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The issue with EMS - Backwards engineered

 
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Mercurial  
 




Joined: 12 Apr 2013
Posts: 117
Location: Melbourne, Australia

PostPosted: Tue Jan 31, 2017 4:13 pm    Post subject: The issue with EMS - Backwards engineered Reply with quote

Many people have complained about the hitboxes seeming dodgy in EMS stages, so I tried to work out why.

Basically, the hitbox of each note in TFF:CC (BMS/FMS/EMS) is dynamic, dependent upon the speed that the note or the note hitter object is travelling. The higher this speed, the bigger the hitbox. So, in BMS where the notes travel quickly towards the RHS circles, the hitbox is pretty good. In FMS, the notes are slightly faster and so the hitbox is slightly looser.

The thing is with EMS is that the speed that the circle is moving changes, which is why it seems so hard to understand why shit doesn't work properly. Basically, when the circle is moving slowly, you need to be more precise. This is more common in cases where the path moves directly up or down because there's less screen space to fit the path, so the speed of movement tends to be slower. You'll notice in a chart like FFXIV Answers, when in EMS the circle moves really quickly, the notes are fine.

This is especially wierd due to transitions between speeds. When it changes speed, the hitbox BEFORE the note and AFTER the note are actually different lengths. You could be hitting notes 0.1s late when the circle is travelling fast, then the circle slows down with the following note and even if you hit the note only 0.05s late, it could miss due to the hitbox changing.(edited)
Basically, what you should do is try and be as precise as possible, especially when the circle is moving really slowly. If the note is on a path directional change and your circle is travelling fast, you should err on the side of earlier rather than later. If the note is on a path directional change and your circle is travelling slowly, you should err on the side of later rather than earlier. It takes some getting used to, but it really helps.

Also, with green hold notes, you must be extremely precise with the initial button press/hold, as the final hitbox is a fixed time after the first hitbox, so if you initially hit 0.1s early on the green hold, the final release/arrow hitbox will be moved 0.1s earlier, and vice versa for when you are slightly late on the initial hit. You can actually abuse this a little bit to avoid slowdown but that's pretty hard.
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