Difference between revisions of "Events/LIVE Groove"

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m (Applause Gauge: Adding clarity for MAX HAKO (SX) definition so people will calculate things easily.)
m (Applause Gauge: after calculated with details, it's confirmed that the S rank border determines the applause weight rate)
Line 49: Line 49:
 
DC = (S Rank Border * 0.94 * 0.50 / NoteCount) # game.. Unused..
 
DC = (S Rank Border * 0.94 * 0.50 / NoteCount) # game.. Unused..
  
SX = S Rank Border (note this one is actual border without getting cut by 6%), still under investigation.
+
SX = S Rank Border (similar to DS but without being divided with Note Counts)
    Somehow guessing this value is around S Rank Border amount is reasonable as your score is expected to be high too.
 
  
 
if PERFECT/GREAT obtained:
 
if PERFECT/GREAT obtained:
   HL = Bound[0<=x<=999, [HK + GS * CV] * 240 / (SX)]
+
   HL = Floor,Bound[0<=x<=999, [HK + GS * CV] * 240 / SX]
 
else:
 
else:
   HL = Bound[0<=x<=999, [HK - DS * CV] * 240 / (SX)]
+
   HL = Floor,Bound[0<=x<=999, [HK - DS * CV] * 240 / SX]
 
</pre>
 
</pre>
 +
 +
The formula gives a slight look how does Raw Applause Level (HK) is turned into Shown/Actual Applause Level (HL). Raw Applause Level always bounded from 0 to anything that exceeds 99.9 Applause Level itself. Having a Perfect Combo without triggering a supported/overloaded (as Nice or lower does not yield positive applause gain based of gained score itself) combo gain is able to find out the close Maximum Applause Score (SX) value.
  
 
==== Event Points ====
 
==== Event Points ====

Revision as of 08:48, 8 December 2016

  • Play medleys of three songs to earn event points!
  • Select a difficulty, and the game gives you a set list of 3 songs of one type (Cute/Cool/Passion).
    • Instead of selecting a guest idol, a 150% bonus is applied to the appeal of a certain stat (Vocal/Dance/Visual, depending on the type of LIVE Groove).
    • Idols of the same type as the Groove receive a 30% appeal bonus.
    • All type songs are also found within the specialized set of songs in a Groove, but only idols of the same type as the Groove will receive the 30% appeal bonus.
    • You can now change the type of Groove (Passion, Cute, and Cool) with 30,000 money by pressing GROOVEを変更. You are guaranteed to get a different type of Groove (e.g. If you started with Cute and decided to change, you would either be given Cool or Passion). If you don't like the songs given to you by changing you can change it one more time by pressing the same button, costing you 50,000 money.
  • Perform well in the song and raise your Applause Level
    • Perfect and Great judgements increase Applause, while Bad and Miss decrease it. The increase is roughly proportional to score for a given difficulty, though the exact relationship is still to be investigated.
  • Get to Lv. 17 or above to get a chance to play the encore song!
  • If you get to Lv. 21 or above when playing on MASTER difficulty, you get the option of playing the MASTER+ version!
  • The same HP bar carries through all four songs.
  • Before the encore (if you unlock it), you have the option of healing to full HP for 25 Star Jewels.
    • You can still heal during the song if you die, but for the regular cost of 50 Star Jewels.

Applause Gauge

Applause gauge that were shown on the gameplay is not the actual value, the raw value given from each judgement before adjusted to each difficulty.

Difficulty Judgement
PF GR NC BD MS
DEBUT +1 +1 0 -1 -2
REGULAR +1 +1 0 -2 -4
PRO +1 +1 0 -3 -6
MASTER +1 +1 0 -5 -10

For obtaining judgement above NICE, the applause will have affected by the score gain. Otherwise, there is a constant value through the single groove which is calculated from S Rank Border and Total Notes Count.

CG = 1 for perfect/great, 2 for nice or lower
CV = see table above
GS = score gained

DS = (S Rank Border * 0.94 * 1.00 / NoteCount)
DA = (S Rank Border * 0.94 * 0.85 / NoteCount) # These three are
DB = (S Rank Border * 0.94 * 0.70 / NoteCount) # written  on the
DC = (S Rank Border * 0.94 * 0.50 / NoteCount) # game.. Unused..

SX = S Rank Border (similar to DS but without being divided with Note Counts)

if PERFECT/GREAT obtained:
  HL = Floor,Bound[0<=x<=999, [HK + GS * CV] * 240 / SX]
else:
  HL = Floor,Bound[0<=x<=999, [HK - DS * CV] * 240 / SX]

The formula gives a slight look how does Raw Applause Level (HK) is turned into Shown/Actual Applause Level (HL). Raw Applause Level always bounded from 0 to anything that exceeds 99.9 Applause Level itself. Having a Perfect Combo without triggering a supported/overloaded (as Nice or lower does not yield positive applause gain based of gained score itself) combo gain is able to find out the close Maximum Applause Score (SX) value.

Event Points

The following table shows the points obtained for the full set including Encore, assuming Applause Lv24 (to be updated):

Difficulty Stamina Encore Rank
Failed C B A S
DEBUT 20 128 (6.40) 155 (-.--) 157 (7.85) 158 (-.--) 160 (8.00)
REGULAR 30 209 (6.97) 255 (-.--) 257 (-.--) 259 (-.--) 262 (8.73)
PRO 40 303 (7.58) 369 (-.--) 373 (-.--) 376 (-.--) 379 (9.48)
MASTER 50 411 (8.22) 500 (10.00) 503 (10.06) 509 (10.18) 514 (10.28)
MASTER+ 411 (8.22) 510 (10.20) 516 (10.32) 520 (10.40) 525 (10.50)

The following shows the number of Event Points awarded from the medley by Applause Lv, as of LIVE Groove Dance Burst (March 2016) (under construction). Note that in earlier events Applause Lv24 gave the highest amount of points.

Applause Lv MAS PRO REG DEB
50 461 343 239 144
49 459 341 237 143
48 457 339 236 142
47 455 338 235 142
46 453 336 234 141
45 451 335 233 140
44 449 333 232 140
43 447 332 230 139
42 445 330 229 139
41 443 329 228 138
40 441 327 227 137
39 439 326 226 137
38 437 324 225 136
37 436 323 224 136
36 434 321 222 135
35 432 319 221 134
34 430 318 220 134
33 428 316 219 133
32 426 315 218 132
31 424 313 217 132
30 422 312 215 131
29 420 310 214 131
28 418 309 213 130
27 416 307 212 129
26 414 306 211 129
25 412 304 210 128
24 411 303 209 128
23 407 300 208 127
22 402 296 205 125
21 398 293 203 124
20 393 290 200 123
19 389 287 199 121
18 385 284 196 120
17 380 280 194 118
16 376 277 192 117
15 372 274 189 116
14 368 271 188 114
13 363 268 185 113
12 359 264 183 112
11 355 261 180 110
10 350 258 179 109
9 346 255 176 108
8 341 252 174 106
7 337 248 172 105
6 333 245 170 104
5 328 242 168 102
4 324 239 165 101
3 320 236 163 100
2 316 232 161 98
0 311 229 159 97

Encore

The following table shows the raw point gained by S ranking an Encore. Obtaining rank lower than C without retiring/failing still treated as C, otherwise no points obtained.

Difficulty Encore Points
DEBUT 32
REGULAR 53
PRO 76
MASTER 103
MASTER+ 114

There's a constant rate given for each difficulty (which is stays same for now) for every score rank obtained during encore. Encore points are rounded down after multiplied by the rank coefficient.

Difficulty Rank
C B A S
ANY 87.0% 92.2% 96.1% 100%

To sum it up, the point that you obtained from encore looks like this table

Difficulty Rank
C B A S
DEBUT 27 (1.35) 29 (1.45) 30 (1.50) 32 (1.60)
REGULAR 46 (1.53) 48 (1.60) 50 (1.67) 53 (1.77)
PRO 66 (1.65) 70 (1.75) 73 (1.83) 76 (1.90)
MASTER 89 (1.78) 94 (1.88) 98 (1.96) 103 (2.06)
MASTER+ 99 (1.98) 105 (2.10) 109 (2.18) 114 (2.28)