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DDR MAX (6th Mix)

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:

    Let p = score multiplier (Perfect = 10, Great = 5, other = 0)
      N = total number of steps (a double step like left+right is only counted as 1 step, *NOT* 2)
      n = number of the current step (varies from 1 to N)
      B = Base value of the song (5 Mil) - Konami's Page is incorrect
So, the score for one step is:
    one_step_score = p * int(B/S) * n
    Note: If your life bar becomes depleted, but you continue to play (due to Versus mode or Autofail off), P is changed to 1.


    Where S = The sum of all integers from 1 to N (the total number of steps)

*Remember* : Double steps (U+L, D+R, etc.) count as two steps instead of one *for your combo count only*, so if you get a double L+R on the 112th step of a song, you score is calculated for only one step, not two, as the combo counter might otherwise imply.


Now, through simple algebraic manipulation

    S = 1+...+N = (1+N)*N/2 (1 through N added together)


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:

    S = (1 + 500)*500 / 2
      = 250,500 / 2
      = 125,250
    StepScore = p * int(B/S) * n
      = 5 * int(5,000,000 / 125,250) * 312
      = 5 * int(39.920159) * 312
      = 5 * 39 * 312 (the "39" is rounded down from 39.920159...)
      = 62,400


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:

    Q = 10 * (B - int(B/S) * N)
    *Note: Only awarded when 'n' is equal to 'N'- the final step- this step must be Perfect in order to receive the bonus.


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

The maximum bonus for each of the five categories is:
    Stream: 20M
    Voltage, Air, Chaos, Freeze: 10M


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:

    For each individual element of the Groove Radar...


    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 fractional value of the GR-value divided by theoretical maximum, truncated to nearest 1/128th (WTF), then rounded to nearest int.


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:

    Let E = earned amount of a specific element and
    Let M = maximum value for that element as defined by GR.
    Let P = maximum points for that element as defined by previous formula:
    int[ int(128 * PointValue / TheoreticalMaximum) * Earnable / 128 + 0.5]


    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.

Note that the above ratios (upper limit 100%) are theoretical. The only Groove Radar value in 6th Mix that reaches a "theoretical maximum" is Max300 Heavy Single Stream. Many songs in later mixes actually exceed these maximums, but that is irrelevant.


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:

    A "Perfect" is worth 2 points
    A "Great" is worth 1 points
    A "Good" is worth 0 points
    A "Boo" will subtract 4 points
    A "Miss" will subtract 8 points
    An "OK" (Successful Freeze step) will add 6 points
    A "NG" (Unsuccessful Freeze step) is worth 0 points
Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:


    100% - AAA
    93 % - AA
    80 % - A
    65 % - B
    45 % - C
    Less - D
    Fail - E
Groove Radar algorithms derived by Taren N.