Completion Rate (Arcade)
Completion Rate (Arcade)
Individual Note Scoring
- The basic score earned for each individual note is as follows:
COOL |
FINE |
SAFE |
SAD |
WORST | |
CORRECT BUTTON |
500 |
300 |
100 |
50 |
0 |
WRONG BUTTON |
250 |
150 |
50 |
30 |
0 |
- Once the combo count hits 10 or higher, a bonus is added for each note thereafter.
COMBO COUNT |
1~9 |
10~19 |
20~29 |
30~39 |
40~49 |
50+ |
BONUS |
0 |
+50 |
+100 |
+150 |
+200 |
+250 |
- EASY and NORMAL difficulties include a CHALLENGE TIME. During this period, a score bonus of 10 per note is rewarded for the combo count from the start of CHALLENGE TIME. This bonus maxes out at 500 per note.
- This bonus will be gained for that note only if COOL or FINE is hit. SAFE, SAD or WORST do not get this bonus.
- The ongoing normal combo count will not affect the bonus during CHALLENGE TIME.
- When the life gauge is full, a further 10 bonus points are rewarded per COOL note hit.
- The life gauge does not appear during CHALLENGE TIME, thus the life bonus will not apply.
- The per-note score with the combo bonus taken into consideration is below (same as PSP version).
- SAFE, SAD or WORST end the combo thus always give the same score.
COMBO COUNT |
COOL |
FINE |
SAFE |
SAD |
WORST |
1~9 |
500 |
300 |
100 |
50 |
0 |
10~19 |
550 |
350 |
100 |
50 |
0 |
20~29 |
600 |
400 |
100 |
50 |
0 |
30~39 |
650 |
450 |
100 |
50 |
0 |
40~49 |
700 |
500 |
100 |
50 |
0 |
50+ |
750 |
550 |
100 |
50 |
0 |
WRONG BUTTON |
250 |
150 |
50 |
30 |
0 |
Combo Mechanics
- The combo is maintained only when COOL and FINE notes are hit.
- When the wrong button is hit, it is treated as a miss and will still end the combo even though a differently-colored COOL or FINE rating is given.
- If the combo is maintained from the first to the last note, the rating is a PERFECT unless the player fails to achieve the targeted completion rate, in which case it will be a MISS×TAKE.
- For multi notes, hitting too many buttons or simply the wrong buttons will also receive miss ratings and break the combo. For example:
- For a ○× multi note, even hitting a □△ will not result in a WORST, but a WRONG.
- For the same ○× multi note, hitting all ○×□△ buttons with perfect timing will be rated a WRONG.
- For a ○ single note, hitting a ○× multi note will also rate as WRONG.
- Hitting insufficient buttons for multi notes will always result in a WORST (for example, hitting only ○× for a ○×□multi note).
- However, hitting only other button(s) not included in the multi note will rate as a WRONG (for example, hitting △ for a ○× multi note).
Hold Note Bonus
- This bonus is displayed near the bottom of the play screen when it is being applied.
- Maintaining the Hold note for 5 seconds allows the MAX HOLD BONUS to be rewarded.
- If another Hold note is added before the MAX HOLD BONUS is rewarded, it will only be rewarded 5 seconds after the new Hold note.
NO. OF HOLD NOTES → |
1 |
2 |
3 |
4 |
REMARKS |
1 SECOND |
600 |
1200 |
1800 |
2400 |
|
2 SECONDS |
1200 |
2400 |
3600 |
4800 |
|
3 SECONDS |
1800 |
3600 |
5400 |
7200 |
|
4 SECONDS |
2400 |
4800 |
7200 |
9600 |
|
5 SECONDS |
3000 |
6000 |
9000 |
12000 |
MAX HOLD BONUS added on top of this |
MAX HOLD BONUS |
1500 |
3000 |
4500 |
6000 |
Rewarded for holding for 5 seconds |
Multi Note Bonus
- This bonus is equivalent to the number of buttons in the multi x basic score for the rating given.
- COOL would be 500, FINE 300, etc.
- When a miss rating is given, the score given is simply 250 for red WRONG or 150 for black WRONG.
- For example, hitting a chain of ○× (COOL) followed by ○×□ (WRONG) and then ○×□△ (FINE) will be worth 500x2 + 250 + 300x4 = 2450 points.
- The combo count does not affect this bonus, rather, the combo bonus is added once to an entire multi note after the multi note bonus is calculated as above.
- For example, hitting COOL on ○×□△ when the combo count is 500 will reward 500x4 + 250 = 2250 points.
Completion Rate
- The completion rate is basically the current score as a percentage of the reference score (which is given as 100%).
Reference Score Formula
- All COOL notes score + CHALLENGE TIME (CT) bonus + ( Multi Note Bonus - Number of Multi Notes x 500 )
- All COOL notes score = Total number of notes x 750 - 7250
- The total number of notes is shown on the results screen after the song.
- All multi notes are counted as one note each regardless of how many buttons were needed for the multi note.
- The combo bonus is lesser than 750 before combo count 50, which results in the deduction of 7250 = 250 x 9 + 200 x 10 + ... + 50 x 10.
- CT bonus:
- If the combo count during CT is below 50, CT bonus = (10 + Number of notes x 10 ) x Number of notes / 2
- = 5 x Number of notes x ( Number of notes + 1 )
- If the combo count during CT is above 50, CT bonus = 12750 + ( Number of notes - 50 ) x 500
- = Number of notes x 500 - 12250
- If the combo count during CT is below 50, CT bonus = (10 + Number of notes x 10 ) x Number of notes / 2
- Multi Note Bonus:
- Hold Note Bonuses are excluded.
- Part of this bonus overlaps with the score for hitting all COOL notes, so it is deducted.
- In other words, the real bonus for hitting a two-button multi is worth 500 (one note), the bonus for a three-button multi is worth 1000 (two notes), and for a four-button multi it is 1500 (three notes). The score for the one "missing" note is included in the all COOL score.
- Using a song as an example:
- ナイトメア☆パーティナイトEX - Total 445 notes with 14 two-button, 2 three-button and 1 four-button multi notes.
- [ 445 x 750 - 7250 ] + [ ( 1 x 14 + 2 x 2 + 3 x 1 ) x 500 ] = 337,000 points
Completion Rate Formula
[ Current Score without Hold bonus and Slide bonus / Reference Score x 100 ] + min(5, Hold Bonus / Reference Score x Hold Bonus Scale)
EASY |
NORMAL |
HARD |
EXTREME |
ENCORE (Unused) | |
Hold Bonus Scale |
400 |
200 |
50 |
20 |
0 |
- And rounded off to two decimal places.
- The completion rate shown on the completion gauge in-game uses these exact formula.
- Though it does not factor into the Reference Score, the life bonus increases the Current Score and thus, the completion rate.
- As far as the Hold bonus goes, it is added to the completion rate at a modified but fixed rate (EASY: 400%, NORMAL: 200%, HARD: 50%, EXTREME: 20%, ENCORE (Unused): 0%).
- However, the maximum amount the Hold bonus can add to the completion rate is capped at 5% across all difficulties.
- From this formulae, it can be concluded that the completion rate is capable of going above 100% regardless of difficulty.
- For songs with a lot of Hold notes, it can go up to 105% + life bonus.
- Since the Hold bonus is added at a different rate and is capped at 5%, the highest score may not necessarily reflect the highest completion rate, and vice-versa.
- Depending on the situation, an ongoing combo might be given up so that a Hold note can be maintained, using the MAX HOLD BONUS to aim for a higher score instead of a higher completion rate.