|This article is a work in progress. Please expect frequent changes. Help and feedback is much appreciated!|
This article describes the scoring system in Arcaea in detail, as well as various other mechanics.
Timing & Scoring Edit
Like other rhythm games, you will gain more or less points depending on how good your timing is when hitting notes. In Arcaea, a PURE indicates the best timing.
Each note's score is calculated by dividing the max score, 10,000,000 points, by the number of notes in the song. For example, if a song has 1,000 notes, each note will be worth a maximum of 10,000 points. For a PURE hit, you will get the full 10,000; for a FAR, you will get only 50% of the note's value, in this example 5,000.
In addition, if you hit a PURE note without EARLY/LATE, you get an extra 1 bonus point on top of all this. This means that the theoretical maximum score for a song is 10,000,000 plus the number of notes in the song. For example, Sheriruth [FTR] has 1,151 notes, so its maximum theoretical score is 10,001,151.
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, but not in any of the songs currently released. For example, say a chart has 2,500 notes. 2,499 PURE hits with perfect timing and 1 FAR will give a total score of (2,499 + 1/2) / 2,500 * 10,000,000 + 2,499 = 10,000,499. Any song with enough notes to do this with, however, will almost certainly be extremely difficult.
- It is estimated that a minimum of 1000*sqrt(5) ≈ 2237 notes is required for it to happen.
Timing Display Edit
When you touch the PURE timing count on the result screen, you'll see additional details when you complete a song.
- 1 — How many true PURE notes you hit.
- 2 — How many FAR EARLY notes you hit, followed by PURE EARLY notes in parentheses.
- 3 — How many FAR LATE notes you hit, followed by PURE LATE notes in parentheses.
For example, in the above image, the player hit 631 notes with PURE timing, with 594 of them being perfect. They hit 1 note with FAR timing; and that one note was LATE, with no EARLY notes. 19 PURE notes were LATE, and 18 were EARLY.
|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|
After every play, you get a title.
Reward and Currency Edit
Notes Density Edit
You can calculate average notes per minute, or note density, by dividing the number of notes in the song by the song's length. This is not necessarily useful, as some of the game's difficulty comes from long arc notes, and only provides a very rough estimate of a song's difficulty. In Song Data, the note density is calculated as notes per second.