How much pp gives map
How much pp gives map
Bonus PP calculator
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Bonus PP calculator
Bonus PP calculator
So a little while back a friend of mine asked me to write a program to calculate how much bonus PP he had.
And after writing said program I figured, why not share it with the rest of the community?
For those of you that don’t know what bonus PP is, it’s basically PP awarded for having passes on a certain number of maps. You can read more about this on the wiki.
To use the program you will need an osu! API key, which you can get here.
After you run the program you should see the following form:
After you fill in the details you should get an output like this:
It’ll tell you both the amount of bonus PP you have and from that it’ll also calculate the number of ranked scores/passes you have.
Every point on the graph represents one of your top 100 scores and what it’s worth both weighted and raw (I just thought it looked nice so I left it in).
One thing to note however is that this program uses some statistical tricks in order to get an approximation of the amount of bonus PP you have. So the returned values are not 100% acurate, I believe them to be pretty close though
So have fun with the program (or not ) and feel free to report any bugs you may encounter.
Downloads
All releases: link
Github repository: osu-BonusPP
How to know how much pp you got from a beatmap?
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How to know how much pp you got from a beatmap?
The only way I know of seeing the total gain of pp from completing a map is to observe your pp before and after the score.
Rewben2 wrote:
The only way I know of seeing the total gain of pp from completing a map is to observe your pp before and after the score.
xxdeathx wrote:
As far as I’m aware there’s no way to tell unless it shows up on your top performances or first place ranks lists
The only way to tell how much pp a map gave you is to look at it in your top ranks. The way to see how much it gave you including moving all the weighting of your previous songs down, is to look at your pp, and look at it after playing the map, I nearly always have my profile page up just to see how much rank I gain from maps etc.
You can also see your pp to a very specific decimal point, allowing you to see how much even none top rank scores give you, but I’m not sure how to do this, try google.
^How you know a thread is about to be locked.
NinjaNick wrote:
Rewben2 wrote:
The only way I know of seeing the total gain of pp from completing a map is to observe your pp before and after the score.
xxdeathx wrote:
As far as I’m aware there’s no way to tell unless it shows up on your top performances or first place ranks lists
They should implement a bot that send you a message every time you gain pp, saying what beatmap it was, what mods you used, and how much pp you gained total (considering the rest of your top plays gets knocked down).
How is the total amount of pp a map is worth decided?
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How is the total amount of pp a map is worth decided?
do they throw arbitrary numbers or is there some equation?
just curious because i am wondering why maps with similar * AR/OD/CS/HPD are worth less or more even with the same rank on it.
Edit: spelling mistake
If you had looked at the wiki, you would’ve found your answer rather quickly. https://osu.ppy.sh/wiki/Performance_Points
But here is basically how it works
probably missing some stuff, but it’s the general gist of it.
edit: fixed a few stuff
winber1 wrote:
But here is basically how it works
probably missing some stuff, but it’s the general gist of it.
Thanks this really helps me out
1 thing though, is there some kind of tool to guess how much a song would be worth pp wise or no? it doesn’t really matter, just curious
djice wrote:
Thanks this really helps me out
1 thing though, is there some kind of tool to guess how much a song would be worth pp wise or no? it doesn’t really matter, just curious
winber1 wrote:
djice wrote:
Thanks this really helps me out
1 thing though, is there some kind of tool to guess how much a song would be worth pp wise or no? it doesn’t really matter, just curious
Just to add a few things from my observations,
Accuracy increases pp exponentially (or by some hugely increasing amount) the closer you get to 100%, and higher OD increases that scaling further. You can look at pp awarded to DT plays of different accuracy on the same map depends so heavily on the accuracy, like an SS awards 60% more pp than 96%. This is because DT increases OD a lot.
Also I believe they don’t look at accuracy so much as the number of 300s, 100s, 50s, and misses you got compared to the total amount of objects. Misses, no matter where they occur in the combo, are detrimental to the play’s pp gain. It would always be better to get several 100s rather than a single miss, anywhere in the map (so the combo is equal), even if several 100s gets lower accuracy. Most of the time we’re talking about full combos with no misses, so accuracy and number of 100s can be talked about interchangeably.
Similarly, the system doesn’t look at your score at all. Rather it uses your maximum combo in that play and compares it to the highest possible combo of the song. Not sure how the scaling works, but this would mean that other smaller combos you got during the play (if it wasn’t a FC) don’t matter.
If these previous two things are true, that means all the information about a play needed to determine its pp worth is available on the post-play scoreboard. Your actual replay isn’t necessary at all (and that’s why replays aren’t saved online unless it’s like somewhere in the top 50).
I don’t think OD and HP drain affect star rating. Star rating is determined by the objects in the map and how physically difficult it is to hit them: how fast and precisely you have to move your cursor (aim), how often you have to click (speed). It’s primarily determined by the hardest parts of the map. You can experiment in the editor, making difficulty spikes easier or harder and see what it does to the star rating.
Length of the map isn’t its actual length in time but its number of objects. Circles seem to be more important since they can affect accuracy. Apparently Super Nuko World Guy’s Extra is popular among pro players who can stream well because it has a lot of streams for its length in time.
Performance points
Performance points (or pp for short) is a ranking metric that aims to be more contextually relevant to a player’s progression in osu!.
It aims to shift the focus of skill progression from the amount of time played to an actual representation of the player’s skill. This is attained by the calculation of a unique score known that is based on the difficulty of a beatmap and a player’s performance on that beatmap.
History
The first initial implementation of such a score was revealed to the public during April 2012 and was known only as the mysterious ‘. ‘ project, the enigmatic system eventually received its full name later on in the month.
Known thereafter as «pp» (an abbreviation for «performance points»), this new system sought to change the previous standard of player performance from simply total score to something that accurately reflected skill. The new system was met to widespread acclaim among the player base at the time.
Several months after its reveal, the 20120722-24 osu! release officially implemented the system to fully replace the old Ranked score system, with new scores being calculated every 30 minutes. Later on in August of the same year, the system was improved to update in real-time.
Note: ppv1, the original build of the Performance Points system, also had a changelog, which can be viewed from its forum topic.
It continued to exist in this capacity for more than a year of service until Tom94, the creator of the osu!tp scoring metric, joined the osu! team and implemented his design into the system. The resulting system was titled ppv2, and became live on January 27, 2014, therefore renaming the old system to ppv1
On January 16, 2021, changes were made to the ppv2 system that aimed to more accurately award pp to more difficult aspects of maps. These changes were made in large part by the help of various individual members of the community such as Xexxar and StanR. The specifics of the changes made are detailed in the corresponding newspost. Very briefly, the main points of interest in the update were as follows:
ppv2 is currently in active service, with live updates published to its changelog.
Calculation
Performance points are heavily based on calculated beatmap difficulty, which is determined by a unique algorithm constructed for each individual game mode.
The difficulty of the beatmap a player is playing on determines the end pp value of their score. By design, the formula relies on four core values: aim, speed, accuracy, and strain. All of which are then combined in varying magnitudes to produce an overall score that relates to a beatmap’s particular difficulty, and a player’s individual performance in said beatmap.
Scores are then «weighted» against each other to ensure that only the best scores a user makes count the most towards their overall performance points ranking. Known as the weightage system, its goal is to prevent the rapid and repeated gaining of lower pp scores on easy beatmaps by reducing the amount of pp that is actually gained based on the player’s other top scores.
Note: A small amount of bonus pp is awarded based on the number of Ranked maps you have set a score on.
Weightage system
The weightage system is a simple formula used after the calculation of the full amount of performance points a play is worth. The formula is used to reduce the amount of pp that is gained based on said play’s placing in the player’s top scores. The aforementioned formula is as follows:
Total pp = p * 0.95^(n-1)
Regarding the formula above, p represents each score’s full pp value (pre-weighting), and n is the placing in the player’s Best Performance ranking. For example, if a player’s top 5 scores were 110pp, 100pp, 100pp, 90pp, and 80pp, then the weighted scores would be approximately 110pp, 95pp, 90pp, 77pp, and 65pp.
Aim is a core value that considers how difficult it is to consistently hit consecutive notes in a beatmap.
Elements like approach rate and certain mods (namely Flashlight, Hidden and Hard Rock) make navigating the cursor quickly and accurately significantly more difficult, and thus influence the amount of pp a score gives.
In case of osu!, beatmaps with very large jumps are considered to be «high aim» beatmaps, and are thus often given very high pp scores. Likewise, beatmaps with more hyperdashing in osu!catch will be considered similarly. Aim is not considered in gamemodes like osu!taiko and osu!mania.
Speed
Speed is a core value that considers the rate at which a beatmap presents elements for a play.
Beatmaps with high numbers of hit objects in a short period of time are considered to have very high speed values. In this specific aspect, the faster a beatmap’s speed is, the more difficult said beatmap is, therefore granting larger gains of pp.
As a result of this, mods like Double Time and Half Time significantly affect the speed of a beatmap considered by the performance points algorithm. Likewise, these mods also significantly affect pp gains when used.
Accuracy
Accuracy is a percent measure of a player’s ability to hit hit objects on-time; in regards to the pp algorithm, it is also a core value that is used to evaluate a player’s individual performance on a beatmap.
Scores with high accuracy values are considered by the algorithm to be highly impressive, and will award very large scores because of this. A full combo play that obtained 80% accuracy can sometimes be worth 2/3 of a score set with 95% accuracy. Due to the algorithm’s heavy reliance on accuracy, mods like Hidden, Hard Rock and Flashlight are considered to significantly increase the pp gain for plays with high accuracy.
Strain
Strain is a core value that considers how many times, and for how long, a player is subjected to high intensity sections within a particular beatmap.
Sections or of extremely high speed or difficulty patterning in a beatmap will significantly increase its considered strain values. E.g., beatmaps with more streams or fast jump waves will have high strain values, and thus increase the pp gain for that beatmap.
Where can I view the performance ranking?
The performance points ranking for all players can be found on the rankings page.
You can also navigate to the rankings by using the ranking dropdown panel at the top of the legacy web design, and choosing the performance option.
How can I increase my rank and overall pp?
Your performance is ranked predominantly based on your scores on individual maps.
The best way to improve is to work at getting good scores on difficult maps or playing a wide variety of beatmaps.
Consider the following tips:
Why didn’t I gain the full amount of pp from a map I played?
Performance points use a weighted system, which means that your highest score ever will give 100% of its total pp, and every score you make after that will give gradually less.
You can learn more about the weightage system above.
How much bonus pp is awarded for having lots of scores on ranked maps?
Up to 416.6667 bonus pp is given for setting large numbers of scores. This is attained at approximately 25397 scores.
You can calculate the exact amount of this bonus by following this formula, where N is the number of ranked maps with a score set:
The median number of scores required to reach half of this bonus is roughly 1,155 scores. As you can see, the amount of scores required spikes sharply towards the upper end of the spectrum.
Is weighting the reason behind why I don’t get any pp from playing easy maps any more?
As above, older scores will eventually be weighted for less than a single percent of their total value. This means they will eventually contribute almost nothing to your total score as you improve.
At that point however, you would’ve set some comparatively more impressive scores, meaning that your pp will be higher overall as the higher scores you have set outweigh the older ones.
Why did I lose pp for setting a new score?
You might occasionally lose pp for setting a higher combo score with worse accuracy, or playing with mods with worse accuracy overall.
Total score is still important to individual map rankings, and this may produce unusual circumstances where a higher overall score with lower accuracy or mod use factored in will produce a «better» result that still ultimately loses you pp.
Some mods feel very overweighted/underweighted. Why is this?
This is a matter of opinion more than anything else.
No system is completely perfect, and performance point totals will certainly vary between mapsets and certain mod combinations, even when the subjective difficulty of those plays may be lower than a more difficult map.
Overall, the current performance points system has been engineered to be as fair as possible under the constraints of its model.
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While working on a pp counter for my other project Rewind, I made a browser extension as a byproduct and just for fun.
This extension allows you to open up an interactive pp calculator for the beatmap that you have opened in your web browser.
It is up to date with the latest pp changes (2021-11-14) and in case there are any new reworks I should be able to update the pp calculator within a few days.
Features
pp calculator shows the most requested pp values in the first section and a custom pp calculator in the second section.
You can also hover over the star rating and pp values to get a breakdown of their values:
It also does some caching, so if you open up the extension for the same map a second time, it should be faster.
Hope you enjoy
Q: Support for other game modes (mania, taiko, CTB)?
A: Maybe later since my main focus is on osu!std right now.
Q: Is the breakdown of the SR/PP correct since they don’t sum up to the total SR/PP?
A: Yes, because the total SR/PP calculation does not simply sum up the individual components. More explained in this document.
Q: Source code?
A: When it’s a bit less messy, I will publish it to GitHub
Q: How to report a bug or request something?
A: Join the Discord server
Thanks
Special thanks to my friend Takane for early testing/feedback, creating the logo and more!