An attempt to accurately compute beatmap difficulty and player ranking.
updated daily - last full update: 15h:14m ago - last player update: <1m ago
In-depth explanation of tp
The foundation of tp calculation is beatmap difficulty itself. Instead of using the (arguably) broken star rating, osu!tp features it's own difficulty calculator.
At first map-changing mods are applied:
- ● DoubleTime
- Speeds the whole map up by a factor of 3/2 and decreases the timing windows for approach circles and getting accurate hits.
- ● HalfTime
- Slows the whole map down by a factor of 4/3 and increases the timing windows for approach circles and getting accurate hits.
- ● HardRock
- Increases ApproachRate, OverallDifficulty, CircleSize and HP drain by a factor of 1.4.
- ● Easy
- Halves ApproachRate, OverallDifficulty, CircleSize and HP drain.
Afterwards the beatmap is scaled in size according to its CircleSize. This is done so that maps with different CircleSize can be treated equally. Finally HitObject stacking is taken into account and applied, then the actual difficulty algorithm is applied to the map.
In this algorithm every HitObject in the map gets assigned a strain value for aim and for speed. It represents how hard it is to aim or click the particular HitObject, depending on the previous HitObjects and their strain values.
Strain-graph of xi - FREEDOM DiVE [FOUR DIMENSIONS]
When the strain values are calculated the algorithm looks for the sections with the highest strain values and adds those up with decreasing weight to calculate speed and aim difficulty of the beatmap with the specified mod combination. Last but not least the non-map-changing mods, Hidden and FlashLight, add a flat percentage bonus to the aim difficulty.
osu!tp periodically queries all top50 scores from the official game. This is currently a technical limitation of the osu! API. As soon as it's possible to query more scores, it will start doing so. Building on the previously established beatmap difficulty every score is rated in terms of aim, speed and accuracy.
- ● Aim
- The aim value of a score relies heavily on the beatmap's aim difficulty. High combo and low miss count mean a high aim value. An extremely low ApproachRate or an extremely high one add a bonus to the aim value. Map length slightly increases the aim value aswell.
- ● Speed
- The speed value of a score relies heavily on the beatmap's speed difficulty. Just like with the aim value high combo and low miss count are necessary for a high speed value. While map length, too, affects the speed value, ApproachRate or any other reading related aspect don't.
- ● Accuracy
- Unlike the speed or aim value the accuracy value does not rely on high combo. Only the accuracy itself, OverallDifficulty and map length are being looked at. However, sliders and spinners are ignored for the calculation because they offer free 300s on any OverallDifficulty.
The total tp value of a score is calculated by adding the aim, speed and accuracy value together. While interesting for comparing scores among themselves it is irrelevant for player tp calculation.
The last step after computing score rating is to collect all of the aim, speed and accuracy scores from every player. The scores are then sorted decreasingly by their value and the best ones form each player's tp rating in aim, speed or accuracy respectively. To make it clear: aim, speed and accuracy ratings are calculated separately.
Each player's total tp rating is simply the sum of his/her aim, speed and accuracy rating.
The country rating works in the same way as the player rating does. The players of each country are sorted decreasingly by their value and the best ones make up the country's tp rating.