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{{Todo| * Find Early/Late judgements timing window size }} ''[[Rizline:Rizline|Rizline]]''<nowiki/>'s scoring system is quite complicated. It has two separate systems: ''Score'' (explained in the [[#Score]] section) and ''Clear Rate'' (explained in the [[#Clear Rate]] section). ''Score'' is based on the total amount of hit notes, and the amount of notes hit with the ''Perfect'' judgement, while ''Clear Rate'' is based on combo and the amount of notes hit during [[Rizline:Riztime|Riztime]]. This page explains the systems in detail. == Terminology == Let's start by defining a couple of terms: * '''Score''' - Score, shown on the high-score screen, and on the detailed stats screen. This value ranges from 0 to a little over 1 million. * '''Max Score''' - Maximum possible score on a given chart, shown on the detailed stats screen. Varies from chart to chart. This will be explained in detail later. * '''Hits''' - The amount of notes hit. {{IconLink|Rizline|Tap Note|Tap Notes}} and {{IconLink|Rizline|Catch Note|Catch Notes}} count as one hit each, but {{IconLink|Rizline|Hold Note|Hold Notes}} count as two hits in total (one for the start of the note, and one for the end). When your ''Hits'' increase, particles appear in-game. * '''Max Hits''' - The maximum possible amount of hits to get in a given chart. * [[Riztime]] - Section(s) of the song with different colors and more particles, usually towards the middle or the end of the song. * '''Riztime Hits''' - The amount of hits gotten during [[Riztime]] (Early, Late and Perfect judgements all count towards this value). This value is not shown anywhere, but can be calculated. * '''Early Hits''' - The amount of Early judgements, shown on the detailed stats screen. * '''Late Hits''' - The amount of Late judgements, shown on the detailed stats screen. * '''Perfect Hits''' - The amount of ''Riztime Hits'' that were not Early or Late. Not shown anywhere, but can be calculated. * '''Max Riztime Hits''' - The maximum possible amount of hits to get during [[Riztime]]. This value is not shown anywhere, but can be easily calculated. * '''Clear Rate''' - The percentage value shown on the high-score screen, and on the detailed stats screen (from 0.0000% to 120.0000%). * {{IconLink|Rizline|Grade Dots}} - The blue/gold dots shown above the ''Clear Rate'' on the high-score screen, below the ''Clear Rate'' on the detailed stats screen, and in the top-left corner of the screen while playing. The amount of dots ranges from 0 to 7. Note that this is not an official name for this value. * {{IconLink|Rizline|Dots}} - The in-game currency, displayed as blue dots. * '''Combo''' - The amount of notes hit in a row, with a multiplier. This value is shown while playing, and the highest value achieved in a play is shown on the detailed stats screen. * '''Max Combo''' - Maximum possible combo on a given chart, shown on the detailed stats screen. == Riztime and Judgements == Normally, the game has a very simple judgement system - you can either hit a note, miss a note, or press it way too early and get a ''Bad'' judgement. However, during [[Riztime]] sections, which are parts of the song that use a different color palette and more particles, the game additionally differentiates between ''Perfect'', ''Early'' and ''Late'' hits. If you hit a note slightly early, but still pretty much on time, you receive the ''Early'' judgement. Likewise, if you hit a note slightly late, you receive the ''Late'' judgement. The exact timing window for the ''Perfect'' judgement is currently unknown. Note that the hit window ''does not'' increase in size during Riztime sections; rather, it stays the same but gets divided into three sections, for ''Early'', ''Perfect'' and ''Late''. {{Unfinished}} == Score == ''Score'' is a value from 0 to around 1000000. It is the simpler of the two scoring systems of ''Rizline''. The exact maximum depends on the chart (see the [[#Max Score]] section). This value measures ''Hits'' and ''Perfect Hits''. It is calculated as a sum of two parts: ''Base Score'' and ''Bonus Score''. === Base Score === ''Base Score'' is a value from 0 to 1000000 that is not displayed anywhere in-game. This value is calculated by taking the ''Hits'' and dividing it by ''Max Hits'' - the total amount of hits in a song. The value is then scaled by 1000000 and rounded. This value is most similar to a normal "accuracy" value in other rhythm games, except this system doesn't take ''Bad''/''Early''/''Perfect''/''Late'' judgements into account. <pre>BaseScore = ROUND((Hits / MaxHits) * 1000000)</pre> === Bonus Score === ''Bonus Score'' is a value that is not displayed anywhere in-game. This value is calculated by taking the amount of ''Perfect Hits'' and scaling it by 100. The minimum value of ''Bonus Score'' is 0, and the maximum value depends on the chart and is equal to <code>100 * MaxRiztimeHits</code>. <pre>BonusScore = PerfectHits * 100</pre> === Final Score === Now that we have the ''Base Score'' and the ''Bonus Score'', we can calculate the total ''Score'' that is displayed on the screen, by adding the two together: <pre>Score = BaseScore + BonusScore</pre> This can also be written as: <pre>Score = ROUND((Hits / MaxHits) * 1000000) + (PerfectHits * 100)</pre> === Calculating Perfect Hits from Score === We can rearrange the formula for ''Score'' to solve for ''Perfect Hits'', since ''Perfect Hits'' is not shown anywhere in-game. ''Score'', ''Hits'' and ''Max Hits'' are all shown on the detailed stats screen, therefore ''Perfect Hits'' can be calculated with the following formula: <pre>PerfectHits = (Score - ROUND((Hits / MaxHits) * 1000000)) / 100</pre> We can also calculate ''Riztime Hits'' by adding ''Early Hits'', ''Late Hits'', and ''Perfect Hits''. <pre>RiztimeHits = EarlyHits + LateHits + PerfectHits RiztimeHits = EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)</pre> === Max Score === The maximum possible ''Score'' achievable on a chart is displayed, and can be calculated as: <pre>MaxScore = 1000000 + (100 * MaxRiztimeHits)</pre> We can rearrange this formula to calculate the amount of ''Max Riztime Hits'' in a chart: <pre>MaxRiztimeHits = (MaxScore - 1000000) / 100</pre> The ''Max Riztime Hits'' value is quite easy to calculate in your head; just look at the maximum score of the chart, ignore the <code>10</code> at the beginning of the number and the <code>00</code> at the end, and that's the ''Max Riztime Hits'' value. <code>MaxScore = 1037800</code> -> <code>MaxRiztimeHits = 378</code> == Combo == ''Combo'' is a value displayed in-game during play. Unlike most rhythm games, Rizline's ''Combo'' value increases faster the more combo you have. === Combo Multiplier === It is assumed that there exists a hidden ''Combo Multiplier'' value, which dictates how much should the next hit increase the ''Combo'' counter by. The ''Combo Multiplier'' changes based on the current ''Combo'': * If ''Combo'' < 5, ''Combo Multiplier'' is 1 * If 5 β€ ''Combo'' < 10, ''Combo Multiplier'' is 2 * If 10 β€ ''Combo'' < 20, ''Combo Multiplier'' is 3 * If ''Combo'' β₯ 20, ''Combo Multiplier'' is 4 The ''Combo Multiplier'' is capped and will never go above 4. '''Note:''' There is no way to confirm that this is exactly how the game works. For example, ''Combo Multiplier'' 3 could start at 11 instead of 10, and it would produce the same result. This is just an educated guess - multiples of 5 just make sense. Here is what the ''Combo'' counter displays for the first few hits: {| class="wikitable" ! Hit # !! ''Combo'' after hitting the note !! ''Combo Multiplier'' after hitting the note |- | 0 || 0 || 1x |- | 1 || 1 || 1x |- | 2 || 2 || 1x |- | 3 || 3 || 1x |- | 4 || 4 || 1x |- | 5 || 5 || 2x |- | 6 || 7 || 2x |- | 7 || 9 || 2x |- | 8 || 11 || 3x |- | 9 || 14 || 3x |- | 10 || 17 || 3x |- | 11 || 20 || 4x |- | 12 || 24 || 4x |- | 13 || 28 || 4x |- | ... || ... || ... |- | ''n'' || ''(n * 4) - 24'' || 4x |- | Example || Example || Example |- | Example || Example || Example |} For next hits, the ''Combo'' always increases by 4, and the ''Combo Multiplier'' stays at 4. === Combo vs. Consecutive Hits === We can calculate the ''Combo'' value that will be displayed after any amount of ''Consecutive Hits'' (for ''Consecutive Hits'' > 10) by using the formula: <pre>Combo = (ConsecutiveHits * 4) - 24</pre> We can also calculate the amount of ''Consecutive Hits'' from the ''Combo'' value (for ''Combo'' β₯ 20) by using the formula: <pre>ConsecutiveHits = (Combo + 24) / 4</pre> The above formulae also apply to ''Max Hits'' and ''Max Combo'': <pre>MaxCombo = (MaxHits * 4) - 24 MaxHits = (MaxCombo + 24) / 4</pre> === Breaking Combo === Missing a note or getting a ''Bad'' judgement will cause the player to break their combo. When the combo is broken, the ''Combo'' counter will be reset back to 0, and ''Combo Multiplier'' will reset back to 1. === Combo Points === ''Combo Points'', also called "''Total Combo''" is a hidden value that is not displayed anywhere in-game, but plays a part in calculating the ''Clear Rate'' value. ''Combo Points'' begin at 0 and are increased every time your ''Combo'' increases in-game, by the same amount as the ''Combo''. ''Combo Points'' are very similar to the regular ''Combo'' value, however, ''Combo Points'' do not get reset on a combo break. While ''Combo Points'' are a hidden value, they can be reverse-engineered by using this formula, which basically combines all of the other formulas on this page into one: <pre>ComboPoints = (ClearRate - (((EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)) / ((MaxScore - 1000000) / 100)) * 0.2)) * ((MaxHits * 4) - 24)</pre> The value may need to be rounded to the nearest integer - both ''Score'' and ''Clear Rate'' are rounded to some degree, so the input is not completely clean. == 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''. == Comparison of Scoring Methods == '''Clear Rate''' * Measures ''Combo Points'' and ''Riztime Hits'' - more casual scoring system. * Does not take ''Early''/''Perfect''/''Late'' judgements into account. * Is influenced by most ''Bad'' judgements, since they break combo. It is, however, not influenced by ''Bad'' judgements at the very beginning of the chart. * Ranges from 0% to 120%, which may be confusing for new players. '''Score''' * Measures ''Hits'' and ''Perfect Hits'' - more standardized scoring system. * Does not take ''Combo'' into account * Is not influenced by ''Bad'' judgements. * Ranges from 0 to around 1 million, depending on the chart, which may be confusing for new players. == Navigation == {{RizlineGameNavBox}}
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