Rizline:Scoring system

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Rizline'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 Riztime. This page explains the systems in detail.

Terminology

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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.  Tap Notes and  Catch Notes count as one hit each, but  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%).
  •  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.
  •  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

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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

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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

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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.

BaseScore = ROUND((Hits / MaxHits) * 1000000)

Bonus Score

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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 100 * MaxRiztimeHits.

BonusScore = PerfectHits * 100

Final Score

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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:

Score = BaseScore + BonusScore

This can also be written as:

Score = ROUND((Hits / MaxHits) * 1000000) + (PerfectHits * 100)

Calculating Perfect Hits from Score

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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:

PerfectHits = (Score - ROUND((Hits / MaxHits) * 1000000)) / 100

We can also calculate Riztime Hits by adding Early Hits, Late Hits, and Perfect Hits.

RiztimeHits = EarlyHits + LateHits + PerfectHits
RiztimeHits = EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)

Max Score

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The maximum possible Score achievable on a chart is displayed, and can be calculated as:

MaxScore = 1000000 + (100 * MaxRiztimeHits)

We can rearrange this formula to calculate the amount of Max Riztime Hits in a chart:

MaxRiztimeHits = (MaxScore - 1000000) / 100

The Max Riztime Hits value is quite easy to calculate in your head; just look at the maximum score of the chart, ignore the 10 at the beginning of the number and the 00 at the end, and that's the Max Riztime Hits value.

MaxScore = 1037800 -> MaxRiztimeHits = 378

Combo

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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

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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:

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

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We can calculate the Combo value that will be displayed after any amount of Consecutive Hits (for Consecutive Hits > 10) by using the formula:

Combo = (ConsecutiveHits * 4) - 24

We can also calculate the amount of Consecutive Hits from the Combo value (for Combo ≥ 20) by using the formula:

ConsecutiveHits = (Combo + 24) / 4

The above formulae also apply to Max Hits and Max Combo:

MaxCombo = (MaxHits * 4) - 24
MaxHits = (MaxCombo + 24) / 4

Breaking Combo

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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

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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:

ComboPoints = (ClearRate - (((EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)) / ((MaxScore - 1000000) / 100)) * 0.2)) * ((MaxHits * 4) - 24)

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

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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

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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.

BaseClearRate = ComboPoints / MaxCombo

Bonus Clear Rate

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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.

BonusClearRate = (RiztimeHits / MaxRiztimeHits) * 0.2

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.

RiztimeHits = EarlyHits + LateHits + ((Score - ROUND((Hits / MaxHits) * 1000000)) / 100)

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.

MaxRiztimeHits = (MaxScore - 1000000) / 100

Final Clear Rate

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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:

ClearRate = BaseClearRate + BonusClearRate

This can also be written as:

ClearRate = (ComboPoints / MaxCombo) + ((RiztimeHits / MaxRiztimeHits) * 0.2)

Grade Dots

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The amount of  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:

GradeDots = MAX(0, ROUNDDOWN((ClearRate * 10) - 5))

The amount of  Dots earned in a play is just the amount of Grade Dots multiplied by 3:

DotsEarned = GradeDots * 3

The above formulae can also be more clearly expressed as a table:

Clear Rate range  Grade Dots  Dots earned
Clear Rate < 60% 0 +0
60% ≤ Clear Rate < 70% 1 +3
70% ≤ Clear Rate < 80% 2 +6
80% ≤ Clear Rate < 90% 3 +9
90% ≤ Clear Rate < 100% 4 +12
100% ≤ Clear Rate < 110% 5 +15
110% ≤ Clear Rate < 120% 6 +18
Clear Rate = 120% 7 +21

Note: Even though the game only shows 5 Grade Dots' outlines during play, you can actually get a maximum of 7 Grade Dots.

Comparison of Scoring Methods

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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.
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