For every step:
Multiplier (M) = (# of steps in your current combo / 4) rounded down
"Good" step = M * 100 (and this ends your combo)
"Great" step = M * M * 100
"Perfect" step = M * M * 300
e.g. When you get a 259 combo, the 260th step will earn you:
The scoring system for the 3rd Mix is very different. In this system, high scores are not determined by large combos, and the maximum score for any one song is 10,000,000 This is generally believed to be the most *fair* system of scoring, but many would rather totally annihilate their opponent with an exponentially higher score than for it to come down to a few points.
First, we need to calculate the base step score P:
Also, there is a "bonus" for the final step of a song, that evens out the score to 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Let us call this new value S
If this is the 2nd step, multiply S by 2,
If this is the 3rd step, multiply S by 3,
and so on...
Here is an illustration with a 4 step song (not that any actually exist):
If the step is "Perfect", S = 100,000 * 10 = 1,000,000
If the step is "Great", S = 100,000 * 5 = 500,000
If the step is "Good", S = 100,000 * 1 = 100,000
The bonus, Q, is 10 * (1,000,000 - int[1,000,000 / 10] * 10) = 0 points for this song. Bummer.
So, if we had all "Perfect":
Step 1: Score = (1,000,000 * 1) = 1,000,000
Step 2: Score = Previous Score + (1,000,000 * 2) = 3,000,000
Step 3: Score = Previous Score + (1,000,000 * 3) = 6,000,000
Step 4: Score = Previous Score + (1,000,000 * 4) + Bonus = 10,000,000
Let's Do it again with a few "Greats" thrown in:
Step 2 (Great): Score = Previous Score + (500,000 * 2)
However, let me illustrate another situation:
Step 2 (Great): Score = Previous Score + (500,000 * 2)
See? You will get a higher score if you get your "Perfect"s at the end as opposed to the beginning, but if you have been studying the above equation, and are proficient in basic algebra, you already knew this (^_^)
Your stage Grade is calculated as follows:
Your earned "Dance Points" are calculated as follows:
SSS = All Perfect
SS = At least 80% Perfect and the rest Great
S = Less than 80% Perfect and the rest Great
A = At least 80% of maximum Dance Points
B = At least 64% of maximum Dance Points
C = At least 50% of maximum Dance Points
D = Less than 50% of maximum Dance Points
E = Failed
*Note: A grade of SSS through S override any other grade. If you have less than 80% of maximum Dance Points, but a Full Combo, the S grade overrides the B. Likewise, if you do not have a Full Combo, the highest grade you can get is an A.
Grading system derived by Taren N.
The scoring system in DDR 4th Mix/Plus is considerably simple (compared to the 3rd Mix). Note: this scoring system is also featured in DDR Gameboy 3.
For each step:
To illustrate (we don't need the number of steps in the song since the scoring system does not base itself on that):
Your stage Grade is calculated as follows:
Your earned "Dance Points" are calculated as follows:
AA = All Perfect
A = All Perfect and Great
B = At least 64% of maximum Dance Points
C = Less than 64% of maximum Dance Points
D = Failed
*Note: A grade of AA or A overrides any other grade. If you have less than 80% of maximum Dance Points, but a Full Combo, the A grade overrides the B. Likewise, if you do not have a Full Combo, the highest grade you can get is an B.
Grading system derived by Taren N.
DDR 5th Mix's scoring system is insane. I get a headache thinking about it. It is close to 3rd Mix is some ways, but different in others. In this mix, the initial difficulty counter has the largest effect on your maximum score. Also, there is a bonus applied at the end of the song based on your rank (ending bonus) (AAA,AA,A,B,C,D,E)
First, the base score of a stage is determined by difficulty (this ranges from 1 to 9)
Hence, if a player gets all "Perfect"s, on a 9 foot difficulty stage:
...And if this were a long version:
A single step's points are calculated as follows:
Where S = The sum of all integers from 1 to N (the total number of steps)
So, for example, suppose we wanted to calculate the step score of a "Perfect" on the 40th step of a 350 step 8 step difficulty song (Not a Long-Version Song):
StepScore = p * int(B/S) * n
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 5,000,000 if you get all Perfects. This bonus is calculated as follows:
Now, your normal score accumulates during the game, but your bonus is awarded all at once at the Results screen. There are two bonuses: a Combo Bonus and a Dance Level Bonus (note: the dance level bonus is only received one time per song. Repeated plays of a song do not earn the dance level bonus, nor do songs from previous mixes (songs written in blue letters) (this one in under investigation)).
The Combo Bonus is similar to the DDR 4th Mix scoring system:
Finally, your rank:
Each step has a value of two "Dance Points" assigned to it. When you add them all up, you get the maximum number of possible "Dance Points". (Equal to 2 * N)
Your earned "Dance Points" are calculated as follows:
The Dance Level Bonus is simple.
The Combo Bonus doesn't have a huge effect on the score unless you get AA or AAA.
So there you have it. To finish, the best possible score (with bonuses) for a 9-step difficulty, 400 step song is:
Stage Score + Combo Bonus + Dance Level Bonus
5th Mix grading system derived by Taren N.
The scoring system is similar to 5th mix, but with a few changes in the bonus and difficulty rating system.
A single step's points are calculated as follows:
Where S = The sum of all integers from 1 to N (the total number of steps)
Now, through simple algebraic manipulation
Note that this is the same as DDR 5th with the exception that there is no "Step Difficulty" modifier to affect the base value of the song. This makes calculating score easier (well, compared to 5th, anyway). Let's work through an example:
So, for example, suppose we wanted to calculate the step score of a "Great" on the 312th step of a 500 step song:
Remember this is just the score for the step, not the cumulative score up to the 312th step.
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Note: if you get all Perfect, you get (p=10)*B, which is 50,000,000
Bonus:
With the exception of songs done via Roulette, songs played more than once in the same game, and edit data. you receive additional bonuses after the song is over. Here is a breakdown of the five different bonus categories.
Stream: | The ratio of your number of Perfects to getting all Perfects |
Voltage: | The ratio of your maximum combo to getting a Full Combo |
Air: | The ratio of your number of Perfects on all your jumps (R+L, R+D, etc) to getting all Perfects on all Jumps |
Chaos: | The ratio of your dance level compared to that of AAA (all Perfect) level |
Freeze: | The ratio of your total number of "OK"s on all the Freeze arrows to getting all "OK" on all the Freeze arrows |
However, the number of points you can actually get is also based on how hard your song was in each of those categories. Here are the maximum difficulties values for each category:
Stream: 374
Voltage: 640
Air: 67
Chaos: 3832
Freeze: 8000
The difficulty of your song in each category is divided by the maximum difficulty score for that category (and then multiplied by your difficulty score to get the final resulting bonus for that category).
The actual formula is as follows:
Let P = Maximum point value (10M, 20M)
Let M = theoretical maximum value of element, as listed above
Let E = Groove Radar value of that element (shown on the screen during music select)
Score for that element is defined by the formula (deep breath):
points available = int[ int(128 * P / M) E / 128 + 0.5]
UNLESS M equals or is less than E, in which case the maximum point value will be equal to:
points available = P.
The resulting percentage is how much of the maximum bonus you can get for that category. For example:
Your song has a Freeze difficulty of 4000. The maximum Freeze difficulty is 8000, so your song can only earn 50% of the normal maximum (4000/8000) bonus for Freeze. That means (50% of 10M =) 5M will be the maximum Freeze bonus for your song.
Rule for partial groove bars: The partial amount you receive from any one groove radar bar is calculated by:
STREAM (top bar, labelled voltage in MAX2 and beyond)
E = number of perfects
M = total number of steps
VOLTAGE (second, labelled stream in MAX2 and beyond)
E = earned max combo
M = FC value
AIR
E = Number of perfects received on jumps
M = FC - number of steps = number of jumps
CHAOS
E = Earned Dance Points
M = Max DP (2*steps + 6*OK's)
FREEZE
E = OK's received
M = total freeze count
Your partial bonus for each element is:
int[ int(100 * E / M) P / 100 ]
Note that this is rounded to the nearest 1/100, instead of the nearest 1/128, and is not rounded, merely truncated.
A list of all songs and their maximum scores (AAA on the song with freeze on) can be found here.
A list of the highest AAA scores possible can be found here.
(Keep in mind these are lists of the MAX JP home version, which SHOULD encompass all the arcade version songs. All other songs released on home versions (i.e. songs on 6th Arcade but not on the 6th Home version) have their groove radar and bonus listed on these pages:
MAX USA List /
MAX USA Ranking List
MAX2 JP List /
MAX2 JP Ranking List
MAX2 USA List /
MAX2 USA Ranking List
Extreme JP List /
Extreme JP Ranking List
Party Collection List /
Party Collection Ranking List
Remember, the score listed at the right is the maximum score possible under 6th Mix scoring rules. Songs in mixes other than 6th are subject to their respective mix's rules.
Also, If your machine is set to more than 3 songs, only the last 3 songs count towards your final score (for internet ranking purposes and such).
Finally, your rank:
Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
Your "Dance Points" are calculated as follows:
The scoring system is similar to DDR MAX, except freeze steps are calculated the same as a regular step, and the individual bonuses in MAX are gone for a much simpler scoring system. To clarify, if you step on a freeze arrow, you get the step score for hitting the step initially, and the next step score when you (if you) get an "OK" on the freeze arrow.
A single step's points are calculated as follows:
Where S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
Now, through simple algebraic manipulation
For freeze arrows, the "step" score you receive is based on n, and the "freeze" score you receive when you get the OK is based on (n+1). No matter how many steps you hit while holding the freeze arrow, the multiplier for the OK will still be (n+1), where n was the inital value of the step.
Okay, time for an example:
So, for example, suppose we wanted to calculate the step score of a "Great" on the 57th step of a 441 step, 8-foot difficulty song (I'm just making this one up):
Remember this is just the score for the step, not the cumulative score up to the 57th step.
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible score for any song is the number of feet difficulty X 10,000,000.
Also, in the song selection screen, the graph used in MAX still exists, but is now merely cosmetic. It may appear that the graphs for songs also featured in MAX have shrunk, but they are still the same size- the fourth (outer) ring of the Groove Radar has been noticeably expanded for MAX2, while all four "bullseye" rings have the same thickness in MAX.
Next, If your machine is set to more than 3 songs, only the last 3 songs count towards your final score (for internet ranking purposes and such).
Finally, your rank:
Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
Your "Dance Points" are calculated as follows:
While in ONI mode, a percentage indicator gradually increases as you play. This is directly based on the same method used to calculate your rank at the end of a regular song. It is the number of "Dance Points" you currently have as a percentage of the maximum possible number of "Dance Points", which is calculated *slightly* different from non-oni mode play.
For instance, take this results screen for Demon Road 2 (on the 2P side)
Click here for the screen shot (Internet Ranking codes purposely scratched out)
As you can see, I have 1915 Perfects, 197 Greats, 0 Goods, 0 Boos, 0 Misses, and all 36 OKs.
The total number of Dance Points is calculated using all Perfects and OK's. Your earned Dance Point total is calculated as follows:
Perfects and OKs: +2 points,
Greats: +1 point, and
everything else: +0 points.
Hence, the maximum number (for this course) becomes:
((1915 + 197) * 2) + (36 * 2) =
(2112 * 2) + (36 * 2) =
4224 + 72 = 4296
And my number of Dance Points works out to:
(1915 * 2) + (197 * 1) + (2 * 36) =
3830 + 197 + 72 = 4099
Now, dividing my number of points by the maximum number of points, multiplying by 100, and dropping everything past one decimal place, you get the same percentage result as that listed on the screenshot, 95.4% (In actual calculation it is 95.41%, though.)
Note: You combo counter only increased with a "Perfect", and double Perfect steps (left and right, etc.) only add 1 to your combo instead of 2. The combo counter thus becomes a "Perfect" counter.
The score you get for your combo depends on the difficulty you're playing. For example, you get more points per step playing on Light than on Heavy, but fewer steps.
Let C = combo after stepping (Jumps are +2, steps +1)
In all of the courses available including Random All (the one with 6 stages and random mods), excluding Player's Best 1-4, Player's Best 5-8, Player's Best Long, and Random Caprice, the scoring is based on the number of feet each song has. It is exactly like normal mode- if you play a 5-foot song, it is worth 50 million points regardless of its position within the course. Step and point breakdowns are exactly the same as normal mode, and combos carry over between songs.
On Player's Best 1-4, 5-8, and Random Caprice, your score is based out of 100 million points, just like in Extreme. The songs' values are:
First song = 10,000,000
Second song = 20,000,000
Thrid song = 30,000,000
Fourth song = 40,000,000.
For Player's Best Long, the songs' values are:
1st, 2nd songs = 10,000,000 each
3rd, 4th songs = 20,000,000 each
5th, 6th songs = 30,000,000 each
7th, 8th songs = 40,000,000 each
For a grand total of 200 million points.
Special Note: Original NS Course scoring is foot-based, except songs are only worth 1 million per foot instead of 10. This prevents an overflow when someone strings up 20 hard songs in a row.
MAX2 Endless and Nonstop systems were drived by Taren N.
The scoring system for regular play is identical to DDR MAX 2.
A single step's points are calculated as follows:
Where S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
Now, through simple algebraic manipulation
For freeze arrows, the "step" score you receive is based on n, and the "freeze" score you receive when you get the OK is based on (n+1). No matter how many steps you hit while holding the freeze arrow, the multiplier for the OK will still be (n+1), where n was the inital value of the step.
Okay, time for an example:
So, for example, suppose we wanted to calculate the step score of a "Great" on the 57th step of a 441 step, 8-foot difficulty song (I'm just making this one up):
Remember this is just the score for the step, not the cumulative score up to the 57th step.
Also, there is a "bonus" for the final step of a song, that evens out the score to a multiple of 10,000,000 if you get all Perfects. This bonus is calculated as follows:
Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible score for any song is the number of feet difficulty X 10,000,000.
Also, in the song selection screen, the graph used in MAX still exists, but is still cosmetic.
Finally, your rank:
Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
Your "Dance Points" are calculated as follows:
While in ONI mode, in addition to your score, a separate score indicator gradually increases as you play. This is the number of "Dance Points" you currently have, which is calculated *slightly* different from non-oni mode play.
The total number of Dance Points is calculated with Marvelous steps being worth 3 points, Perfects getting 2 points, OKs getting 3 points, Greats getting 1 point, and everything else is worth 0 points. (Note: The "Marvelous" step rating is a new rating to DDR Extreme only used in Oni and Nonstop modes. They are rated higher than "Perfect" steps).
Note: Your combo counter only increased with a "Marvelous/Perfect", and double Marvelous/Perfect steps (left and right, etc.) only add 1 to your combo instead of 2. The combo counter thus becomes a "Marvelous/Perfect" counter.
Nonstop mode requires the player to play 4 songs in succession, with the total maximum possible score for the four song set being 100,000,000. This comes from the sum of the four stages' maximum possible scores, which, regardless of song or difficulty is:
10,000,000 for the first song
20,000,000 for the second song
30,000,000 for the third song
40,000,000 for the fourth song
However, there is a twist to the scoring system. The grade of "Marvelous" (rated higher than Perfect) is introduced, and is scored higher than a "Perfect" step. Hence, your score in Nonstop mode is calculated slightly different.
A single step's points are calculated as follows:
Where S = The sum of all integers from 1 to N (the total number of steps/freeze steps)
Now, through simple algebraic manipulation
Okay, time for an example:
So, for example, suppose we wanted to calculate the step score of a "Perfect" on the 80th step of a 450 step song, which is the 2nd song in the nonstop course (I'm just making this one up):
Note: The remaining points left over due to discarding the values after the decimal point for each step are accumulated and added to the last step of the song as follows:
Special case: If the final 'n' on a song is a step, can you score a perfect on it, you only receive 9/10 of the bonus Q. If you get a Marvelous or OK, you get 10/10.
Note: if you got all Marvelous on this song, you would get (p=10)*B, which is 20,000,000 in this example. All Perfect would receive only 18,000,000.
Finally, your rank:
Each song has a certain number of "Dance Points" assigned to it. For regular arrows, this is 2 per arrow. For freeze arrows, it is 6 per arrow. When you add this all up, you get the maximum number of possible "Dance Points".
Your "Dance Points" are calculated as follows:
The score you get for your combo depends on the difficulty you're playing. For example, you get more points per step playing on Light than on Heavy, but fewer steps. Contrary to MAX2, certain mods affect the way you are scored. Your single-step score is (almost) always determined by a generic formula X*C, where X is a pre-determined number, and C is your combo. Marvelous, Perfect, and Great multipliers themselves don't change, but mods add or decrease those three numbers by a fixed amount. For example, if I played any song on Heavy, I would receive 401 points times my combo for each Marvelous I got, 301*C for each Perfect, and 101*C for each Great. If I put on the mod "Little", then I will only receive 351, 251, or 51 times my combo. See how the -50 affected all three values equally? If you use more than one mod, the values are simply added up. If you play on Heavy, Little, and Dark, then your base Marvelous score is (401 - 50 + 10), or 361 points. Hopefully that isn't too confusing.
Let C = combo after stepping (Jumps are +2, steps +1)
Light: Score = Score + 481 * C Standard: Score = Score + 441 * C Heavy: Score = Score + 401 * C Challenge: Score = Score + 521 * C
Light: Score = Score + 361 * C Standard: Score = Score + 331 * C Heavy: Score = Score + 301 * C Challenge: Score = Score + 391 * C
Light: Score = Score + 121 * C Standard: Score = Score + 111 * C Heavy: Score = Score + 101 * C Challenge: Score = Score + 131 * C |
For mods, you are only allowed one from each "class". The ones labelled in green are default mods. RANDOM does not affect scoring at all; only the mods it picks from its class.
|
Special case: If you are playing on Challenge, then you receive a separate "combo bonus" of int[C * 3 / 10] for each step. Don't get too excited about this bonus, though- it accounts for less than 100 points after a 25 combo. This combo bonus was a nightmare to identify- for the longest time I thought it was part of the base value. It only applies to Challenge steps, and applies to any step that increases a combo.
*(x2 speed): Numbers noted with an asterisk (*) have a combo bonus very similar to what is described above. If your combo never exceeds 1, you don't have to worry about the combo bonus- for example, Challenge x2 will yield exactly 530 points per step. Standard's combo bonus is exactly the same as the mentioned above, but Light's and Challenge's are different. Heavy/Beginner do not have a combo bonus.
Good, Boo, Miss = 0 points OK Freeze Arrow = Marvelous with respect to your CURRENT combo. (In the case that a freeze arrow ends at the same time another step occurs, the freeze arrow takes precedence in scoring, contrary to freezes in normal mode.)
This means that if you are holding a freeze, and you miss an arrow before you get the OK, your combo is broken and by the time you get the OK you will receive zero points (zero combo * Marvelous). If you have steps between a freeze beginning and end, those steps will count towards your combo, giving you a higher score for the OK when it is awarded.
DDR Extreme Home Version/Party Collection Endless Mode scoring system derived by Taren N.
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