Difference between revisions of "Mechanics"
(→Money) |
(→Lifebar) |
||
| Line 180: | Line 180: | ||
|- | |- | ||
!rowspan="2"|PRO | !rowspan="2"|PRO | ||
| − | |BAD||9|| | + | |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 | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
|} | |} | ||
The lifebar can only be replenished through special abilities. | The lifebar can only be replenished through special abilities. | ||
Revision as of 11:50, 15 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 | 183 | |
| 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. 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
The value of each note hit 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 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 | 5 |
| MISS | 15 | 8 | |
| MASTER MASTER+ |
BAD | 12 | 6 |
| MISS | 20 | 10 |
The lifebar can only be replenished through special abilities.