Rizline:Scoring system: Difference between revisions

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''[[Rizline:Rizline|Rizline]]''<nowiki/>'s scoring system is quite complicated. It has two separate systems: ''Score'' and ''Clear Rate''.
{{Todo|
* Find Early/Late judgements timing window size
}}


''Score'' is based on the amount of hit notes and notes hit with the ''Perfect'' judgements, while ''Clear Rate'' is based on combo and notes hit during [[Rizline:Riztime|Riztime]]. This page explains the systems in detail.
''[[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 ==
== Terminology ==


Let's start by defining a couple of terms:
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. This will be explained in detail later.
* '''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.
* '''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 Notes}} and {{IconLink|Rizline|Catch Notes}} count as one hit each, but {{IconLink|Rizline|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.
* '''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.
* '''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]] - Section(s) of the song with different colors and more particles, usually towards the middle or the end of the song.
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* '''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.
* '''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.
* '''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 ==
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<pre>MaxRiztimeHits = (MaxScore - 1000000) / 100</pre>
<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> -> ''MaxRiztimeHits'' = 378
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 ≤ ''Combo'' < 10, ''Combo Multiplier'' is 2
* If 10 ≤ ''Combo'' < 20, ''Combo Multiplier'' is 3
* If ''Combo'' ≥ 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'' ≥ 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 ==
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{| class="wikitable"
{| class="wikitable"
! ''Clear Rate'' range
! ''Clear Rate'' range
! ''Grade Dots''
! {{IconLink|Rizline|Grade Dots}}
! ''Dots'' earned
! {{IconLink|Rizline|Dots}} earned
|-
|-
| ''Clear Rate'' < 60%
| ''Clear Rate'' < 60%
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'''Score'''
'''Score'''
* Measures ''Hits'' and ''Perfect Hits'' - more standardized scoring system.
* Measures ''Hits'' and ''Perfect Hits'' - more standardized scoring system.
* Does not take ''Combo'' into account - Is not influenced by ''Bad'' judgements.
* 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.
* Ranges from 0 to around 1 million, depending on the chart, which may be confusing for new players.
== Navigation ==
{{RizlineGameNavBox}}