This tool calculates the optimal combination of gear, upgrades and minis required to theoretically maximize score from any given Robeats song.
Most of these formulas have been formulated through experimentation and some guessing. Expect that some may be incorrect.
Robeats is a vertically scrolling rhythm game with RPG mechanics.
There are six slots available for you to equip gear on
POINTS - You gain this for hitting notes.
SCORE - The total amount of points gained in a song. This is what this tool attempts to maximize.
NOTE - One singular instance of a note. It can be a single note which merely requires pressing it at the right time, or an LN (long note) which you have to hold and release.
HIT - An action that gives you points and increases score. Single notes have one hit (press), LNs have two hits (press and release).
The distinction between a note and a hit is very important, and it has some funky consequences in Fever calculation as we will see later.
Raw points are purely the points gained from accuracy and color power, ignoring all multipliers. The amount of raw points gained per hit is:
Color Points are calculated using the current song's Color. With no gear, it is equal to 0.
The Raw Points are multiplied with two multipliers, Current Combo Multiplier and Current Fever Multiplier (more on them later). This becomes the final point value added to the score.
Keep in mind Current Combo/Fever Multiplier are distinct from the actual stats, Combo/Fever Multiplier! The stats can be thought of as "Max Combo/Fever Multiplier" to avoid confusion.
Combo is updated (that is, increased by one) before points are given for hitting.
While playing a song while making no mistakes, the Fever Bar will slowly fill up. Once it's full, a Fever activates and an additional multiplier is added to every points calculation. We can represent this mathematically:
In order to fill the Fever Bar, a certain amount of Fever Score must be generated. Every hit generates Fever Score based on accuracy:
The amount of Fever Score required for a Fever is calculated as such:
Notice how Max Fever Score is calculated using the amount of notes, despite Fever Score being generated on hits. This explains a phenomenon where the Fever Bar is filled faster than usual on LN-heavy songs like Chiwawa and Small Theft Auto. As an LN counts as two hits, but only one note, the Max Fever Score ends up being very low compared to the amount of hits when there are many LNs.
Fever Score drained per second:
Fever Score is also drained on Ok's and Misses as a one-time value.
NOTE: Further research is needed here. The exact proportions drained are currently rough estimates.
Hit windows:
(base) Perfect - +40/-20, Great - +190/-95
(+80) Perfect - ?, Great - ?
Accuracy percentage:
( 200 * Perfect Amount + 150 * Great Amount + 100 * Ok Amount + 0 * Miss Amount ) / ( 200 * Hit Count )
Raw Score / Maximum Raw Score
(AP + CP) * CM * FM
Perfect Points if Perfect, 150 if Great, 100 if Ok, 0 if Miss
Primary Color Power * 2 + Secondary Color Power
1 + min(Combo/100, 1) * (Combo Multiplier - 1)
Fever Multiplier if Fever, 1 otherwise
(idealized; assuming no Ok, no Miss, a bunch of other things)
Song Hit Count * (AAP + ACP) * ACM * AFM
Perfect Points * Perfect Accuracy + 150 * Great Accuracy
(100% accuracy) Perfect Points
Color Points
( (49.5 + Song Hit Count) * (Combo Multiplier - 1) + Song Hit Count ) / Song Hit Count
Fever Multiplier * FP - FP + 1
TFF + EFT + TFF + EFT ... until >= Song Length
(approximation) EFT / (EFT + TFF)
(adjusted for imperfect fevers) EFT / (EFT + TFF) - 10 / Song Length
This is almost completely guesswork, but comparing with lydiaplayz's fever percentage stats it actually works. This can't be the actual formula used in Robeats, can it??? The constants are so arbitrary...
Song Length * (Fever Time * 0.16/1.67 + 0.0435)
HFF / HD
Song Hit Count / Song Length
FSFF / FSPH
(technically) ceil(FSFF / FSPH)
Song Note Count / 3
AFA / Fever Fill Rate
Perfect Accuracy + 0.5 * Great Accuracy
(100% accuracy) 1