Old 01-26-2008, 10:07 PM   #1001
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Default Re: R1 - Actual Song Difficulties V2

Why can't duality be used for Otaku? I can nearly AAA it, but why???
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Old 01-27-2008, 10:00 AM   #1002
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Default Re: R1 - Actual Song Difficulties V2

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Originally Posted by tofurox View Post
Why can't duality be used for Otaku? I can nearly AAA it, but why???
Because any songs that were released after the Otaku skill tokens aren't used for the requirement.
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Old 01-28-2008, 06:23 AM   #1003
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Default Re: R1 - Actual Song Difficulties V2

After av-miss fix, difficulties of "framer songs" should be fixed.

IMO songs that definitely should be degraded are.. (those were hard mainly because of framers)

(FMO -> VC)
(D2) Sympathizer
(D2) Vertex BETA
(D2) HELLBEAT
(C) Turkish March
(ST) Kyuin
(ST) PLANETZ
.. and maybe AIM Anthem.

(FGO -> FMO)
(C) Caprice
(D2) RunnyMorning (SGX MIX)
(C) Piano Etude (Demon Fire)

And there will be way more harder songs in this game, so I'll make difficulty 90+ zone blanks. The hardest regular song will be Revo, and it will be a 89.
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Old 01-28-2008, 07:29 AM   #1004
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Default Re: R1 - Actual Song Difficulties V2

in the game where it shows difficulty song name and author can we add a TPS for taps per second? i think tps is more accurate than BPM
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Old 01-28-2008, 08:53 AM   #1005
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Default Re: R1 - Actual Song Difficulties V2

I would still leave Piano Etude as an FGO, mainly because tricky jump patterns, and VB being VC? hmm...Planetz and Kyuin definitely, Sympathizer and Hellbeat definitely, but VB's long streams and trills make it about as difficult as the stream in Lawn Wake IMO, but I'm probably wrong about that...and I think Balloon Fever without the 4 framers should be VC, I find that song extremely easy for an FMO, if I didn't get avmisses I would have a 25-0-0-0 on it already...
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Old 01-28-2008, 09:39 AM   #1006
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Default Re: R1 - Actual Song Difficulties V2

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Originally Posted by jimerax View Post
(FMO -> VC)
(D2) Sympathizer
(D2) Vertex BETA
(D2) HELLBEAT
(C) Turkish March
(ST) Kyuin
(ST) PLANETZ
.. and maybe AIM Anthem.
does that mean that there won't be otaku gets on these songs?
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Old 01-28-2008, 09:41 AM   #1007
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Default Re: R1 - Actual Song Difficulties V2

There would have to be. Would not be fair if we had to try on the new Master files that are much much harder then those songs.
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Old 01-28-2008, 11:33 AM   #1008
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Default Re: R1 - Actual Song Difficulties V2

By the time av-miss fix is released to public Otaku oni token should be changed IMO,
because difficulties are completely different. For example, some FMO songs (like Hellbeat, Turkish March) got apparently easier than For FFR.

Yes it's a bit unfair, but it's just because av-miss fix has changed everything related to the difficulty.
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Old 01-28-2008, 11:37 AM   #1009
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Default Re: R1 - Actual Song Difficulties V2

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Originally Posted by jimerax View Post
By the time av-miss fix is released to public Otaku oni token should be changed IMO,
because difficulties are completely different. For example, some FMO songs (like Hellbeat, Turkish March) got apparently easier than For FFR.

Yes it's a bit unfair, but it's just because av-miss fix has changed everything related to the difficulty.
I doubt anyone would disagree with changing the songs that unlock it.

However, what if the token were locked? As a testament to the end of an era?
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Old 01-28-2008, 11:51 AM   #1010
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Default Re: R1 - Actual Song Difficulties V2

Token lock? Maybe, some s-tokens like av-miss one would be absolute nonsense.
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Old 01-28-2008, 11:59 AM   #1011
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Default Re: R1 - Actual Song Difficulties V2

Token lock would be retarted.

And don't change the songs that unlock it either. They can always create a new token for doing something without avemisses.

As far as the ave-miss token goes, All you need to do is change the req from saying "get 2 avemisses" to "Get the same number of Averages, boos and misses 2 or greater."
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Old 01-28-2008, 04:15 PM   #1012
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Default Re: R1 - Actual Song Difficulties V2

HELLBEAT was hardly FMO to begin with XD
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Old 01-28-2008, 09:40 PM   #1013
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Default Re: R1 - Actual Song Difficulties V2

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HELLBEAT was hardly FMO to begin with XD
agreed, except that the trill to jump switch is annoying because all the notes are blue!!! Damnit!!!
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Old 01-28-2008, 11:15 PM   #1014
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Default Re: R1 - Actual Song Difficulties V2

Lock Oni. Do it. You guys know you want to.
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Old 01-29-2008, 12:04 AM   #1015
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Default Re: R1 - Actual Song Difficulties V2

I didn't even get true avmisses when I got Frozen Bond. I just got two boos in the beginning, missed the first two arrows, then got two random averages somewhere during the file
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Old 01-29-2008, 12:58 AM   #1016
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Default Re: R1 - Actual Song Difficulties V2

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I didn't even get true avmisses when I got Frozen Bond. I just got two boos in the beginning, missed the first two arrows, then got two random averages somewhere during the file
Exactly what I did.
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Old 01-29-2008, 03:19 AM   #1017
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Default Re: R1 - Actual Song Difficulties V2

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I didn't even get true avmisses when I got Frozen Bond. I just got two boos in the beginning, missed the first two arrows, then got two random averages somewhere during the file
Isn't that what everyone did? I even got the Averages in the beginning too, and then AAA'd the rest.

I'm not for changing the Oni reqs, or a token lock. Keep it the same like Manti says.
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Old 01-29-2008, 07:43 AM   #1018
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Default Re: R1 - Actual Song Difficulties V2

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Originally Posted by Rebirth0 View Post
I didn't even get true avmisses when I got Frozen Bond. I just got two boos in the beginning, missed the first two arrows, then got two random averages somewhere during the file
ditto
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Old 01-29-2008, 07:44 AM   #1019
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Default Re: R1 - Actual Song Difficulties V2

nothing requires avmisses, ever, basically it's just a certain number of averages, misses, and boos, nothing more
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Old 01-29-2008, 07:52 AM   #1020
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Default Re: R1 - Actual Song Difficulties V2

Oni lock would hardly work anyway. Unless you are going to add the FMO's that were released after Oni came out. Because that would make the Oni FMO playing field significantly smaller. Even without average misses. VB is still going to be hard enough to PA so that it won't get AAA'd all the time. Just because you can't get av-misses doesn't mean that the game because instant super PA fest.
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