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Add September 2024 Performance Points & Star Rating Updates
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#12159
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tsunyoku
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Sep 17, 2024
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edited by Hiviexd
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edited by Hiviexd
- apply updated banner design
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## Release Schedule | ||
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<!-- todo --> |
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I've left this empty as I'm unsure what it will look like this time around. Likely requires input from @peppy.
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just some cleaning up i havent given this a full read yet
Co-authored-by: 0x84f <[email protected]>
Co-authored-by: 0x84f <[email protected]>
Co-authored-by: 0x84f <[email protected]>
wiki/shared/news/2024-09-17-performance-points-star-rating-updates/hold-overlap-bonuses.png
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Co-authored-by: Walavouchey <[email protected]>
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Just a brief initial review to get things rolling.
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As a reminder of the various core values in the difficulty calculation algorithm: | ||
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- **Aim**: how difficult it is to consistently hit notes back-to-back (affected by approach rate, jumps, Hidden, Hard Rock and more) |
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Are these mentioned anywhere more permanently on the wiki? It feels like we want these definitions to be very front-and-foremost as not even I have an amazing concept of them.
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They are mentioned on https://osu.ppy.sh/wiki/en/Performance_points#calculation, however looking at it I notice it's slightly outdated (for example, Flashlight is no longer part of Aim calculation)
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### Combo scaling removal | ||
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A [change](https://github.com/ppy/osu/pull/16280) submitted by [moonpoint](https://osu.ppy.sh/users/9558549) with improvements made by [KermitNuggies](https://osu.ppy.sh/users/33452559) has been created in order to remove the combo scaling factor of a score on *both* aim and speed. |
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A [change](https://github.com/ppy/osu/pull/16280) submitted by [moonpoint](https://osu.ppy.sh/users/9558549) with improvements made by [KermitNuggies](https://osu.ppy.sh/users/33452559) has been created in order to remove the combo scaling factor of a score on *both* aim and speed. | |
The most monumental [change](https://github.com/ppy/osu/pull/16280) proposed by [moonpoint](https://osu.ppy.sh/users/9558549) – with improvements made by [KermitNuggies](https://osu.ppy.sh/users/33452559) – removes the "combo scaling factor" applied to the aim and speed portions of a score's PP. |
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The writing style of this whole post needs some serious review so I'll probably stop short here and leave it to @Walavouchey or someone else then revisit after things look better.
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The miss penalty scaling is now based on the amount of difficult strains instead of object count. As the penalty is based upon the amount of difficult strains, this means longer maps with a lot of "filler" sections will be punished harder than longer beatmaps which are consistently difficult even if both beatmaps have similar object counts. | ||
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There were concerns raised about consistency being less important with these changes, however this isn't an issue. Using combo as a metric doesn't make much sense as the performance calculator does not know what sections of a beatmap that a score got misses on - as a result, we model any misses as being on the most difficult part. |
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First sentence reads really bad, stops halfway through, weird.
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I've tried to improve it by connecting the two, but the sentence might be too long now. Open to suggestions on rewording because I can't really think of much.
Co-authored-by: Dean Herbert <[email protected]>
Performance Points & Star Rating Updates
postPerformance Points & Star Rating Updates
news post
Co-authored-by: 0x84f <[email protected]>
Co-authored-by: 0x84f <[email protected]>
Co-authored-by: 0x84f <[email protected]>
Co-authored-by: 0x84f <[email protected]>
Co-authored-by: 0x84f <[email protected]>
more to come
In addition, the distance bonus scaling has been changed to decrease the reward for lower-spacing flow aim. Finally, a new multiplier was added to the final result of the distance bonus to decrease it overall. | ||
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![](/wiki/shared/news/2024-09-17-performance-points-star-rating-updates/distance-bonus.png) |
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wouldn't it be way better to illustrate the multiplicative-to-additive change in graph form than the change to the distance multiplier? isn't it way more of an impactful change?
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I think it could be good to show the multiplicative-to-additive change, but I'm not really sure how you would illustrate it. The multiplicative-to-additive change doesn't change how the core bonuses work and just giving a graph that shows "this speed bonus and this distance bonus now results in x speed value instead of y speed value" doesn't seem particularly parse-able as a player - it'd just feel like random numbers on a graph whereas the distance bonus graph has a clearer understanding as it's using circle distance. Maybe I'm missing a good idea of how to display that change though - I'm open to it. Either way, I think the distance multiplier change is important to show regardless because it gives a good understanding at where lower spacing starts to get affected.
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in that case i'd leave the graph out completely. showing that the "low ar distance bonus" is halved (appearance-wise, because the y axis starts at 0.25 or smth) gives no better intuition than the text description since the changes aren't in terms of actual pp values
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hm, I was thinking with the circle distance being the x-axis that it would give a good understanding of how the distance bonus scales even if that doesn't necessarily translate to pp directly - is it not intuitive to look at the graph and think "flow aim that is smaller than x circles distance is going to give a smaller bonus than before"? it just seems like a visualization of the explanation to me. the issue with the additive change was that you don't get this same intuition imo
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the graph shows two minimally adjusted curves that do need explanation, but what it's depicting is just a small part in the equation that i think is explained well enough in the revised text i suggested. it depicts a change in the code really, not what its effects are (i certainly didn't have a clue what the graph was about before reading the code)
will people think it's a small adjustment because of the small visual difference between the curves? will people think the pp for low spacing is halved since the y axis misleadingly starts at 0.25? will people understand how much and in what cases this "multiplier" affects things anyway? will people understand that the graph only depicts the second, smaller change in the first place? the circle distance thing on the x axis might be understandable to a larger proportion of readers, but the rest isn't
"lower-spacing fast flow aim is nerfed" is just about what needs to be conveyed for the distanceBonus
change, and in general the combined effect is a sizeable nerf to flow aim for speed players - pishi's video explains this well, doesn't it?
a good way to show the effects of the pr in question might be to mention which maps get the largest change in pp and by how much (we have spreadsheets for this don't we). something like "most of the affected >1k pp plays lose about 40 to 70 pp from this change". maybe graphing this spreadsheet would be a better idea
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in the past we've given some examples of SR/PP changes on some maps that were effected by changes, I'll do the same here and remove the distance bonus graph
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A recent [change](https://github.com/ppy/osu/pull/20558) by [vun](https://osu.ppy.sh/users/6932501) addresses these issues within the stamina system. When the new stamina system for osu!taiko was introduced in 2022, it assumed that players used two fingers per colour, leading to some impressive plays by players like [Ney](https://osu.ppy.sh/users/5991961) on [Alive](https://osu.ppy.sh/scores/1873110816) and others on [StrangeProgram](https://osu.ppy.sh/beatmapsets/5774#taiko/28065), which became notorious for yielding some speedy high PP scores. | ||
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The new system, while simple in its implementation, introduces variable finger counts for stamina. Mono-colour patterns that last more than 300ms without a colour change are now considered to have four fingers available. This adjustment significantly nerfs certain maps and converts. Additionally, convert-specific nerfs have been removed from difficulty calculations to ensure that converts are weighted fairly against mode-specific maps. The changes to finger count availability also ensure that more *niche* skill sets are fairly represented. |
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what "niche" skill sets? is it just the aforementioned tl-tapping method?
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not ltca but i think the intention was to include other playstyles which may use 3 or 4 fingers per color in the phrasing, nothing specific
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could we then reword to something along the lines of The changes to finger count availability also ensure that play styles using varying amounts of fingers per colour are fairly represented
?
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i say go for it
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yeah that sounds fine to me. essentially yes its skillsets that utilise more than the set 2 finger count
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Co-authored-by: Walavouchey <[email protected]>
…eatmaps by speed hotfix