Beat and Pop mode scoring suggestion so that we don't have to lawyer up #288
Replies: 1 comment
-
Additionally, for "Ace Scoring", we should respect W5 scoring by default, which will alter the scoring to the following: All of these are divide by 5 when a song is failed with autofail off (20%/19.80%/15%/10%/1%) |
Beta Was this translation helpful? Give feedback.
-
This came up in voice chat yesterday, but here's a scoring suggestion that's 'kind of like' Konami behavior but it isn't 1:1 Konami behavior. This is for Money Score, by the way:
Max Score: 100,000
Score Per Note/Hold/Roll: 100,000 / [10 * (number of notes + Number of OKs~)]. Combos do NOT factor in
W1: 10 * Note Score (Just Great in IIDX, Cool in Pop'n)
W2: 5 * Note Score (Great in IIDX/Pop'n)
W3: 1 * Note Score (Good in IIDX/Pop'n)
W4, W5, Miss, and NG score: 0
OK: 10 * Note Score
Mine: -5 * Note Score (If it's not an Attack Mine. Attack Mines score 0 when hit)
EX Score is not tracked in Beat and Pop'n
Grading I'm taking suggestions for, but failing a song using the % clear gauge would not override the grade with an F. If Pop's windows are going to be looser than Beat, it should grade harder than Beat. At the very least, anything ~ around 10k should be a failing grade
As for how it is "Close but not 'exact'", it uses the same Max Score and similar scoring weights as in beatmania 3, but it combines the scoring behavior of Normal Mode (Goods are 1/5 of a Great) and Expert mode (Just Greats are 2X great, but Bads and Poors do not affect score), as well as eliminating the Modern IIDX oddity of being able to pass a song with 0 points. This scoring system is technically usable in Dance since it uses the same number of windows. Pop mode will gain a W5 as well.
For scoring reference: this punishes harsher for Perfects than Outfox (-50% instead of -33%) and even harsher for Greats (-90% vs Flawless instead of -66% vs Flawless)
Beta Was this translation helpful? Give feedback.
All reactions