Calculating mod multipliers based on community survey (n = 68) #26999
Replies: 10 comments 29 replies
-
Additional thoughts: In the survey we shouldn't we ask users *the best = maximizing the user's experience that scores on the leaderboards are ordered correctly |
Beta Was this translation helpful? Give feedback.
-
I feel like interactions between common mod combinations should definitely be accounted for too when surveying a question like "what accuracy should be required to snipe an SS". In stable, ~94.6% HDDT is needed to snipe an HDHR SS. Do people really agree with raising this to ~96.6% in lazer? (as well as the comparatively high value of 99.3% for DT vs HDHR) What about other contentious mod combinations, such as FL being worth less than HDHR in this proposal? If further surveying is done, this is definitely something to consider. |
Beta Was this translation helpful? Give feedback.
-
Beta Was this translation helpful? Give feedback.
-
I think it would be best to instead gather this data based on real-world data of how many players pass/FC a beatmap depending on different mods. And even then, I personally think mods should be slighty underscored on average compared to their difficulty. Because the difficulty that each mod adds depends heavily on the way the map is designed and the skillset a player has. And I think it's better for mods to be "not worth the effort" than it is for unmodded plays to be "not worth the effort". Because not matter what you make the multiplier, as long as it's above 1, HR will always be worth it to somebody. Even more so with HD. So I feel it's better to ere on the side of caution. |
Beta Was this translation helpful? Give feedback.
-
I know that this discussion hasn't been used in a while but it seems important and I thought it would be fun to set up a new poll since 68 is too few people. I made a new google forms with new mods from Lazer, most of them are optional though. Link to form: https://docs.google.com/forms/d/e/1FAIpQLSfrDzo-cdaZDXfNRYY4oEfXiA5N3s-m7Oam_lybzzAF677cIA/viewform?usp=sf_link I'm not very good at making sheets so if you want editing access send a request. |
Beta Was this translation helpful? Give feedback.
-
For difficulty reducing mods is the multiplier just the inverse (a+a^5)/2? |
Beta Was this translation helpful? Give feedback.
-
@ashandelle To clarify since I think my feedback response was misinterpreted: For example, historically it's much more common for a map to have an HDHR SS (or high acc score) as number 1 before it gets its first HDDT FC, so the question of "at what acc does a HDDT FC snipe an HDHR SS" (stable: ~94.9%) (or, perhaps more interestingly, DT only vs. HDHR) is a lot more relevant than DT sniping NM |
Beta Was this translation helpful? Give feedback.
-
I've made it so that everyone is an editor but I've restricted it so that the only thing that can be edited is the mods that are listed on the leaderboard. |
Beta Was this translation helpful? Give feedback.
-
DT multiplier should be 1.3x, this is very close to the value derived from stable |
Beta Was this translation helpful? Give feedback.
-
Abstract / tldr:
Methodology and results:
Based on the raw data from "What % accuracy should X scores tie NM SS scores?" survey assessed in osu! community (https://docs.google.com/forms/d/1ccBSyGq9tN_phmJIFetGOxdfBlHtB2RHNtyMLFJuR1A) I calculated mod multipliers for HD, HR, DT and FL in a way that they match the mean expectation of 68 voters. I got surveys' raw data from Elijah (sevenend7 on discord).
osu/osu.Game/Rulesets/Scoring/ScoreProcessor.cs
Line 380 in ef2e230
to evaluate mod multipliers, so that for the cutoff accuracy (from the survey) of the FC score with given mod gives as much score as NM SS, which is 1 000 000 (assumed bonus portion is 0 & assumed FC with no sliderends dropped). The resulted formula is
a - mean accuracy from the survey
m - corresponding mod multiplier
Here the exactly fitted values, if someone wants to use them for their own research:
HD | 1.0815889623755
HR | 1.14705534707846
FL | 1.22892198047254
DT | 1.26891860957178
Conclusions:
Due to the new accuracy scaling$\frac{acc^5 + acc}{2}$ (if FC)
stable score ~ acc (if FC)
lazer score ~
people find ALL mod multipliers underrated, which causes weird looking leaderboards (for example HDDT SS worth as much score as 98.0% HDHRDT FC) and a lot of frustration in leaderboard playing community. My take on this topic can be found here:
https://twitter.com/Maklovitz_osu/status/1752436258465259745
This analysis showed that we can easily evaluate the best mod multipliers, based on what players think about comparing an FC with a mod to a nomod SS. The upgraded version of this experiment would require asking thousands of active osu! community members (maybe even vote weight based on voter's pp rank & ranked score/# of lb scores), which would be hard without an official survey from peppy. High diversity of answers and independence of the voters is the key factor to benefit from the intelligence of the crowd.
Thanks to Elijah (SevenEnd7) for inspring me to do this analysis. His tweet that started all this:
https://twitter.com/SevenEnd7/status/1753668111998546200
WitherFlower's spreadsheet that works alomst the same as my calculations:
You can make a copy to play with different values: https://docs.google.com/spreadsheets/d/1iv7ptvppa9n-cBWrUlSDIlKZgjM0kf9LYMAMPpnSfow/edit?usp=sharing
More discussion about this topic can be found under this tweet:
https://twitter.com/Maklovitz_osu/status/1753743401990697415
Note that the results included in my tweet are slightly incorrect, which I explain in the comment:
https://twitter.com/Maklovitz_osu/status/1753755502880715089
Beta Was this translation helpful? Give feedback.
All reactions