Replies: 2 comments 14 replies
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Thank you for those graphs ! Maybe 0.98 works better for "the majority of scores" (Edit: actually I didn't realise this was only based on top 10, this is even worse) but:
And more importantly, if the multiplier is not <0.97, people will have too much incentive to enable classic mod (especially on slider-heavy maps) since they will usually get better scores with it, but if the multiplier is not >0.99, the top of the leaderboard won't make sense, and thus there's no compromise that truly works. This is why the solution of changing the score conversion to include an estimation of the slider-accuracy was proposed, so that stable scores and lazer scores can be fairly compared, and I understand that having a simple multiplier for mods is desirable because it's easier to understand, but here we're dealing with a situation that requires careful handling since people care about these historical scores, and this complexity is the only way to provide the fairness that players want here. So, I hope the devs change their mind on that topic. |
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On another note, in case the suboptimal solution of using a mod multiplier to compare classic/lazer is forced to remain, I believe the median is not a good metric to pick the multiplier: Edit: also, why only use top 10 scores in leaderboards ? What happens to lower acc scores ? |
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Currently, the 0.96x score multiplier does not accurately represent the majority of beatmaps when it comes to slider acc.
Using a random sample of 500 beatmaps and the top 10 (stable leaderboard) scores on them, I calculated the scores with and without slider acc, and the ratio between the two.
spreadsheet
Median and average of the ratios:
Median:
0.982
Average:
0.970
Graphing the ratios in a histogram shows over 70% of scores have a ratio of > 0.96
Graphing the median ratio per beatmap also gives a similar result, with the majority of beatmaps having a ratio between 0.97 and 1
From this data, I suggest changing the classic mod score multiplier to 0.98x to better balance CL scores with non-CL scores.
How the scores were calculated
Circleguard was used to calculate the hitcounts with and without slider acc. The hitcounts were then plugged into the total score equation to get the score.
Notes:
All scores were assumed to be FCsSome extra stats:
Lowest ratio:
0.520
score linkHighest ratio:
1.020
score linkLowest median ratio:
0.859
beatmap linkHighest median ratio:
1.007
beatmap linkEdit:
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