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PP too big on failed scores

Open tutis12 opened this issue 2 months ago • 9 comments

Type

Cosmetic

Bug description

PP overestimated on failed scores. Could just show 0, or assume the same missrate for the not played objects.

Screenshots or videos

Shows 227 pp while it should be ~70

Image Image

Version

2025.1022.0-tachyon

Logs

tutis12 avatar Oct 23 '25 23:10 tutis12

Misscounts on the replay and on the result screen are different. As for why it's not 0 - pp is being calculated for the portion of the map that was played so it makes sense to be non-zero. Might be a good idea to just hide pp for failed scores completely though, not sure

stanriders avatar Oct 24 '25 09:10 stanriders

For failed scores pp system assumes the whole map was played with 7 misses (in your case). When ingame pp counter actually accounts for how much of the map was played.

Givikap120 avatar Oct 24 '25 14:10 Givikap120

For failed scores pp system assumes the whole map was played with 7 misses (in your case). When ingame pp counter actually accounts for how much of the map was played.

Agreed, might be better to not show any value in that case, or make it "PP if you full combo (or maybe SS) the rest"

tutis12 avatar Oct 24 '25 16:10 tutis12

Agreed, might be better to not show any value in that case, or make it "PP if you full combo (or maybe SS) the rest"

theoretically you could make pp specifically calculate only a portion of map that was played when showing failed scores but I don't think osu team would be happy with a lot of extra complexity with this niche case

Givikap120 avatar Oct 24 '25 16:10 Givikap120

@stanriders so basically misses need to be inserted for the remainder of the beatmap to get a correct PP reading? should we not be doing that if it's the case?

peppy avatar Oct 28 '25 04:10 peppy

I'd say its a perspective thing - you could say that failing a beatmap equals to missing all remaining objects, or you could say failing a beatmap equals to playing just a part of it.

I'm leaning more towards the former, which is also easier to implement since the latter requires saving the fail time and then recalculating SR+PP for a part of the beatmap that was played.

stanriders avatar Oct 28 '25 06:10 stanriders

Will it match the pp counter display if we do that? It needs to match.

peppy avatar Oct 28 '25 06:10 peppy

PP counter uses partial beatmaps and the real amount of misses, so if you insert misses it won't be correct. For it to match you'll need exact fail time and miss count stored somewhere

stanriders avatar Oct 28 '25 07:10 stanriders

so that needs to be used at the results screen then.

peppy avatar Oct 28 '25 09:10 peppy