The score formula:Basic Notes (Moon) and Rapid Notes (Sun) score:
-> Attractive value x Judgment x Color x Unit Skill of front member.
Hold Notes (Star) score base on star and end notes:
-> Attractive value x Judgment star x Judgment end x Color x Unit Skill of front member.
+ Attractive value: The value that show in your card.
+ Judgment: Perfect x1, Great x0.8, Good x0.5 (base on attractive value). This depend on color of front member, not sub member.
+ Same color note: x1.2
+ Effect of Unit Skill multiplied can go up to 3.5 at Lv10 (not know higher Lv yet).
For example, if my team have Unit Skill Happiness Create Lv10, with Tsugunaga Momoko (R) Lv55:
Tap PERFECT on a Red or Yellow note, the score is:
-> Attractive value (440) x Judgment (PERFECT) x Color (Red or Yellow) x Unit Skill of front member (3.5).
-> 440 x 1 x 1 x 3.5
-> 1540
Then what if I have Michishige Sayumi (SSR) Lv75, tap PERFECT on a Blue note:
-> Attractive value (1040) x Judgment (PERFECT) x Color (Blue) x Unit Skill of front member (1).
-> 1040 x 1 x 1.2 x 1
-> 1248
See? You can get even more score from R Card then SSR Card, though it's attractive value is much lower.
Combo Bonus:The Combo Bonus reset when you hit a BAD.
Formula: Entry score until hit BAD x Combo factor.
Factor chart:1~50: 0.1
51~100: 0.15
101~200: 0.2
More than 200: 0.25
For example, the song have 200 notes, with Tsugunaga Momoko (R) card from example 1 that hit all PERFECT the entry score is:
-> (1248 x 200) + [(1248 x 200) x 0.2]
-> 249600 + 49920
-> 299520
If hit 5 continuous BAD at the start or end, the rest is PERFECT:
-> (1248 x 195) + [(1248 x 195) x 0.2]
-> 243360 + 48672
-> 292032
If hit 2 BAD at
75 and
130, the
rest is PERFECT:
->
{(1248 x 74) + [(1248 x 74) x 0.15]} +
{(1248 x 54) + [(1248 x 54) x 0.15]} +
{(1248 x 70) + [(1248 x 70) x 0.15]}->
(92352 + 13852) +
(67392 + 10108) +
(87360 + 13104)->
106204 +
77500 +
100464-> 284168
That is why even if you hit BAD more but high Combo, you still can get higher score.
Fever Mode:You get Fever Mode every 50 Combo, in Fever Mode the score combine from front and sub member.
High Tension effect:When the skill trigger (tap 20 times on that member), front line members get bonus base on the skill.
Please note the skill only effect a few seconds (you can see a blur bar that run on member avatar)
High Tension not effect sub members.
Skill effect sample at Lv10:
High Tension: 0.8
High Tension (Medium): 2.5
High Tension (Large): 3.5
Heat Up effect:Same with High Tension, but Heat Up can effect all members.
NICE TAG:This one trigger in the Fever Mode depend on compatibility of front and sub members:
NICE TAG effect your skill if it trigger in Fever Mode.
○ is 1.5 and ◎ is i.75, not know about △, the = maybe no effect.
Unit Compatibility:Depend on member's attribute and skill, ○ is same and x is different
○ Attribute ○ Stage Appeal ○ or x Unit Skill → ◎ If both have max skill, ○ If not
○ Attribute x Stage Appeal ○ or x Unit Skill → △
x Attribute ○ Stage Appeal ○ Unit Skill → ◎ If both have max skill, ○ If not
x Attribute ○ Stage Appeal x Unit Skill → ○
x Attribute x Stage Appeal ○ Unit Skill → △
x Attribute x Stage Appeal x Unit Skill → △ If both have max skill, = if not