Scoring

This article describes the scoring system in Arcaea in detail, as well as various related mechanics.
Score quantifies a player's performance when playing a song, and increases when hitting notes or holding hold notes or arcs successfully. Note that score is calculated separately from Recollection Rate, and will not decrease after missing notes. Following a song play, players are assigned a grade and a clear title depending on their score. The highest score, grade, and clear title earned for a chart are saved locally. Song plays also grant rewards in the form of Fragments, as well as Steps if playing in World Mode, with higher scores earning more Fragments and map progress. Scores also affect player Potential, which measures their overall skill.
== Timing ==
Arcaea's scoring system is based solely on timing accuracy when hitting notes, rather than combo or positional accuracy. Notes can receive one of four judgements based on timing accuracy (hold notes and arc notes can only be shiny PURE or LOST):
Judgement	Timing window	Score 	Combo	Description
 	≤ 25 ms 	100% (+1 point)	+1 	Hitting a PURE note without an EARLY/LATE (shiny PURE) awards the full points, plus 1 bonus point.
 	≤ 50 ms 	100% 	+1 	Hitting a note within a strict time window awards the full points. Only applies to floor/sky notes.
 	≤ 100 ms 	50% 	+1 	Hitting a note with slightly early or late timing awards only half the points. Only applies to floor/sky notes.
 	> 100 ms 	0% 	Break	Missing a note, or hitting it significantly early or late, resets the combo counter to 0 and awards no points. Hitting a note within a 100-120 ms timing window will make the note disappear as if hit, but will still incur a LOST and break the combo.
The base points per note is given by
\text{Points per Note} = \dfrac{10,000,000}{\text{Number of Notes}} \,.
The final score is given by the sum of the points awarded for all the individual notes:
\text{Score} = \dfrac{\text{Number of PUREs} + 0.5 \times \text{Number of FARs}}{\text{Number of Notes}} + \text{Number of Shiny PUREs} \,.
This score determines the grade of your play. The highest possible score for a given chart is 10,000,000 + total note count. If the score is higher than the current recorded score, it will be saved as your high score.
For example, suppose a song has 1,000 notes. The score per note is:
*Shiny PURE: 10,001 points
*PURE: 10,000 points
*FAR: 5,000 points
*LOST: 0 points
In this example, the maximum possible score is 10,001,000.
=== Result summary ===
The Results screen gives a summary of the title, grade, score, earned Fragments and note judgement breakdown for that play.
Pressing the note judgement breakdown will display more details about early/late counts.
The breakdown is as follows:
* PURE: [Total PUREs] | +[Total shiny PUREs]
* FAR: [Total FARs] | L[Late FARs] (P[Late PUREs]) E[Early FARs] (P[Early PUREs])
* LOST: [Total LOSTs]
For example, in the above image, there are:
PURE 	PURE 	PURE 	FAR 	FAR 	LOST
451 	451 	451 	3 	3 	11
Shiny	Regular	Regular	LATE	EARLY	11
430 	21 	21 	3 	0 	11
430 	LATE 	EARLY 	3 	0 	11
430 	17 	4 	3 	0 	11
==Grades==
After playing a chart, you will be assigned a grade based on your score. The grade that is saved to a chart is always the highest one that was obtained for it.
Below is each grade from highest to lowest:
Grade 	Grade 	Score Range
Results Screen	Music Play	Score Range
 	 	9,900,000 or above
 	 	9,800,000 - 9,899,999
 	 	9,500,000 - 9,799,999
 	 	9,200,000 - 9,499,999
 	 	8,900,000 - 9,199,999
 	 	8,600,000 - 8,899,999
 	 	0 - 8,599,999
==Titles==
After every play, a title is obtained. Much like grades, higher titles automatically overwrite lower titles, and lower titles do not overwrite higher titles.
Below is each title from highest to lowest:
Title	Badge	Badge	Condition
Title	 	 	Condition
 	 	 	Obtain PURE judgements on all notes.
 	 	 	Obtain at least 1 FAR judgement and no LOST judgements; i.e., Full Combo.
 	 	 	Complete a song with the HARD effect active and with at least 1 LOST judgement.
 	 	 	Complete a song with at least 70% Recollection Rate and with at least 1 LOST judgement (or fill the Recollection Gauge at least 7 times with a CHUNITHM skill).
 	 	 	Complete a song with at least 70% Recollection Rate with the EASY or OVERFLOW effect active with at least 1 LOST judgement. This title only aids in fulfilling song unlock criteria, and does not add to the cleared song count.
 	 	 	Complete a song with less than 70% Recollection Rate with any skill (or reach 0% Recollection Rate with the HARD effect active).
Obtaining the maximum possible score on a song (i.e. all shiny PURE) adds a blue drop shadow to your score, but is otherwise no different from a Pure Memory.
== Trivia== 
*Theoretically, it would be possible to get over 10,000,000 points without a Pure Memory, provided the chart had enough notes.
**For example, if a chart has 2,500 notes, 2,499 shiny PUREs + 1 FAR gives a score of 10,000,499.
**A minimum of \Bigl\lceil0.5\times(1+\sqrt{(2\times10,000,000)+1})\Bigr\rceil=2237 notes would be necessary. Since there are currently no charts with a max combo of 2237 or greater, this is impossible.
Category:Game Mechanics