## FANDOM

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This article describes the scoring system in Arcaea in detail, as well as various other mechanics.

## Timing

Like other rhythm games, point are given depending on how accurate and precise your timing is when hitting notes. There are names given to different levels of judgement for the timing:

Judgement Score Combo Description
100% (+1 point) Yes Hitting a note within a strict time window awards the full points.

Hitting a PURE note without an EARLY/LATE (shiny PURE) awards 1 bonus point.

50% Yes Hitting a note with slightly early or late timing awards only half the points.
0% No Missing a note, or hitting it significantly early or late, breaks the combo and awards no points.

The points per note of a song and its difficulty rating is computed as:

$\text{Points per Note} = \dfrac{10,000,000}{\text{Number of Notes}}$

For example, if a song has 1,000 notes, each note will be worth a maximum of 10,000 points. For every shiny PURE, you will gain 10,001 points; for every PURE, you will gain 10,000 points; for every FAR, you will gain 5,000 points.

Since each shiny PURE awards 1 bonus point, the maximum possible score on a song is 10,000,000 + number of notes. For example, Sheriruth [FTR] has 1,151 notes, so its maximum possible score is 10,001,151.

After the song ends, the game adds the points rewarded from all the notes in the chart, to form your final score. This score determines the grade of your play. If the score is higher than the current recorded score, it will be saved as your high score.

Unlike many other rhythm games, combos have no effect on your score.

Theoretically, it is possible to get over 10,000,000 points without a Pure Memory. For example, if a chart has 2,500 notes. 2,499 shiny PUREs + 1 FAR gives a score of 10,000,499. A minimum of

$\Bigl\lceil0.5\times(1+\sqrt{20000001})\Bigr\rceil=2237$ notes is necessary. Since there are currently no songs with a max combo of 2237 or greater, this is impossible.

### Result Summary

When you select the PURE count on the result screen, additional details will be displayed on the right.

• 1 — Shiny PURE notes hit.
• 2 — FAR EARLY notes hit, followed by PURE EARLY notes hit in parentheses.
• 3 — FAR LATE notes hit, followed by PURE LATE notes hit in parentheses.

For example, in the above image, there are:

• 631 PURE
• 594 Shiny
• 37 Regular
• 19 LATE PURE
• 18 EARLY PURE
• 1 FAR
• 1 LATE FAR
• 0 EARLY FAR

After playing a song, you'll get a grade based on your score. When you get higher grades, it overwrites the current ones, but if you get a lower one, it never overwrites the current one.

From high to low, the grades obtained in the game are:

9,800,000 or above
9,500,000 - 9,799,999
9,200,000 - 9,499,999
8,900,000 - 9,199,999
8,600,000 - 8,899,999
0 - 8,599,999

## Titles

After every play, a title is obtained. Much like grades, higher titles automatically overwrite lower titles, and lower titles can never overwrite higher titles. The titles in the game, come from high to low, are:

Hit all notes with PURE timing.
Hit all notes with at least 1 FAR timing.
Complete a song with the HARD effect active.
Complete a song with at least 70% Recollection Rate (or fill the Recollection Gauge at least 7 times with a CHUNITHM skill)
Complete a song with at least 70% Recollection Rate with the EASY or OVERFLOW effect active. This title only aids in fulfilling song unlock criteria, and does not add to the cleared song count.
Complete a song with less than 70% Recollection Rate with any skill (or reach 0% Recollection Rate with the HARD effect active).

See Potential.

## Reward and Currency

See Currency.

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