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gameplay.pp.maxThisPlay sometimes broken #38

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viddie opened this issue Nov 4, 2020 · 8 comments
Closed

gameplay.pp.maxThisPlay sometimes broken #38

viddie opened this issue Nov 4, 2020 · 8 comments
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@viddie
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viddie commented Nov 4, 2020

My impression of this attribute was that if, from any given point in a play, you SS everything, that will be the pp you get at the end. However, sometimes after breaking combo this value slowly decreases even while playing perfectly. That isn't really the maximum then, or am I misinterpreting this attribute?

Video of this happening (see the pp-bar at the right side at around 0:22): https://www.youtube.com/watch?v=v9cMb2aP_Rw

@l3lackShark
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l3lackShark commented Nov 4, 2020

image
As explained in the wiki, this value indicates maximum amount of pp possible from a given play (including past hit judgments)
Use pp.fc if you want fc pp at a given acc + remaining hit-objects are assumed as 300's

@viddie
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viddie commented Nov 4, 2020

Yes i get that part. Let's say I get a couple of 100's and misses early on and from there SS the rest of the map. At any given point during the SS part until the end, shouldn't the maxThisPlay be the same value, as you are literally on your way to get the maximum amount of pp you can with the misses/acc loss?

@l3lackShark l3lackShark added the bug Something isn't working label Nov 4, 2020
@l3lackShark
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This is probably not the behavior that we are expecting, could be a regression, will look at it

@l3lackShark
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Can I have this replay? @viddie

@viddie
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viddie commented Nov 4, 2020

Sure, here you go https://fu.vi-home.de/f/sLofHRl7 (direct download)

@l3lackShark
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l3lackShark commented Nov 4, 2020

Attempt was made to fix that, test build could be obtained here: https://github.com/l3lackShark/gosumemory/runs/1355174754

@l3lackShark
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Had to redo that job, Here is the build.

@viddie
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viddie commented Nov 4, 2020

That seems to have fixed the issue. I'll repoen this if it does happen to occur again. Thanks!

@viddie viddie closed this as completed Nov 4, 2020
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