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Fix MODIFY_DAMAGE for LR2 Hard Gauge for TotalNotes<1000 #628

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@wcko87 wcko87 commented Jul 21, 2021

What does this affect?

  1. LR2 Hard/Ex-Hard Gauge, only accessible in practice mode.
  2. LR2 course gauge. (affects courses that use LR2 dan gauge)

This only matters for songs with <1000 notes.

Issue

In LR2 Hard Gauge, damage is increased when total notes < 1000.
This code is present in beatoraja, but there are some errors, so it does not currently work.

This means the LR2 dan gauge for courses currently does incorrect damage for songs with low note count.

Error 1

int note=1000;
float mod=0.002f;
while(note>model.getTotalNotes()||note>1){
    fix2 += mod * (float)(note - Math.max(model.getTotalNotes(), note/2));
    note/=2;
    mod*=2.0f;
}

This is the current code. There is a mistake in this line:

while(note>model.getTotalNotes()||note>1)

It should be &&, not ||. Currently, because || is used, fix2 is almost always a negative value, so this code will do nothing.

Error 2

Suppose that we fixed the existing code by using && instead:

int note=1000;
float mod=0.002f;
while(note>model.getTotalNotes()&&note>1){
    fix2 += mod * (float)(note - Math.max(model.getTotalNotes(), note/2));
    note/=2;
    mod*=2.0f;
}

This is close to LR2 hard gauge's damage increase, but it is not exactly the same.

The existing code follows the notes written here: https://web.archive.org/web/20190210133959/http://2nd.geocities.jp/yoshi_65c816/bms/LR2.html

totalnotesが1000未満のとき補正が入る。
999~500は1ノーツにつき0.02%減少量が増加、
499~250は1ノーツにつき0.04%減少量が増加・・・という補正。説明がめんどいので以下のグラフ参照。

However, this rule is only correct for 125 <= totalnotes < 1000.
For totalnotes < 125, the rule changes.

Correct Damage Algorithm (for totalnotes)

From extensive testing on LR2, I believe these are the correct calculations. Test data and explanations will be given below.

Note: Damage is also increased when TOTAL<240. But this code is not covered here. Final damage increase is a MAX of the two damage increases.

Default damage is 1.000x (for totalnotes>=1000).

Notes 999~500: +0.002x damage per note
Notes 499~250: +0.004x damage per note
Notes 125~249: +0.008x damage per note
Notes 60~124: +(1/65)x damage per note   (≈0.0153846, not 0.16)
Notes 30~59: +(1/15)x damage per note   (≈0.0666667)
Notes 20~29: +0.2x damage per note

Damage values:

1000Notes: 1.0x damage
500Notes: 2.0x damage
250Notes: 3.0x damage
125Notes: 4.0x damage
60Notes: 5.0x damage
30Notes: 8.0x damage
20Notes: 10.0x damage

For <20 notes, damage is exactly 10.0x (not more).

Final damage calculation formula (Python):

def compute_totalnotes_damage(totalnotes):
    if totalnotes <= 20:
        return 10
    if totalnotes < 30:
        return 8 + 0.2*(30-totalnotes)
    elif totalnotes < 60:
        return 5 + 0.2*(60-totalnotes)/3
    elif totalnotes < 125:
        return 4 + (125-totalnotes)/65
    elif totalnotes < 250:
        return 3 + 0.008*(250-totalnotes)
    elif totalnotes < 500:
        return 2 + 0.004*(500-totalnotes)
    elif totalnotes < 1000:
        return 1 + 0.002*(1000-totalnotes)
    else:
        return 1

LR2 Damage Test Data and Explanations

All experiments were done in LR2, on a chart with TOTAL=240.

  • y-axis: Remaining gauge (HARD) after 1 POOR.
  • x-axis: Total notes in chart

image

Below are the raw numbers from the test.
Note: the LR2 Gauge UI only displays remaining HP rounded down to the nearest multiple of 2.

  • so remaining gauge 84% means 84% <= hp < 86%.
TotalNotes 1POOR Remaining Gauge % Displayed (HARD)
1000~ 90
900~999 88
800~899 86
700~799 84
600~699 82
500~599 80
450~499 78
400~449 76
350~399 74
300~349 72
250~299 70
225~249 68
200~224 66
175~199 64
150~174 62
125~149 60
112~124 58
99~111 56
86~98 54
73~85 52
60~72 50
57~59 48
54~56 46
51~53 44
48~50 42
45~47 40
42~44 38
39~41 36
36~38 34
33~35 32
30~32 30
29 18
28 16
27 14
26 12
25 10
24 8
23 6
22 4
21 2
1~20 0

Note 1

For totalnotes<20, BAD/空POOR judgement was tested.

  • For 1<=totalnotes<=20, BAD always does -60%, and 空POOR always does -20%. So the damage multiplier does not increase beyond 10.0x.

Note 2

For 20<=totalnotes<=125, because the numbers are subtle (1/65 and 1/15 especially), BAD/空POOR damage numbers were also tested and compared to the above algorithm. The damage numbers are consistent, so I believe 1/65 and 1/15 are correct.

Note 3

I did some tests with TOTAL<240 charts too. I believe max(fix1, fix2) is correct.

veliusiidx added a commit to veliusiidx/LR2GAS that referenced this pull request Jan 4, 2023
Fixed hard gauge's behavior to accurately reflect how LR2 behaves by adding additional checks for when the gauge goes below 32 and if the total is at a certain value.

The changes made are based on exch-bms2/beatoraja#628
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