Alright, I'm kinda confused at the way modifiers work. Does stuff like technical zone and the bonus star thing confer extra points for completing successfully? How does the combo system work?
I didn't see anyone answer this, so on the chance that you haven't yet figured it out:
There are a few different scoring systems at work here.
Diva Points are used to unlock stuff. Challenge Items, if used, cost you a few DP, but multiply the number of Diva Points you earn if the song is cleared. If your timing is good, you'll always want to use "Perfectionist," because you'll earn 4 TIMES more DP on every song. By comparison, "Mega Survival" earns 3 times the DP, but is actually more difficult to use for most players, because your life gauge can never increase.
Rank Points determine what your final rank on the song is (STANDARD/GREAT/EXCELLENT/PERFECT). Here is how those work:
- Each Technical Zone awards 3 points if you keep your combo throughout, for a total of 6
- Chance Time Success (hit the star note at the end after filling it completely) is worth 5
- All of the individual notes in the song are worth an equal amount that, when added together, equal 89 points. You earn points for each note that you get a COOL or GOOD/FINE on; all ratings below those are worth 0. There are no partial points awarded.
So in total there are 100 Rank Points for every chart. If you never break combo, you will wind up with 100 RP and a PERFECT. 95 points are required for an EXCELLENT and 90 for a GREAT. If you don't get at least 80, you won't clear the song at all, even if you finish it.
The straight up "score" points don't really count for anything unless we're running a score competition, but if you're curious, what you need to know there is
- combo is the #1 factor, so don't break combo
- COOLs are worth 200 more points than FINE/GOOD, except during Chance Time where all notes are worth much more and the difference is 600
- for "W" arrows: pressing both inputs together, rather than holding one and pressing the other, will give 200 bonus points
- for holds: getting a COOL on the judgment at the beginning of the hold doubles the point value of the hold itself