-
-
Notifications
You must be signed in to change notification settings - Fork 2.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix mania score conversion using score V1 accuracy #26434
Conversation
Partially addresses ppy#26416 As pointed out in the discussion thread above, the total score conversion process for mania was using accuracy directly from the replay. In mania accuracy is calculated differently in score V1 than in score V2, which meant that scores coming from stable were treated more favourably (due to weighting GREAT and PERFECT equally). To fix, recompute accuracy locally and use that for the accuracy portion. Note that this will still not be (and cannot be made) 100% accurate, as in stable score V2, as well as in lazer, hold notes are *two* judgements, not one as in stable score V1, meaning that full and correct score statistics are not available without playing back the replay. The effects of the change can be previewed on the following spreadsheet: https://docs.google.com/spreadsheets/d/1wxD4UwLjwcr7n9y5Yq7EN0lgiLBN93kpd4gBnAlG-E0/edit#gid=1711190356 Top 5 changed scores with replays: | score | master | this PR | replay | | :------------------------------------------------------------------------------------------------------------------------------- | ------: | ------: | ------: | | [Outlasted on Uwa!! So Holiday by toby fox [[4K] easy] (0.71\*)](https://osu.ppy.sh/scores/mania/460404716) | 935,917 | 927,269 | 920,579 | | [ag0 on Emotional Uplifting Orchestral by bradbreeck [[4K] Rocket's Normal] (0.76\*)](https://osu.ppy.sh/scores/mania/453133066) | 921,636 | 913,535 | 875,549 | | [rlarkgus on Zen Zen Zense by Gom (HoneyWorks) [[5K] Normal] (1.68\*)](https://osu.ppy.sh/scores/mania/458368312) | 934,340 | 926,787 | 918,855 | | [YuJJun on Harumachi Clover by R3 Music Box [4K Catastrophe] (1.80\*)](https://osu.ppy.sh/scores/mania/548215786) | 918,606 | 911,111 | 885,454 | | [Fritte on 45-byou by respon feat. Hatsune Miku & Megpoid [[5K] Normal] (1.52\*)](https://osu.ppy.sh/scores/mania/516079410) | 900,024 | 892,569 | 907,456 |
I don't see the point of doing score conversion for mania if a 0.96 multiplier is going to be applied. The 960000 point cap a 0.96 multiplier enforces results in even the best plays on maps being easily beatable. This will result in the stable scores on the leaderboards for all but the hardest of maps being effectively erased once objectively worse lazer plays populate it. |
Please re-read the last sentence of the PR description. |
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
Please refrain from discussing the multiplier. This is locked in for release and subject to future revisiting, as mentioned in the OP and mentioned above. Give us space to develop or we will be forced to limit interactions in the repository. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This makes sense to me.
Partially addresses #26416
As pointed out in the discussion thread above, the total score conversion process for mania was using accuracy directly from the replay. In mania accuracy is calculated differently in score V1 than in score V2, which meant that scores coming from stable were treated more favourably (due to weighting GREAT and PERFECT equally).
To fix, recompute accuracy locally and use that for the accuracy portion.
Note that this will still not be (and cannot be made) 100% accurate, as in stable score V2, as well as in lazer, hold notes are two judgements, not one as in stable score V1, meaning that full and correct score statistics are not available without playing back the replay.
The effects of the change can be previewed on the following spreadsheet:
https://docs.google.com/spreadsheets/d/1wxD4UwLjwcr7n9y5Yq7EN0lgiLBN93kpd4gBnAlG-E0/edit#gid=1711190356
Top 5 changed scores with replays:
4/5 cases are closer to the "actual" score as indicated by replay than the previous conversion was (although that is a somewhat shaky reference due to differences in hitwindow handling, but it'll do for now).
This will 10000% conflict with #26405 if both pulls are accepted. I will deal with that as that comes.
I didn't do what I described here exactly because I dunno it felt safer to preserve the original accuracy I guess. I'm not exactly sure that for other rulesets recomputing accuracy from statistics is lossless (or matches actual lazer gameplay mechanics either).
Classic mod multiplier is deliberately not touched. It will remain 0.96x for all rulesets for the foreseeable future. That may change if the community feedback after release indicates that it is required, but for now it stays. Changing multiplier is a much easier operation to apply retroactively than adjusting the conversion which is why this is being PRed and that isn't.