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Scoring Values...
 
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djzmudpony
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0. PostPosted: Thu Jul 07, 2005 4:56 pm    Post subject: Scoring Values... Reply with quote

Anyone know what the value of Fantastics vs. Excellents are in the scoring percentages? For that matter, anyone know the rest of the values?
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Thunderbird
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1. PostPosted: Thu Jul 07, 2005 5:06 pm    Post subject: Reply with quote

Fantastic: +5
Excellent: +4
Great: +2
Decent: 0
Way Off: -6
Miss: -12
Yeah: +5
Bad: 0
(both holds and rolls)
Whack a mine: -6
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Boochypa
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2. PostPosted: Thu Jul 07, 2005 6:22 pm    Post subject: Reply with quote

I thought bads were -6?
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Brick Tamland(LoveRevenG)
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3. PostPosted: Thu Jul 07, 2005 6:52 pm    Post subject: Reply with quote

Boochypa wrote:
I thought bads were -6?

I'm sure he just probably forgot to put it in.
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Thunderbird
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4. PostPosted: Thu Jul 07, 2005 7:12 pm    Post subject: Reply with quote

Hmm, I guess I stand corrected then. *rewrites score calculator*
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Wolfman Jake
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5. PostPosted: Sat Jul 09, 2005 5:44 pm    Post subject: Reply with quote

[Emo Squad] RevenG wrote:
Boochypa wrote:
I thought bads were -6?

I'm sure he just probably forgot to put it in.


I'm pretty sure Bads (dropping a freeze) are a 0. I've seen the dp values in the Stepmania.ini file that was ripped from the PS2 version. NG=0
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Thomas Hobbes
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6. PostPosted: Sat Jul 09, 2005 6:12 pm    Post subject: Reply with quote

Uh, wouldn't it be -6 then? I believe Fantastics are worth 6. You get a penalty of 0 and you could of got 6 points so technically it's -6.

Catch my drift?
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Wolfman Jake
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7. PostPosted: Sat Jul 09, 2005 7:50 pm    Post subject: Reply with quote

St00pidBaka // BluR wrote:
Uh, wouldn't it be -6 then? I believe Fantastics are worth 6. You get a penalty of 0 and you could of got 6 points so technically it's -6.

Catch my drift?


No, first of all, a Fantastic is a +5. And you can drop a hold after hitting the step initially and still get a Bad while getting a Fantastic for the step overall. So, for a hold step, you can get a max of 11 dp. 5 dp max for getting a Fantastic on the step and another 6 dp for holding the hold until the end. Not holding the hold until the end means you don't get any of the 6 dp for a hold. That's it. It doesn't subtract dp from your total. Getting a Way Off, a Miss, or hitting a Mine WILL actually subtract dp from your running total. Prove this to yourself. Play a song on Easy or something, one with holds, and watch what happnes to your percentage when you miss a step (it will go down) and when you hit a hold initially (with anything Decent or better) and then drop the hold to get a Bad (your percentage will not change).

Bonus! Here is the code from the Stepmania.ini file as ripped from the ITG PS2 disc itself:

PercentScoreWeightBoo=-6
PercentScoreWeightGood=0
PercentScoreWeightGreat=2
PercentScoreWeightHitMine=-6
PercentScoreWeightMarvelous=5
PercentScoreWeightMiss=-12
PercentScoreWeightNG=0
PercentScoreWeightOK=5
PercentScoreWeightPerfect=4

Hmmm...notice that the DDR step judgement titles are hard-coded into ITG PS2. That's interesting considering the new information about Konami's lawsuit against Roxor now being extended to include ITG PS2.
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Thunderbird
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8. PostPosted: Sun Jul 10, 2005 12:32 pm    Post subject: Reply with quote

SM.ini has multiple sections with judgement point values. I'll check ITG PS2 on my own in a bit.

However, you can still get a hold arrow if you get a Way Off on the start of it (I've done this).
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'Ivan
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9. PostPosted: Sun Jul 10, 2005 12:35 pm    Post subject: Reply with quote

Thunderbird wrote:
However, you can still get a hold arrow if you get a Way Off on the start of it (I've done this).

I'm sure a lot of us have sometime. 'Course doesn't work with misses.

You would still get -1 DP though, right? -6 + 5 = -1? E19.gif
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PedanticOmbudsman
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10. PostPosted: Sun Jul 10, 2005 3:25 pm    Post subject: Reply with quote

Yes, you'd get a -1, but that's still a hell of a lot better than not hitting the hold at all, because then you'd get a -12 for a Miss.

The reason that there's not a penalty for Bad (other than missing out on the "Yeah" points, of course) is because hitting a hold & then breaking it is supposed to still be a lot better than never hitting it at all.
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