The score for a play follows a simple formula, made of two components:
Where <math>S</math> is score, <math>S_0</math> is base score, and <math>M_O</math> is Overflow multiplier.
Base Score
The base score for a play depends exclusively on the judgments of the notes, similar to TP. It is more forgiving than TP, though.
The base score simply adds up the base scores from each judgment received.
Judgment | Base |
---|---|
S-Radiant | 1010 |
OK | 1010 |
Radiant | 1000 |
Spark | 500 |
Error | 0 |
Ouch! | 0 |
Overflow Multiplier
The overflow multiplier, as per its name, depends exclusively on the amount of overflow damage you deal, following this formula.
Where <math>O</math> is Overflow in %.
This means, if your overflow is below +100%, there is no overflow multiplier; it's just 1x. Above 100%, the amount of overflow is a direct multiplier to the score. This also means, assuming the base score remains the same and the overflow is at least +100%, the ratio of scores is exactly the ratio of overflows.
- For example, having +400% overflow will give you a score that is exactly twice that of +200% overflow, assuming the judgments are otherwise identical.
It is worth noting that, if you clear a song at all, you should usually already have +100% overflow or more. It is actually difficult to clear a song but not reach +100% overflow.