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Anatomy of a slider
Dean Herbert edited this page Nov 2, 2023
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10 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=300/100/50 depending on tick count miss=0 |
hit=10(SmallTick) + combo_bonus miss=0 |
Combo | hit=+1 miss=reset |
hit=0 miss=0 |
Summarising the current differences in slider behaviour which are not unanimously accepted, in order of importance:
- Tail doesn't give combo on lazer. This leads to max combo discrepancies on all beatmaps. (In addition, tail gives a combo even on a miss with classic mod applied)
- 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.