Psi^2 :: FFR Batch Submission
DarkZtar - Psi^2 - DM Ashura [6.5 / 10]
Jan/Feb 2022
PublicEvents
Rejected
blanket dm ashura perms
high-end diff cj file

- The sim folder name isn't as expected: "" vs "Psi^2 (DarkZtar)"

Simfile Folder Name

Note Count

2374

Chart Length

1:58

Average NPS

20.8795

Estimated Difficulty

100.26

First Note

0:04

Ending Note Delay

0:02

Hand Bias

x 8

Framers

0 - 0 1 - 0 2 - 39 3 - 943 4 - 9

Jumps

x 416

Hands

x 374

Quads

x 37

Color Jumps

x 0

Color Hands

x 0

Color Quads

x 0

Most notes in:

1/3 of a Second
13 - 39.00 nps 0.5 Seconds
19 - 38.00 nps 1 Second
32 - 32.00 nps 2 Seconds
62 - 31.00 nps 5 Seconds
143 - 28.60 nps 10 Seconds
283 - 28.30 nps 30 Seconds
820 - 27.33 nps 1 Minute
1544 - 25.73 nps

Color Count

x 802 (33.78%)
x 532 (22.41%)
x 0 (0%)
x 1023 (43.09%)
x 0 (0%)
x 17 (0.72%)
x 0 (0%)
x 0 (0%)
x 0 (0%)

Largest Note Gaps

1.6s1.57s0.4s0.3s0.2s0.2s0.2s0.2s
35
28
21
14
7

A new chart file was uploaded with the following changes:
----------
Note Count changed: 2366 => 2374
AVG NPS changed: 20.80915 => 20.87951

Psi² (DarkZtar) [7/10]

PERMS OK
SYNC OK

41:922: Not quite sure what this hand goes to. Same for 54.554.

42.218: These handgluts (and their other iterations) feel somewhat arbitrary. The sounds clearly go up and then down on the same exact notes. I would suggest making maybe at least the two middle 16ths (right around the mid quad) be the same note, or anything that the player can follow in these spiky gluts.

1:13.797: Here you layer the "up-to-down" section with hands, but you only layered the "going up" half at 1:07.482 and 1:20.113.

1:29.587: Given that you already have gluts going to nearly everything, you could very well chart these bass kicks as pure jumpjacks (in whatever way you see fit) to add variety. It's also the climax of the song.

1:41.752: Here you repeat the 16ths three times, but at 51.119 and 1:16.462 you alternate the hands.

1:47.449: Don't see why this shouldn't be single -> jump -> single.

This chart is alright. The heavy layering makes it difficult to have clear themes and motifs but it definitely follows the song's intensity well. With a bit of work on making the various layered sections less arbitrarily charted (in terms of PR/theme), this could be a pretty fun high level chordjack/stam file.

Psi^2 (DarkZtar)

- Offset's good.

With a lot of heavy layering put into this (about the same approach you took for Endymion, although this is a lot denser than that), I do think this is way over the top even with the additive combined layering. I'm placing a reject for this, but if does gets in, please make sure to factor in these notes below:

39.554 - This segment should be focusing more on the melody chime sound (?) so jumps would be a bit too dense for your approach to take in, especially when you consider 42.317 where these get all hands treatment, so you do need to nerf most of these.
1:04.718 - This picks up tenfold with your layering when you introduced hands into the synth, so players would be absolutely getting blasted without prior knowing, especially your patterns remain unchanged - it even got denser to the point where stamina is a deciding factor even in the first half.
1:30.179 - This is a good opportunity for winding down period of the song (gradually), even though it does look like your layering is a bit more lax, but this is not enough of a deescalation - you should take that less dense approach into the advantage so it doesn't stick into hand-jump-hand-jump-jump-hand approach all that much.

I don't have other issues with the patterning you took for this entire gauntlet of chordjack - it's pretty comfortable, but as it stands this needs a very similar nerf akin to Endymion. [6/10]