@Tom94

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which of the recent pp tweaks buffed high accuracy & HR scores exactly? I'm not complaining btw, seems more balanced so far

francesco_osu’s Profile PhotoFranc[e]sco
In general all scores were raised by about 2% to counter-weight the nerf of the removal of the AR10.33 aim bonus. Apart from that score with a CS of above 5.2 profited from an additional small buff. You can look at it as redistributing the Aim bonus for AR>10 onto all other scores equally.

How come on some maps a person would have more combo than the maximum combo?

Probably some oooold scoring system changes or subtle changes in slider tick generation. I don't know, though. That was before I even started playing this game.
Oh and then there was lewa with the reverse effect on his Chipscape FC due to a bug. That must have been frustrating.
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Will the exact pp/star rating algorithm ever be public? Would make it easier for people to find improvements if they knew exact values and methods used rather than having to piece together non-specific information from multiple places.

Will be inherently public as soon as osu! goes open source. Maybe earlier if the pp processor gets cleaned up enough to go open source by itself.
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What would happen if FL were to give aim and accuraccy a small multiplier bonus instead of a preset ammount ? Wouldnt that make the mod have a proper PP scaling on harder maps ?

There isn't a single bonus that has a preset amount of pp. FlashLight always was a multiplier. As of recently it is not just a multiplier but also adds an additional dependence on map length, making it worth more on longer maps (see changelog).
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Hi Tom! I'm thinking about scoring system in osu!mania. Instead of excluding HardRock from ranked mods, you can make difficulty Increasing mods works like this: http://puu.sh/fVSZv/4eae772fa5.png How about that? When someone both have 99% NoMod n HR, his HR score will be sightly better.

I thought something like that would already be done. Anyway, when being close to SSing nomod you still have barely any way of beating it with a mod score. Don't like the idea much, even though it's better than having mods give exactly the same score as nomod.
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How come that Spunout doesnt reduce any pp? noticed that on some hard map where i checked the pp of the top plays.

Spunout does actually reduce pp. Can you point me to a score where it doesn't? That'd be a bug.
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A question about beatmaps that even with 200 attempts a normal person does FC, but if someone does, he will give less PP than an easy Beatmap with DT: http://i.imgur.com/xjonIhx.png

The higher AR of DT makes maps often seem more easy than they actually are by making the patterns easier to execute. In addition the algorithm only cares about spacing and time between notes, not about complexity of patterns. Lastly the higher OD enables a larger amount of potential accuracy pp if you are capable of doing good at that aspect.
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How does the cs buff scale with accuracy? Would a 400pp score ss and a 400pp 99% score still be the same if they were both 6.5 cs scores assuming the difficulty system considered the aim difficulty component of both maps to be equal?

Accuracy was not affected by the change. That means 99% vs SS still have (almost) the same difference as before the change on very high CS maps. I say "almost" because Aim also scales very slightly with accuracy to account for hitwindow abuse a bit, so give or take 1 pp.
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I think he means that "stricter sliders" mod could simply get an arbitrary bonus like FL and HD too, and that's about it. I don't agree though, since unlike with that mod, right now there is only one single way to play the maps, and neither HD nor FL changes that, only the visual clues.

Yeah, that was my bad. I thought we were talking about separating pp into per-mod rankings and not about the stricter-slider-mod. Must have confused the 2 questions earlier today when I was skimming through all of them. :x
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http://ask.fm/Tom94/answer/125424830670 So.. you can't give that mod an arbitrary bonus to accuracy that scales with the ratio of sliders:circlers, OD and other stuff that counts? It would be just as inconsistent as HD/FL, and that's my point. Whatever.

Oh damn, I get it now. I answered your initial question wrongly. I thought you asked me what would be a practical reason against http://ask.fm/Tom94/answer/125406364110 , not against http://ask.fm/Tom94/answer/125402883278 . We've been talking about a different thing the entire time. D:
Anyway, now to answer your original question: That new mod would basically be an adjusted scoring system co-existing with the current one. I'd personally much prefer to just change the entire scoringsystem without relying on an additional mod. If you want to reach more of the staff why don't you open a feature request in the forums? I'm personally curious what the community has to say to that, too. Maybe even make a poll and ask whether a general scoring system overhaul or a mod would be preferred?

http://pastebin.com/NYWNSisA

CS already inherently determines how hard maps are without the additional bonus which got recently added. CS5 is not treated the same as CS5.2. CS simply starts scaling quicker than that base scale (which basically normalizes each map to have the same CS internally by zooming in or out) at CS5.2. I choose that number because I felt like CS4 + HR does not need a buff.
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http://ask.fm/Tom94/answer/125424644302 That just seems like an arbitrary reason to me, because the same can't be said about other mods already in the game. To each their own I guess.

What the fuck? All mods where this is possible don't get an arbitrary bonus but have the difficulty algorithm applied to them again. Namely DT, HT, HR, Easy. The only mods getting an arbitrary bonus are HD and FL simply because for those two you CAN NOT make another map that plays the exact same way nomod.

http://ask.fm/Tom94/answer/125423064270 I think I still don't get your point, because the same could be said about that mod. You always have to use that mod to get that change (unless the song has no circles I guess) and I don't see any inconsistency about it. Maybe I'm retarded.

For any DT map that doesn't go above OD10 and AR10 you can make a nomod map that is exactly equal to the other map with DT. They should both have the exact same effect on pp. Is that clear enough? :P
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http://ask.fm/Tom94/answer/125419213262 So what, I'm just saying that there's other mods that change superficial stuff that can't be replicated. Also you can't perfectly replicate songs that would be above OD 10 or AR 10 with DT.

I don't think you understand the argument. The exact same map should be rated the exact same way, always. It's not about there being maps that can't be replicated but about maps being there that _can_. Right now there is 0 inconsistency and I want to keep it that way.
I still don't see how your argument applies to HD oder FL in any way. HD and FL change the map (not in a physical but in a visual way) and affect the amount of pp you get. You can't make a map that is the same as another map with HD. You always have to turn HD on to get that visual change.

http://ask.fm/Tom94/answer/125417364686 Isn't that the same as HD and FL? The map doesn't change, just how you see it/have to play it does. With that said I hate HD and FL. Might also be similar to OD because the map doesn't change in look at all, but you have to hit it more accurately.

But for the case of DT nothing has to change at all. Not the way you see it even!
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http://ask.fm/Tom94/answer/125404963790 cant you use the same argument against giving nofail a penalty tho? in the end it has the same effect on your plays as sudden death and perfect.

Not in the case of plays which would have failed would they not have used NoFail. NoFail gives players the opportunity for scores which would otherwise not be possible. SuddenDeath and Perfect don't.
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http://ask.fm/Tom94/answer/120512290510 On the last part about sliders and accuracy: How about making a mod that gives bonus score and/or pp for requiring to accurately hit slider starts/ends? That way the existing plays won't be affected, and players can choose if they want to play harder sliders.

GrubLeonard’s Profile PhotoRetorii
Not really liking the idea of basically dividing the game into 2 different scoring "modes".

I can't play ANYTHING properly while talking though, but I mean I can play 270BPM for hours and get 99%+ all the time yeah (consider that as the me from when I could play properly, i.e. when I could 99% maps like Max Love DT).

Kynan383’s Profile PhotoKynan
Holy crap, fair enough, I'll take back what I said earlier then. From talking to Dustice I concluded that nobody could just casually do 270 bpm deathstreams, but I suppose there are some rare exceptions.
Liked by: DroppedBass Rumia Yano

the DT nerf seems a bit extreme. It seems the ranking is becoming your own subjective ideas of how it should look.

That's funny to hear given all the changes I am making are direct responses to the feedback I get. Also I suppose when fast streams are getting a raise in pp value, then DT will indirectly be buffed a fair bit again.

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