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Scoring System FAQ (cutoff calculation explained!)
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Dreyvas  





Joined: 19 Jul 2006
Posts: 2416
Location: Cleveland, OH

PostPosted: Thu Sep 28, 2006 5:40 pm    Post subject: Reply with quote

Wow. BUMP
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b3nz0r  





Joined: 18 Jul 2006
Posts: 972
Location: Harker Heights, TX

PostPosted: Thu Sep 28, 2006 6:11 pm    Post subject: Reply with quote

Only Dreyvas would try to bump a sticky...
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Dreyvas  





Joined: 19 Jul 2006
Posts: 2416
Location: Cleveland, OH

PostPosted: Thu Sep 28, 2006 6:19 pm    Post subject: Reply with quote

Okay, so I slept a little too long last night...
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Kwyjibo  





Joined: 05 Feb 2006
Posts: 11

PostPosted: Sat Oct 07, 2006 5:17 am    Post subject: Reply with quote

Don't know if this has been posted elsewhere, but it looks like the first 9 notes get scored at 1x, and the 10th note will be at 2x. So a mistake in a stream of single notes would cost 3150 points instead of 3200. Please check any YYZ video where the player hits the intro section for proof.
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Riff  





Joined: 08 May 2006
Posts: 104
Location: Champaign, IL

PostPosted: Mon Oct 16, 2006 1:42 am    Post subject: Reply with quote

Yeah, we know about it, but the behavior is new in GH2. The logic described in the original post is accurate for GH1. Your math is a little off in the penalty calculation.

(50+100+150+200)*9 + 200*4 = 5300
(50+100+150+200)*10 = 5000
(200)*40 = 8000

There is a 3000 point penalty for breaking a streak in GH1, and a 2700 point penalty in GH2. The FAQ considers the points lost by missing a note but that is really a separate penalty and the multplier penalty can be initiated without missing a note anyway.
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Kwyjibo  





Joined: 05 Feb 2006
Posts: 11

PostPosted: Mon Oct 16, 2006 6:51 am    Post subject: Reply with quote

Sorry, you're right about GH1 after verifying against Echelar's Unsung video. I should've checked w/ a GH1 video first. Didn't think they would change the scoring system in such a small way like that between GH1 and GH2.

But when I replay the YYZ video (using Dreyvas's video), I see the score increase as:
50, 100, 150, 200, 250, 300, 350, 400, 450, (9 notes)
550, 650, 750, 850, 950, 1050, 1150, 1250, 1350, 1450, (10 notes)
1600, 1750, 1900, 2050, 2200, 2350, 2500, 2650, 2800, 2950, (10 notes)
3150, 3350, ...

Either way, the change is 50 or 300 points, so it's not that big of a deal.
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JCirri  





Joined: 04 Feb 2006
Posts: 4576

PostPosted: Mon Oct 16, 2006 7:12 am    Post subject: Reply with quote

Kwyjibo wrote:
Sorry, you're right about GH1 after verifying against Echelar's Unsung video. I should've checked w/ a GH1 video first. Didn't think they would change the scoring system in such a small way like that between GH1 and GH2.

But when I replay the YYZ video (using Dreyvas's video), I see the score increase as:
50, 100, 150, 200, 250, 300, 350, 400, 450, (9 notes)
550, 650, 750, 850, 950, 1050, 1150, 1250, 1350, 1450, (10 notes)
1600, 1750, 1900, 2050, 2200, 2350, 2500, 2650, 2800, 2950, (10 notes)
3150, 3350, ...

Either way, the change is 50 or 300 points, so it's not that big of a deal.


With the new logic it only takes 29 notes to reach 4x rather than 30 notes in GH1. So to calculate the penalty, 29 notes at 4x gives:

29 notes * 4x multiplier * 50 base_points = 5800 points

Compared to:

9 notes * 1x multiplier * 50 base_points = 450
10 notes * 2x multiplier * 50 base_points = 1000
10 notes * 3x multiplier * 50 base_points = 1500

total = 450 + 1000 + 1500 = 2950 points

The penalty is the difference between these values:

5800 - 2950 = 2850 points


So by my calculations, breaking combo in GH2 costs 2850 points (assuming no holds, no chords and no star power).
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Dommu  





Joined: 18 Oct 2006
Posts: 155

PostPosted: Sun Oct 22, 2006 7:35 pm    Post subject: Reply with quote

Thanks for the Help ^^
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katamakel  





Joined: 16 Jun 2006
Posts: 1467
Location: Stockholm, Sweden

PostPosted: Mon Oct 23, 2006 12:10 pm    Post subject: Reply with quote

How does star power work in co-op?
From looking quickly whilst playing YYZ today it looked like it takes 3 star power groups (no whammy) to get exactly enough to activate?
Seems odd though (no pun intended.)
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fatespeaks  





Joined: 25 Mar 2006
Posts: 41
Location: Indianapolis, IN

PostPosted: Fri Nov 03, 2006 3:49 pm    Post subject: Re: Scoring System FAQ (cutoff calculation explained!) Reply with quote

JCirri wrote:
Whammying for 30 beats will gain the entire star power meter

Note that this star power explained above is only what is gained from whammying and does not include the 1/4 meter that you can additionally gain from completing star power sequences.

Shouldn't this read, "Whammying for 22.5 beats will gain 75%, thus filling the entire star power meter", or something similar?
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Riz  





Joined: 06 Jun 2006
Posts: 2011

PostPosted: Fri Nov 03, 2006 8:00 pm    Post subject: Reply with quote

Well... no, because he explicitly says it doesn't include the completion. He's just trying to concretize the amount of star power per beat... 3.33%, therefore 30 beats is a full meter... aside from the completion.

Riz.
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parasyte  





Joined: 02 Nov 2006
Posts: 7

PostPosted: Sat Nov 04, 2006 1:34 am    Post subject: Reply with quote

Riff wrote:
There is a 3000 point penalty for breaking a streak in GH1, and a 2700 point penalty in GH2. The FAQ considers the points lost by missing a note but that is really a separate penalty and the multplier penalty can be initiated without missing a note anyway.


Hm. I wonder if this has consequences for the average multiplier one has to maintain to get a 5-star rating.

This might explain something I just noticed, actually; I played "Girlfriend" on hard and was given a 5-star rating. When I checked my stats on it, though, GH2 says that I only had an average multiplier of 2.8X. I took pictures of both screens, if they're needed.
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Riz  





Joined: 06 Jun 2006
Posts: 2011

PostPosted: Sat Nov 04, 2006 1:38 am    Post subject: Reply with quote

Our current best thinking on this is that the Average Multiplier from the stats screen is counting the multiplier as a function of time (or bars), as opposed to as a function of total notes. Since it's the number of notes under multiplier that counts for scoring, and not the number of bars, this can lead to situations like the one you describe above where the avg multiplier appears to be lower than what should be required to get a given star rating.

All that said, the new scoring system has yet to be fully tested and put through it's paces, but that's the opinion at the moment.

Riz.
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Loberto  





Joined: 13 Feb 2006
Posts: 33
Location: Hudson, NY

PostPosted: Wed Nov 08, 2006 3:35 pm    Post subject: Reply with quote

I noticed the 2.8 avg. multiplier = 5 star rating on two songs last night on normal difficulty. I thought perhaps the cutoff was stepped down to make it easier on the lower difficulties, ie. 3.0 on expert, 2.9 on hard, 2.8 on normal.... But maybe that is not the case.

I 5-starred Psychobilly Freakout on normal with a 2.8, and the other one was probably the Suicidal Tendencies song, but I'm not sure.
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JCirri  





Joined: 04 Feb 2006
Posts: 4576

PostPosted: Fri Jan 05, 2007 1:27 pm    Post subject: Reply with quote

The FAQ has been updated to include the differences for GH2. The only thing missing is the details about SP for co-op (how much is gained from whammying, for completing combos, and how long it lasts). If anyone wants to run some tests and provide this information I'll be glad to update it again.
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