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HZ, for HERZ, roughly measures a player's skill and experience. Currently, it does not have any gameplay relevance, although it is used to unlock some titles; players also use it for bragging rights. HZ is awarded by completing charts with high TP; detailed formula is presented below.

Only songs that can be unlocked through the story have HZ. The songs that don't contribute HZ are the Club and Event Pass exclusive songs. The maximum HZ will increase as more songs are released.

Ura-HZ is a variant of HZ that includes all songs, including the songs that don't normally count for HZ. It also has a completely different formula. The Ura-HZ display can be viewed by buying the associated item in the Support Shop.

HZ calculation

Refer to the HZ Calculator for more details.

Maximum HZ for a chart

Each chart is given an amount of HZ. A 100.00 TP performance will award this much HZ. The HZ of a chart is calculated as follows:

1. The maximum HZ overall is computed as 100 x (Number of songs that count to HZ).

As of the v3.500 release, there are 49 songs that count for HZ, so the maximum HZ is 4900.

2. This maximum HZ is divided equally over the spread of difficulty levels.

Half-integer levels are rounded down (e.g. a Lv10.5 chart counts as a Lv10 chart). Each difficulty level is allotted <math>\frac{4900}{13} = 376.923 \ldots</math> HZ.

3. Then, in each difficulty level, this amount of HZ is split equally over all charts with this difficulty level.

For example, there are 27 charts at Lv10. Therefore each of these charts is allotted <math>\frac{376.923}{27} = 13.96 \ldots</math> HZ. Other difficulty levels have different number of charts for that level, thus giving a different denominator, but the formula is the same.

The full table, as of the v3.500 release, is shown below:

Level # of charts HZ per chart
1 2 180.46
2 8 47.12
3 12 31.41
4 15 24.13
5 19 19.84
6 15 25.13
7 24 15.71
8 17 22.17
9 17 22.17
10 27 13.96
11 22 17.13
12 12 31.41
13 6 62.82

HZ awarded for play

The amount of HZ for clearing a chart is a percentage of the HZ allotted to that chart. The percentage is based on TP; only the highest TP recorded counts. The amount of HZ awarded is computed using the following formula:

<math>\text{HZ}_\text{awarded} = \text{HZ}_\text{maximum} \times \left( \frac{\text{TP}}{100.00} \right)^2</math>

For example, clearing a chart with 90.00 TP awards 81% of the maximum HZ.

In addition, clearing a chart counts as a clear for all difficulties below it at the same TP. For example, clearing Hard with 90.00 TP also counts as a clear of Easy and Normal at 90.00 TP, for the purpose of HZ calculation. This is likely to lessen the grind needed.

HZ gain is the most dramatic at lower TP. The gains from increasing higher values taper off.

The rewarded HZ for a certain TP value progresses roughly like this:

TP % of HZ
25 ~6%
50 ~25%
60 ~36%
70 ~49%
75 ~56%
80 ~64%
85 ~72%
90 ~81%
92 ~85%
94 ~88%
95 ~90%
98 ~96%
99 ~98%
100 ~100%

URA HZ calculation works differently, so the above table only applies for standard HZ.

Total HZ

The total HZ is simply the sum of HZ obtained over all charts. The game internally keeps track of all decimals, but it only displays the HZ rounded down to the nearest integer.


Ura-HZ calculation

Ura-HZ is computed using an entirely different formula. Each chart gives a flat maximum of 25 Ura-HZ, for a total of 100 Ura-HZ per song.

The amount of Ura-HZ for clearing a chart is again based on TP; only the highest TP counts. The amount of Ura-HZ awarded is computed using the following formula:

<math>\text{Ura-HZ}_\text{awarded} = \text{Ura-HZ}_\text{maximum} \times \left( \frac{\text{TP}}{100.00} \right)^4</math>

Unlike for HZ computation, clearing a chart does not count as a clear for difficulties below it.