Dynamix Wiki
Register
Advertisement

Combo refers to the number of consecutive notes a player taps on and gets a 'Perfect' or 'Good' rating for the note successfully.

Combos can potentially affect a player's score for a song depending on the accumulated combo.

For example, a player can get a miss on a song right at the start of the song. Another player gets 1 miss too, but misses it in the middle of the song.

Example: You play Stardust and miss one note in the middle of the song, but get the rest perfect, leaving you with a combo of 290. You play again, and this time you miss the last note, gaining a combo of 580. Using the formula below, the score you got for the first and second round would be 958348 and 998279 respectively.

Formulas for calculating Score :

Where:
  • P = Number of perfect note
  • G = Number of good note
  • C = Maximum Combo
  • N = Total number of notes
Need:
  • The rating score and combo score are rounded down to nearest integers after adding up.

Notes judgment

Notes judgment are BPM scaled

Information coming to Facebook players group (Chinese and English): https://goo.gl/N4jwjG (only Chinese) or the artist mmry he gave the official information: https://tieba.baidu.com/p/4511137007 (the post level 6, only Chinese)

Hard or above difficulty:

  • Perfect judgment is positive and negative 16th note.
  • Good judgment is positive or negative 8th note before and after Perfect judgment.
  • Miss judgment is positive or negative 8th note before and after Good judgment.

Before v2.6.0, Normal and Casual (or Basic before v3.0.0) the judgment is same with Hard or above difficulty.

From v2.6.0 onward, Normal and Casual (or Basic before v3.0.0) the judgment looser than Hard or above difficulty.

Normal:

  • Perfect judgment is positive and negative 16th note.
  • Good judgment is positive or negative dotted 8th note (one 8th note plus one 16th note) before and after Perfect judgment.
  • Miss judgment is positive or negative 16th note before and after Good judgment.
    • Half of the Miss judgment from Hard or above diff become the Good judgment in the Normal difficulty.

Casual (or Basic before v3.0.0):

  • Perfect judgment is positive and negative 8th note.
  • Good judgment is positive or negative 8th note before and after Perfect judgment.
  • Miss judgment is positive or negative 16th note before and after Good judgment.
    • The Casual difficulty has double the Perfect judgment then other difficulties.

Scope of judgment

The music with 120 BPM below is counted as 120 BPM, 160 BPM above is counted as 160 BPM.

This prevents the BPM of the song being too fast or slow making the judgment too easy or too difficult.

The judgment range is calculated as follows. At this time X is the length of the 16th note calculated from the BPM. Of course it is ± for correct timing.

Casual Normal Hard or above difficulty
Perfect X 5X/8 5X/8
Good 2X 2X 13X/8
Miss 2.5X 2.5X 2.5X
  • Judgment range when BPM is 160 or more.
Unit: ms Casual Normal Hard or above difficulty
Perfect 94 59 59
Good 188 188 152
Miss 234 234 234
  • Judgment range when BPM is 120 or less.
Unit: ms Casual Normal Hard or above difficulty
Perfect 125 78 78
Good 250 250 203
Miss 313 313 313


Advertisement