I'm content with this, means I could still win this without switching mods at all :3
Exactly why it isn't infinite rollover. As well as it only being a PORTION of those points. I mean, look at it this way:
R1 - 10000 raw song, you use speedmods and get 10500. That's 500 rollover points BEFORE the reduction (which, by the way, nobody has managed to break 300 rollover if I am remembering correctly).
R2 - 8000 raw song, but it's harder so you get 7400 raw. Due to the ratio of the songs, the 500 is reduced to 320 (500/10000 = 320/8000), and then reduced by the 80% carry-over rate (giving you 256). This is then added to the 7400 raw you got prior, making a total of 7656, therefore potentially saving you from the elimination line of 7550 raw.
2 quick notes:
If the song ratio is reversed because the next song is worth more, it DOES increase the raw that is rolled over, BUT that number is still going to be reasonable because it is stilled reduced by the 80%. This is just to ensure that you don't take 500 rollover points into a song that is originally 10000 points lower than what you just finished.
Secondly, if your rollover is enough to push you over the AAA value, that DOES NOT move on or roll over into the next round. Rollover points are simply to aid in saving you in the next round, not two or more rounds after. Say you use speedmods and get 7850 on the 8000 song, and the 256 would put you over, the bonus for R2 is added in from that speedmod BEFORE the Rollover from R1 is added. Any excess from R1 Rollover is NOT carried over. So if you want rollover in R3, you gotta do well enough to roll over some from R2, not from R1.
So what percentage of the bonus points will rollover, or is that not to be disclosed yet? Use my score for example. 30 points from AAA, I work it out as 200 bonus points, so I've got 170 overspilling atm. Would I be able to work out what carries over, or is that a secret?
No problem Zenith. And wildfire, I'm looking at an 80% rollover rate, but it's not really set in stone yet as I haven't applied it to anyone. If I start applying this to people for the next round and 80% isn't working (or if you guys find flaw with that now) then it is subject to change.
No problem Zenith. And wildfire, I'm looking at an 80% rollover rate, but it's not really set in stone yet as I haven't applied it to anyone. If I start applying this to people for the next round and 80% isn't working (or if you guys find flaw with that now) then it is subject to change.
Okay, thanks a lot for the info! I don't see why that would be a problem, since the limits don't allow huge gains unless certain people who can play 100,000x can also consistently get good scores on 1.0x higher than their usual XD
Thanks for clearing things up Justin, things make more sense now.
Originally posted by reuben_tate
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Disclaimer: This photo is not guaranteed to cause pleasure.
Question: Say I consistently get good scores on a song using my normal speed mod, and someone else usually gets AAA's with a speed mod that's higher than their usual. Does that mean that in a higher round (like an FGO round) that if I manage to pull an SDG and they get like 20 goods, they can still beat me since bonus points "carry over if they get an AAA"?
Question: Say I consistently get good scores on a song using my normal speed mod, and someone else usually gets AAA's with a speed mod that's higher than their usual. Does that mean that in a higher round (like an FGO round) that if I manage to pull an SDG and they get like 20 goods, they can still beat me since bonus points "carry over if they get an AAA"?
In theory they could, but they'd have to have a lot of bonus points carried over in order to do that. I guess in later FMO and FGO rounds, if someone AAAs a song on quite a different speedmod you might see numbers like 500 or so be carried over (although I'm sure it'll be limited to something *reasonable*), in which case they'd have quite a buffer and could beat you. But you could always come back with a speed mod bonus of your own to counteract that.
Edit: Example. A song with 1500 notes. If someone was to AAA it on 0.35x faster than the one they called their default, then they'd gain an extra 525 points of which a % would be carried over. I don't think that the 525 would be counted in the current round, so if you AAA'd it on your default speedmod you'd just draw with him. But he'd start next round with an advantage of maybe 400 or so points, so if he got 20 goods then, the 400 points would bring him up to a 4 good score.
I might be wrong though. Justin will surely tell me if so ^_^
In all honesty I pity the situation I've put you in, but I can tell you are above the D5 level. That's a wonderful score man, congrats. Also, can I ask why you don't actually use the restart key? Instead of closing the window? It does basically the same thing and you can map the button to whatever you want in the settings menu.
Sorry, didn't see that post before I answered (@dragonmega)
Theoretically you could be beaten in an FGO round by a 20 good score if they had enough carry-over points, but what you have to keep in mind is that rollover will become less and less likely as the chances of a AAA score get harder and harder to manage. If you read the last part of my last post, I said that rollover is applied AFTER the other points, and EXTRA rollover that isn't needed DOES NOT carry over again. So pretty much, in order to beat you with 20 goods in an FGO round, someone would have to get a massive rollover (AAA with a decent speedmod change, most likely) in order to get an amount that would help them THAT much. Since it's raw you can look at it in terms of accuracy:
A 200 point rollover is 4 free perfects, basically, added to your score. So if you got 1003-7-0-0-0 and they got 990-20-0-0-0, it would go like this:
Your raw is: 50325, their raw is: 50000 + 200 = 50200. You would still win, and rightly so (I'd bet money that unless they are really skilled people won't be getting >200 rollover on the really hard songs after the conversion between ratios and the 20% cut.
EDIT: wildfire is correct, but is forgetting the conversion ratio between songs, since they have different raw max's most of the time.
Double Edit: Only time will really tell...I'll be sure to check some of the rollover before moving into the next round, and see if that value needs to change.
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