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== Clear Rate == ''Clear Rate'' is a value from 0.0000% to 120.0000%. This value measures ''Combo Points'' and ''Riztime Hits''. It is calculated as a sum of two parts: ''Base Clear Rate'' and ''Bonus Clear Rate''. ''Clear Rate'' is always shown as a percentage with 4 digits of precision after the comma. Depending on regional settings, the comma may be a period instead. === Base Clear Rate === ''Base Clear Rate'' is a value from 0% to 100% that is not displayed anywhere in-game. This value is calculated by taking the ''Combo Points'' (described above) and dividing it by ''Max Combo'' - the maximum combo possible to achieve on a song. This value is a little bit like a normal "accuracy" percentage value in other rhythm games, however since ''Combo Points'' increase faster the more combo you have, this system does punish combo breaks more. <pre>BaseClearRate = ComboPoints / MaxCombo</pre> === Bonus Clear Rate === ''Bonus Clear Rate'' is a value from 0% to 20% that is not displayed anywhere in-game. This value is calculated by taking the ''Riztime Hits'' and dividing it by ''Max Riztime Hits''. The value then needs to be scaled by 0.2 to be in the 0% to 20% range. Note that all judgements (Early, Perfect, Late) do count towards ''Riztime Hits'' - as long as you haven't missed it, it counts. ''Max Riztime Hits'' is the maximum possible amount of hits to get during [[Riztime]]. <pre>BonusClearRate = (RiztimeHits / MaxRiztimeHits) * 0.2</pre> The ''Riztime Hits'' value is hidden and can be calculated by using the formula below, which was explained in the [[#Calculating Perfect Hits from Score]] section of this page. <pre>RiztimeHits = EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)</pre> The ''Max Riztime Hits'' value depends on the chart. You can calculate the ''Max Riztime Hits'' value from the chart's ''Max Score'' by using the formula below, which was explained in the [[#Max Score]] section of this page. <pre>MaxRiztimeHits = (MaxScore - 1000000) / 100</pre> === Final Clear Rate === Now that we have the ''Base Clear Rate'' and the ''Bonus Clear Rate'', we can calculate the total ''Clear Rate'' that is displayed on the screen, by adding the two together: <pre>ClearRate = BaseClearRate + BonusClearRate</pre> This can also be written as: <pre>ClearRate = (ComboPoints / MaxCombo) + ((RiztimeHits / MaxRiztimeHits) * 0.2)</pre> === Grade Dots === The amount of {{IconLink|Rizline|Grade Dots}} gotten from a play is dependent entirely on your ''Clear Rate''. You can calculate ''Grade Dots'' from ''Clear Rate'' by using the following formula: <pre>GradeDots = MAX(0, ROUNDDOWN((ClearRate * 10) - 5))</pre> The amount of {{IconLink|Rizline|Dots}} earned in a play is just the amount of ''Grade Dots'' multiplied by 3: <pre>DotsEarned = GradeDots * 3</pre> The above formulae can also be more clearly expressed as a table: {| class="wikitable" ! ''Clear Rate'' range ! {{IconLink|Rizline|Grade Dots}} ! {{IconLink|Rizline|Dots}} earned |- | ''Clear Rate'' < 60% | 0 | +0 |- | 60% β€ ''Clear Rate'' < 70% | 1 | +3 |- | 70% β€ ''Clear Rate'' < 80% | 2 | +6 |- | 80% β€ ''Clear Rate'' < 90% | 3 | +9 |- | 90% β€ ''Clear Rate'' < 100% | 4 | +12 |- | 100% β€ ''Clear Rate'' < 110% | 5 | +15 |- | 110% β€ ''Clear Rate'' < 120% | 6 | +18 |- | ''Clear Rate'' = 120% | 7 | +21 |} '''Note:''' Even though the game only shows 5 ''Grade Dots''<nowiki/>' outlines during play, you can actually get a maximum of 7 ''Grade Dots''.
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