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Use accuracy instead of score for mania pp calculation #18749
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I misunderstood the change. With this only scores 80% acc and above will receive PP, which approximately emulates previous behavior using acc instead of score. |
osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs
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Good stuff We obviously need to tweak the curve (optimal is unlikely to be linear), but this is already a huge step forward |
I'll provide two sheets here, since this change makes it so that pp is awarded regardless of total score (as it should be...). Edit: See OP. |
@smoogipoo is it possible to include SR & Accuracy within the sheet? |
It's a little bit involved to do so it'll take me a while, make do with the above for now. |
Sure, I'll try it on my end, I'll let you know if it's possible from here, carry on with other things |
ResultsThis is the %pp comparison.
Current System vs. Proposed SystemDelta: Proposed System - Current SystemAnalysis1 Removal of bonus consistency:
2 Buff of better scores:
3 Nerf of scores < 85%:
Annex |
Have you considered scaling the NF multiplier based on how badly the user performed? For example in osu! it scales by the number of misses: osu/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs Lines 46 to 47 in 465329a
Otherwise, I'm not sure if you're going to run into the same "sandbagging" issues as in osu! where players would play with NF attached 100% of the time and qualify for lower ranked tournaments (75% reduction is pretty big). That being said, I also don't know if rank-restricted tournaments exist in mania and if not - why. Related Discord discussion: https://discord.com/channels/546120878908506119/917623675958747146/987635123728039946 tl;dr: This isn't currently used for sandbagging in mania, and there's other ways to sandbag due to a different culture. We'll go with this multiplier for now since it's better than what's currently in master anyway - NF reduces score which has an even more drastic effect on PP. |
might have some misunderstanding, what's influence about some mod such as HardRock? |
mania doesn't use hr pp |
As lazer is using a new scoring system, it doesn't make sense to use score as an attribute to calculate pp. This PR makes pp derive from the score hit judgements using a custom accuracy formula instead. This can allow for future changes if we need to weight some judgements higher than others for balancing purposes.
The new curve for scaling accuracy: https://www.desmos.com/calculator/ymgamiinki
Note that accuracy pp is removed entirely. Once more ideas are put forth we can consider re-implementing it again with something that makes a bit more sense.
After analysis of the pp changes shown in smoogi's spreadsheet, we decided to give a weight of -100 to misses. This should lower the prominence of mashed/low accuracy scores, which usually have high miss counts. This was accounted for in stable score with HitPunishment. See Evening's comment for the analysis of this change.While results look promising with a different weighting for misses, for this PR to act as a framework for future changes it would be better to have this in a state that users expect (that is to correlate with accuracy that they are used to seeing with scoreV2).Feedback from players revealed that NoFail could be considered a massive game changer on certain difficult to pass maps. This has been reduced to 0.75x so players cannot abuse those maps as much.
Sheet containing all scores: https://docs.google.com/spreadsheets/d/1jMgTrQ8HxfKRadOsyNv3h7AsdHGAJ4F7I85BBBkQACs/edit#gid=1165396648
Sheet containing only scores which already have pp: https://docs.google.com/spreadsheets/d/1CQOsjhC3StyaJJZLpGqCGP7AQoNZh3cYuOYFm49Infs/edit#gid=1165396648
As of 984634c