the game doesn't care what you do at all; you can either lift your finger or keep your finger held down depending on what suits the pattern.

Rewards[edit]

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[edit]

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)
21 70 (3.33) 30 (1.42)
24 78 (3.25) 35 (1.42)
Master+ 70 29
Light 10 35 (3.5) 9 (0.9)
Trick 15 49 (3.27) 20 (1.33)
Piano 25 78 (3.12) 37 (1.48)
Forte 30 94 (3.13) 44 (1.47)

If all idols are able to receive the amount, affection is allocated such that 1/3 of the total goes to the centre idol and the remaining idols each receive 1/6. Any points unallocated due to rounding or reaching maximum affection are redistributed in the order centre, centre-left, centre-right, left, right, centre.

Fans[edit]

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[edit]

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

ceiling(B * M * R)
  • B is the base payout (updated as of 2020-05-10), shown below:
Difficulty Stamina Base payout
Debut 10 334
11 366
Regular 12 495
13 537
14 576
Pro 15 888
16 948
17 1004
Master 18 1065
19 1125
21 1244
24 1421
Master+ 1186
Light 10 334
Trick 15 888
Piano 25 1480
Forte 30 1775
  • 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. As of 2020-04-28, for Wide and Smart Lives this ranges between 0.01 and 2.00. In Grand Live this is given by C1 + (C2 + C3)/2.2, where C1, C2 and C3 are the boosts from the three star ranks of the center idols in descending order.
    • RB is the boost from room items, expressed as a decimal. It ranges between 0.00 and 1.09.
  • R is the rank multiplier. If playing on Debut difficulty, this is always 1. Otherwise, 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[edit]

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:
Level 5 6 7 8 9
D 1.0 1.025 1.05 1.075 1.1
Level 10 11 12 13 14
D 1.2 1.225 1.25 1.275 1.3
Level 15 16 17 18 19
D 1.4 1.425 1.45 1.475 1.5
Level 20 21 22 23 24
D 1.6 1.65 1.7 1.75 1.8
Level 25 26 27 28 29
D 1.85 1.9 1.95 2.0 2.1
Level 30 31 32
D 2.2 2.3 2.4
  • 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 combo length is calculated based on the average notecount 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[edit]

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 10 Star Jewels. If the player does continue, for a short period afterwards the lifebar will not decrease.

Life can only be replenished using skills. Life Recovery and All-Round both replenish life with each Perfect hit. In addition, if Skill Boost is active during a Damage Guard, the player will also regain life with each Perfect.

Beginning from 2017-12-12 life can be replenished beyond the player's starting life, up to a total of twice the player's starting life. The extra life is denoted using a blue bar.

The amount of life deducted for each BAD or MISS is as follows:

Difficulty Judgement Tap/hold Flick
DEBUT BAD 6 n/a
MISS 10
REGULAR BAD 7
MISS 12
PRO BAD 9 5
MISS 15 8
MASTER
MASTER+
BAD 12 6
MISS 20 10