Comments (3)
And I'm not familliar with C++ or operation on databases, and the modification of pp system is an API-level change, so I opened this issue here rather than working on the code and opening a PR. My proposal may work like:
Player | Aim | Speed | Accuracy | Overall rank |
---|---|---|---|---|
Player1 | 8000pp (rank 3) | 6000pp (rank 1) | 3000pp (rank 1) | 1 |
Player2 | 9000pp (rank 1) | 5000pp (rank 3) | 2900pp (rank 2) | 2 |
from osu-performance.
Hi there, the original ranking system ppv2 is based on (osu!tp) did things the exact way you describe. The main reason ppv2 does not already work like this was technical. A separation of the 3 metrics is welcome and I fully agree that the final metric should at least by a large part be comprised of just the sum of the 3 metrics. I say "by a large part" because good scores on single maps with high difficulty in all 3 categories should also be worthwhile.
I'd consider adding further categories and finding suitable bases a different issue which we should investigate only once separation of aim/speed/acc is in.
from osu-performance.
Oh I got it. Thanks for the explanation :)
from osu-performance.
Related Issues (20)
- Scaling miss penalization according to the number of hitobjects in a map HOT 2
- Addition of pp to slider based on Slider Velocity HOT 13
- Stop score overwrite if pp of the play is lower HOT 6
- An addition of SD(ObjectSpacing) to aim_pp with the goal to compensate high variance stream maps HOT 23
- Drop frame when I miss in taiko mode HOT 1
- Hitoffsets in score data
- Simple buff for low AR HOT 20
- Support unconditionally re-computing the pp across all rulesets HOT 2
- Cap bonus pp at a certain amount of plays HOT 10
- High AR HDFL aim pp HOT 9
- osu!mania NF multiplier in code doesn't match live HOT 7
- Split pp into separate skill values
- osu!mania pp calc : scoreMultiplier ignoring NF mutliplier seems contradictory HOT 1
- Adjusting pp lost on a miss based on location of miss within the map HOT 2
- CS difficulty doesn't scale properly with resolution HOT 2
- Statistical osu SR & performance calc HOT 12
- Acc based on Statistical Accuracy
- Markov Model Probability of FC HOT 2
- The high AR Bonus is faulty (With possible solutions) HOT 5
- Remove rhythm change bonus from taiko SR HOT 4
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from osu-performance.