[Muse Dash] Scoring Basics

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muse dash is a cute rhythm game with colorful visuals upbeat music and easy to learn gameplay at its core you're going through a track with various enemies and obstacles and so long as you clear the course to the beat of the rhythm you'll make it through with a measure of your score and accuracy you're able to choose between different characters and costumes that can make passing the harder songs easier or give you more points for the songs you do finish in this video i'll be explaining several tricks to improve your score showcasing how they come together to reach the current max score for the ncaa dense music five star chart so how does view jazz scoring work there are four key parts of scoring in muse dash first note scores points are awarded in different ways so let's separate those first into two categories enemies and non-time notes enemies can be further separated into six sub-categories and non-time notes can be put into three sub-categories the six subcategories of enemies are small medium large hold masher and boss hits and three subcategories of non-typed notes are blue notes gears also known as saw blades and red hearts first let's go over the enemies visually each stage will have different enemies including some slight variations between the air and ground versions but they are functionally the same for scoring here i will only be showing the enemies for the oriental stage to make the explanation easier to follow small enemies are worth 200 base points and award two fever each stage has one kind of small enemy making them easy to pick out medium enemies are worth 300 base points and award two fever there are seven different visuals and four different kinds of medium enemies [Music] raiders ghosts and boss attacks while regular enemies and raiders are functionally the same ghosts and boss attacks are especially considered because of characters more on this later large enemies are worth 400 base points and award four fever there are four different visuals and three different kinds of large enemies regular hammer and gemini gemini is special in that it requires hitting both sides as well as increasing your combo count by two otherwise all large enemies are identical hold notes are similar to small enemies in that they only have one visual and the beginning and end are worth 200 points and give two fever for the duration of a held note the correct button must be held down the held portion is worth 10 points per 100 millisecond tick master and bossmaster enemies are special in several ways mashers will appear with a large exclamation mark they give 20 points per hit taken they require at minimum a hit every second or they attack you and break your combo mashers last until one of two criteria is met one their set time limit expires or two their hit cap is reached in either case they award two additional points and four fever functionally for scoring master and box masters are the same boss hits are worth 500 base points and a ward 4 fever in this case the level boss will charge straight at you without a mashing portion all enemies are subject to judgments when an enemy is hit a timing judgment is given based on how accurate you are at timing the button press here is a graph showing the timing windows for judgments measured in ms with a note at zero there is a 50 ms window on either side for a perfect judgment and beyond that an adms window that will award a great judgment hitting the note anywhere within these windows will award the relative judgment a perfect judgment will give you the base set of points and fever but a great judgment award half points and half fever non-time notes are notes that do not have judgments and only require that your character physically touch or avoid that note to receive points blue notes and saw blades are both worth 200 points and red hearts are worth 300 if you are full hp none of these increase your combo counter or give you fever [Music] so what's all this talk about fever fever mode occurs when your fever meter is full just bar right above your hp filling this bar requires 120 fever points when you hit 120 fever or higher it will activate on its own if playing with automatic fever or when you activate it with manual fever the remote will then last for 5 seconds after its activation resetting at 0 at the end of its duration during its duration notes hit will have their judgment colors in yellow and gold these notes will gain a 50 bonus score multiplier i'll be going over multipliers in depth at the end of the scoring explanation while fever mode is fuller active you do not build additional fever meter so spending it quickly tends to be ideal a key detail with fever mode is that the 50 multiplier will apply to the note that activated when playing with automatic fever for manual fever however this multiplier will only apply to notes hit after it is activated this is a key point to remember when looking for score routes now for one of the more fun parts of scoring your character character costumes are pretty variable in their game effects but for scoring purposes we will only be looking at three of them bunny girl wren joker burrow and little devil maria remember we learned ghosts and non-time notes are special well bunny girl rin is the reason why her bonus gives her 200 extra points on these notes to the point where ghosts blue notes saw blades and red hearts are collectively called written notes by the community little devil maria gives a flat 25 bonus to all notes at the cost of 10 hp per second this is a massive boost but the steep constant hp means she has a hard time surviving for many maps she simply cannot survive to the end she almost always has to be paired with a certain elephant in order to survive joker bro changes the combo multiplier cap from 50 or 50 to 70 or 70 percent more on how this works and why we use her later and what about elven scoring makes use of three elephant currently those three are little witch lilith and dragon girl little witch gives 20 extra score during fever mode bringing the total bonus up to 70 percent lilith gives 5 bonus score for every perfect judgment and when paired with the little devil gives two hp for every perfect and blue note lilith is nearly mandatory for little devil to survive dragon girl is the most commonly used dolphin dragon girl gives a massive 30 extra points to boss attack notes and boss melee hits this makes dragon girl the most ubiquitous choice when first attempting higher scores and this will be the elephant used in the song oh and i would like to mention that technically there is one more costume and one more elephant that do improve scores those would be magical go maria with 20 faster fever building and myosir with two more seconds on fever mode technically these abilities mean they outscore the muses and elephant not already mentioned but currently there are no known routes on any charts to make use of their abilities for max scores for ease of use merit has compiled a list of high score combinations that have been found for all songs so far i will add a link to this in the description finally i want to cover the combo multiplier the combo multiplier works by giving a 10 bonus for every multiple of 10 your combo is every time you reach a new multiple of 10 you receive another 10 which adds to the combo multiplier you already had up to that point this continues all the way up to a cap of 50 except in the case of joker burrow she raises the cap to 70 including a 60 bonus from 60 to 69 okay with all that squared away it's time to go into the song go just kidding now i need to explain how the scoring system actually calculates points first the game looks at the type of note you hit to see how many points to start with then the game multiplies this point value by your current combo multiplier the combo multiplier is based on the combo number after the note is hit so for example if you were to combo of 9 and then hit a note to bring your combo to 10 you will have a bonus 10 points for the note bringing you to a combo of 10. after that it multiplies that number by one plus any other multipliers these currently include lilith's perfect five percent bonus little witch's 20 fever bonus dragon girl's 30 bonus on boss attacks bunny girl wren's 200 ghost bonus little devil maria's 25 score bonus the judgment bonus and the fever bonus as an example let's say you have a combo of 156 and hit a large enemy in a red heart with joker bro and little witch a large enemy is worth 400 points so we will start there because you are using joker burrow and art a combo of 156 you'll have a combo multiplier of 70 the base of 400 is multiplied by 1.7 giving you 680 points these 680 points are then further multiplied by our additional multipliers namely fever mode and the judgment here are three examples with three different outcomes the first is hitting a perfect judgment during fever mode perfect judgment adds zero to our multiplier and our fever multiplier with little which is 0.7 so doing the math our additional multiplier is 1.7 multiplying 680 by 1.7 we get 1156 second is hitting a perfect judgment without fever mode the perfect judgment adds zero to our multiplier and because we have no additional multipliers we multiply the result by one giving us 680 finally the third is hitting a great judgment during fever mode the great judgment adds negative 0.5 to our multiplier and fever mode adds 0.7 this brings our additional multiplier to 1.2 multiplying 680 by 1.2 we then get 816 points on top of all that the red heart also gives us an additional 300 points because we are at full hp as mentioned before rin notes are only affected by bunny girl rin's character bonus so combo multiplier fever mode and everything else will not affect those points other points that are not affected by any modifiers include the held portion of hold notes and the match bonus and end bonus of mashers thus our grand totals are 1456 980 and 1116 respectively you may have noticed that the feed remote instances award in an additional point muse dash has some bugs and those include rounding errors here fever mode mistakenly gives us one additional point because of those rounding errors it's at this point i'd like to point out the main difference in platform versions these rounding errors are most prevalent on the nintendo switch version and least prevalent on the most stable version the mobile version as such the highest theoretical scores can be found on the switch version of mute dash the community tends to not compare cross-platform scores as such but if you wish to flex the highest numbers the switch is for you now that that's covered let's get ready to view anka dance music 5 for real this time in order to show off the effects of the various techniques i'll be showing 4 separate playthroughs of this chart this video will be showing the most common way to play going for a 100 all perfect score with auto fever i'll refer to this as the ap af route this video will be showing a 100 ap but with manual fever turned on and activated at the next possible note this is the ap mf route this video will be showing the importance of fever timing using an intentional great or ig i will call this the ig route and finally this video will be putting all concepts and techniques together including one i have not yet shown to show you the current max score route used this is the max route video i'll be pausing to explain these techniques as they come up and why they can make a big difference when attempting to go for max scores okay enough preparation let's begin [Applause] that first tech didn't take long to appear remember what we learned about judgments we learned that great judgments give half points which would be bad for a score attack however they also give half fever meter this is useful for manipulating the fever meter to activate on specific note timings i'll point this out again when we come to it [Music] foreign [Music] me [Music] this is when the different routes start to diverge the ap auto fuel route will be activating now the ap manual fever ig and max routes will be activating one note later the mf route has to be activated a note later and taking the great on the other two routes allows us to activate later as well this later note happens to be the optimal activation time for this fever instance let's see where the scores are at the end of the first fever [Music] so after 69 notes we have these scores this we can see the ap mf route is ahead of the max route by 100 points due to the great the max route takes at the beginning the ap af rod is behind the max by 155 points this is because the ap af route starts one note earlier meaning the combo multiplier is lower as well as getting one less note within the span of the fever but why is the ig route different from the max route in order to explain that we have to talk about scoring windows and don't worry this is a fairly simple explanation remember judgments and judgment windows using that knowledge we can time our fever mode usage to overlap with more notes by activating it later on the first note of the fever and hitting the last note early we call this timing a pp for two perfix or a pg for a perfect integrate this notation is carry over from another rhythm game project diva here you can see the ap mf and max route so the fever is activated on a perfect late judgment and the ig route is not this later timing allows us to sneak in one extra note into our fever giving us an extra 50 bonus on yet another note this extra note gives us the 240 points the max route has over the ig route the 155 points over the apaf route and is why we take the great judgment at the beginning [Music] here we see a few more differences in the routes the ap af route begins at the end of a hold note and ends on a boss attack the ap mf route begins on the second large enemy and ends on a hold note both ig routes begin on the first large enemy and end on a whole note [Music] here are the scores at 151 combo directly after the masher we can see now the max route pulls ahead the max route maintains the 155 point lead over the ap af route as the second fever gives both routes an equivalent amount of points it's worth noting that the ap af route does get two more fever because it activates earlier but the ap mf route shows us why that is not relevant the ap mf route takes a noticeable dive here having to wait an extra node to activate means we lose out on a large enemy bonus some of you out there being keen viewers and players yourselves may be wondering if we could have changed the fever timing by not getting the peepee in the first fever well if you did not take the pp on the first fever you would simply be at 58 fever before hitting a large enemy who would then bring you to 62 fear this means that the two extra fever would simply do nothing for you similar to the ap af route in cases such as this this translates to losing on bonus fever points for no upside [Music] me [Music] all the routes converge back together now filling the fever bar on the same enemy the ap mf route will score 340 points less on this final fever because of having to activate later [Music] in the end the max stays ahead of the ap af route by 155 points because of the extra note snuck into the first fever with our pp timing and stays ahead of the ap mf route because of the delay in activating manual fever as of recording this is currently the max route for this chart and the score has been achieved by three people huh that was a lot to cover hopefully this explains the basics of scoring in muse dash there are still more scoring techniques that i was unable to cover with one song i will try to cover those in the future in the meantime i am available to answer questions or take suggestions you may have in the comments or in the official news dash discord server thank you for watching and good luck with your high scores
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Channel: Team Kraines
Views: 67,330
Rating: undefined out of 5
Keywords: Muse, Dash, High, Score, Scoring, Basics, Enka, Dance, Music, Kraines, Max, Guide, Video, Game, Rhythm, #MuseDash, #rhythmgames, tips, help, characters
Id: ZwxYUYS1HCY
Channel Id: undefined
Length: 17min 39sec (1059 seconds)
Published: Sun Mar 28 2021
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