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Anatomy of a slider
Bartłomiej Dach edited this page Oct 4, 2024
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12 revisions
Sliders are quite complex objects, and behave differently over different implementations. This page aims to track the current state of sliders with the end goal of unifying/improving behaviour.
Portions which differ on lazer are highlighted in bold.
stable | lazer | |
---|---|---|
Head | ||
Judgement | Hit window is equal to a hit50
|
Act as a normal hit circle with full judgement range |
Scoring | hit=30 miss=0 |
hit=300(Great)/100(Good)/50(Meh) + combo_bonus miss=0 |
Combo | hit=+1 miss=reset |
|
Tick | ||
Judgement | At precise point in time | |
Scoring | hit=10 miss=0 |
hit=30(LargeTick) + combo_bonus miss=0 |
Combo | hit=+1 miss=reset |
|
Repeat | ||
Judgement | At precise point in time | |
Scoring | hit=30 miss=0 |
hit=30(LargeTick) + combo_bonus miss=0 |
Combo | hit=+1 miss=reset |
|
Tail | ||
Judgement | Occurs exactly min(36, slider_duration / 2) ms before end of slider |
Occurs at any point in the last 36ms of the slider |
Scoring | hit=30 miss=0 |
Without classic mod: hit=150(SliderTailHit) + combo_bonus miss=0 With classic mod: hit=10(SmallTickHit) miss=0 |
Combo | hit=+1 miss=0 |
Without classic mod: hit=+1 miss=0 With classic mod: hit=0 miss=0 |
Entire slider | ||
Judgement |
hit300/100/50 depending on proportion of ticks hit |
Without classic mod: No judgement With classic mod: hit300/100/50 depending on proportion of ticks hit |
Scoring | hit=300(Great)/100(Good)/50(Meh) + combo_bonus miss=0 |
With classic mod: hit=0 miss=0 With classic mod: hit=300(Great)/100(Good)/50(Meh) + combo_bonus miss=0 |
Combo | hit=0 miss=0 |
Without classic mod: hit=0 miss=0 With classic mod: hit=+1 miss=0 |
Summarising the current differences in slider behaviour which are not unanimously accepted, in order of importance:
- The tail seemingly gives a combo even on a miss with classic mod applied. This is caused by the entire slider's judgement giving combo, which it didn't on stable. In order to keep total maximum combo on the map the same as stable, this combo is thus shifted from the slider tail, but doing that does have the net effect of the tail seemingly giving combo even when missed.
- Combo bonus is added to ticks/repeats where it wasn't on stable. This can lead to score discrepancies based on hit ordering.
- Ticks give less score on stable when compared to lazer. Not sure how much this matters.