The score obtained per note depends on a number of factors:
- The stats of the members of your unit
- The kizuna of the members of your unit that match the attribute of the song
- The player's and the guest's center skills
- The accuracy of the hit
- The current combo string
- The type of note
- The attribute of the member the note is directed toward (Alternatively put, the positioning of your members)
Stats and Bonuses
The following formula is used to determine the contribution from the raw stats, kizuna and center skills:
Sf (attr1) = Si (attr1) + K + round(Si (attr2) * C1 + Si (attr3) * C2)
Sfis the final stats as seen on the screen before a live
Siis the initial stats as seen on the unit screen
Kis the kizuna of the members in the unit with the particular attribute
C1is the player's center skill bonus
C2is the guest's center skill bonus
The following table shows the possible values C1 and C2 can take (if there is no center skill, or if the center skill does not apply to a particular attribute, then it is 0). To use the table, locate the first word of the skill on the left and the second word on the top to find the corresponding value.
attr1 is the color of the first word (red for Smile, green for Pure, blue for Cool), and
attr3 is the color of the second word. If the second word is black, then it is the same attribute as
|First Word \ Second Word||Power||Heart||Princess||Angel||Empress|
As an example, let's say that
Si is equal to 2000, 1000, and 1000 for smile, pure, and cool respectively. In the unit, there are three members of each attribute, each having a kizuna of 100. The player's center skill is Smile Power while the guest's is Smile Princess.
Sf would then be equal to:
Sf (smile) = Si (smile) + K (smile) + round(Si (smile) * C1 + Si (smile) * C2) = 2000 + 300 + round(2000 * 0.03 + 2000 * 0.09) = 2540 Sf (pure) = Si (pure) + K (pure) + 0 = 1000 + 300 = 1300 Sf (cool) = Si (cool) + K (cool) + 0 = 1000 + 300 = 1300
Newer URs have center skills that increase the stats of one attribute based on another; for example, Cool Angel increases Cool points based on Pure points. Using the same example as above except changing the guest's center skill to Cool Angel would result in:
Sf (smile) = Si (smile) + K (smile) + round(Si (smile) * C1) = 2000 + 300 + round(2000 * 0.03) = 2360 Sf (pure) = Si (pure) + K (pure) + 0 = 1000 + 300 = 1300 Sf (cool) = Si (cool) + K (cool) + round(Si (pure) * C2) = 1000 + 300 + round(1000 * 0.12) = 1420
Calculating the Score
The following formula is used to determine the score that is obtained from a certain note:
Score = floor(Sf * 0.0125 * A * C * T * M)
Sfis as defined in the previous section for the attribute of the song
Ais the accuracy of the note, as shown in the following table:
Accuracy Perfect Great Good Bad Miss A 1.00 0.88 0.80 0.40 0.00
- In the case of a hold,
Ais equal to the accuracy of the start multiplied by the accuracy of the end. As an example, if the player achieved a great for both the start and the end of the note,
Awould be equal to
0.88 * 0.88 = 0.7744.
Cis the position of the note in the combo string, as shown in the following table:
Combo Length 1 - 50 51 - 100 101 - 200 201 - 400 401 - 600 601 - 800 801+ C 1.00 1.10 1.15 1.20 1.25 1.3 1.35
Tis the type of note, and is equal to 1.00 for a normal note, or 1.25 for a hold. Whether the note contains a star or an event token does not affect this value, and dual notes are counted as two normal notes.
Mis attribute of the member the note is directed toward, and is equal to 1.00 if the attributes of the song and the member do not match, or 1.10 if they do match.
TL;DR: Place your cards with the same attribute as the song where there are more notes, and your cards that have their attributes different from the song where there are fewer.
In the above calculations, there are parameters which players can and cannot control that contribute to the score. The uncontrollable parameters consist of the accuracy and combo bonuses (skill based—of course, the player would want to get all perfects) and appeals (completely luck based, although raising skill levels can increase activation rate). Controllable parameters include total point summation of the team, the center, and the overall unit formation. Of these parameters, the first two are fairly straightforward:
- The Total Point Value of the Team can be automatically calculated through the auto-sort by attribute function in the unit formation screen. In general, players should use this when constructing a team and stick with the given team. Exceptions include possible kizuna bonuses (which isn't calculated in the point calculations on the unit formation screen) and skill/appeal bonuses.
- The Center of the team often gives an extra boost to a particular attribute depending on the skill level; the skill level in itself depends on the rarity of the card (at least as of now). The general rule is to put the highest rarity card of the desired attribute in the center in order to gain the most bonus points when using the particular unit to perform in a live.
The final controllable parameter which is very often overlooked is the order of the overall team, and this is particularly dependent on the live being played. Each live has a particular number of notes associated with it. In general the more notes in a song, the more points a player can earn, but this is typically irrelevant since rankings are relative. For example, whether a song has 10 notes or 100 notes, the first place player will always be the one who has all notes perfected, whether it be 10 notes or 100 notes. What is more interesting is where the notes appear in the song. As noted in the
M parameter in the above calculations, there is a 1.1x multiplier if the unit member color and the note color match, but only a 1.0x multiplier if they do not. In an ideal case where all members are the same color as the attribute, this parameter would be completely irrelevant. However, many teams may consist of multiple high rarity cards that are not of the same color as the team being used, because cards of higher rarity will often have better stats than those of lower rarity, even in attributes besides its main attribute.
For this reason, an optimal team formation would have the higher rarity, alternate color members placed in a position that receives the fewest notes whereas members with the main attribute should be placed where notes appear more often in a song. In a way, think of the higher rarity cards as members supporting the main cast performing rather than actually performing for themselves. As a simple example, take a look at the image below, where the unit arrangement is from A to I:
Assume a live stage has 15 notes distributed throughout the entire song except for position D, which has 25 notes in that particular song. Assuming the player has a team of 8 rares of the main attribute, and 1 super-rare of a different attribute, placing a rare in position D would be equivalent to adding 2.5 notes in terms of points (in comparison to using a member of a different attribute, for example, the super-rare) to the song. Placing the rare in any other position would net a 1.5 note bonus in comparison to putting in the super-rare. Therefore, placing a rare card of the same attribute in position D with the super-rare of a different attribute somewhere else would give 1 note bonus in terms of points, than if the super-rare were placed in position D.
- For simplicity, hold notes are counted as regular notes with a multiplier of 1.25 even though their calculations are different.
- The center should always be the main attribute of the highest rarity, even if the note count is the lowest. This is because the bonus from being in center should, in theory, overwhelm any minor note bonuses gained from placing the member somewhere else. Exceptions: URs/SRs obtained through promotional purposes (i.e. Blu-ray cards) will usually give only a minor boost as a center, so be careful in choosing which center to use.
Note distributions for songs can be found on their individual pages.