Live & Score
During a Live, skills activate according to each card's type and conditions. Check the skills on your cards and combine the effects you want.
Score Calculation
Judgments and Base Score
- PERFECT: 100% of the base score.
- Hold: 10% of the base score, with fractions rounded up. A measure contains seven intermediate ticks; the start and end each also award one normal score.
- GREAT: 80% of the base score.
- AUTO: The same as GREAT, 80% of the base score. Combo Bonus does not apply, but Score Up and bonuses do.
- GOOD: 50% of the base score.
- BAD: 0 points and loses 50 Life.
- MISS: 0 points and loses 100 Life.
- MISS during a Hold: loses 20 Life.
In the game, flick notes score 1.05 times as much as regular notes. The simulator identifies flick notes from the SUS chart and applies the correct 1.05 multiplier.
Skills and Combo
Base score differs by song and difficulty, but the final score changes linearly with the unit's Total Power.
Each scoring event is calculated as Base Score × total Score Up × (100% + total Score Support). Fractions are retained throughout the multiplication and rounded up only when the final score is calculated.
Combo also adds a bonus: +1% from 100 Combo, +2% from 200 Combo, and another +1% for every 100 Combo thereafter, up to +10%.
Difficulty and Rewards
For a given song, rewards are generally the same across difficulties except for Full Combo counts. Full Combos are recorded separately for each difficulty.
You do not need to choose a difficulty for its rewards, so play the one you genuinely want to play.
Skills
- Special Skill: Activates in card formation order at five fixed positions for each song. All positions occur at the start of a measure and can be checked in chart preview. A rainbow effect appears on screen when it activates.
- Active Skill: Each card checks at its set interval (every X seconds) and activates with a set probability. Once active, the effect lasts for a set duration. Effects do not stack; if multiple Active Skills are active at once, only the strongest effect applies.
- Passive Skill: Remains active throughout the Live. Its application order follows total base stats from highest to lowest. If total base stats are equal, it follows the card order in your formation.
Active Skill activation rates are approximately 55% for High, 45% for Medium, and 35% for Low.
Skill Activation Rate Boost effects are added together first, then applied multiplicatively. For example, if the base activation rate is 45% and the ★5 Irys Special Skill (+45%) is active, 45% × (1 + 0.45) = 65.25%.
Active Effect Indicators
In the supplied image, the effects displayed at the top right indicate an active Special Skill. The effects shown below the score indicate an active Active Skill.
holomem Score Rate
This is calculated from high scores achieved while playing with the holomem as the singing leader. The combined Rate of the top three eligible songs is recorded as that holomem's Score Rate. PC-version scores are excluded from rankings.
Score Rate Calculation
- Song Score Rate = ⌈High Score ÷ 5000⌉ (rounded up)
- holomem Score Rate = Sum of the top 3 song Score Rates for that holomem
Example: If a high score is 1,234,567 points, the song Score Rate is ⌈1,234,567 ÷ 5000⌉ = ⌈246.9134⌉ = 247.
Ranking Titles for holomem Score Rate are updated according to the weekly ranking results. A title is granted based on the rank at the time of aggregation and is removed if the rank falls outside its eligible range at the next aggregation.
Unverified Hypothesis
The plain all-PERFECT total, with no additional effects, may be the same on every difficulty. Higher difficulties may have an advantage only through the Combo Bonus. This has not been verified.