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This article describes the scoring system in Arcaea in detail, as well as various other mechanics.

Timing & Scoring Edit

Like other rhythm games, you will gain more or less points depending on how good your timing is when hitting notes. In Arcaea, a PURE indicates the best timing.

Timing Score Combo Notes
Timing-Pure 100% (+1 point) Yes Hitting a PURE note without an EARLY/LATE (perfect timing) adds 1 bonus point. EARLY/LATE is when your timing is slightly off.
Timing-Far 50% Yes Hitting a note with slightly early or late timing gives 50% the normal points.
Timing-Lost 0% No When you miss a note, or press significantly early, it is considered LOST, breaking your combo and giving no points.

Each note's score is calculated by dividing the max score, 10,000,000 points, by the number of notes in the song. For example, if a song has 1,000 notes, each note will be worth a maximum of 10,000 points. For a PURE hit, you will get the full 10,000; for a FAR, you will get only 50% of the note's value, in this example 5,000.

In addition, if you hit a PURE note without EARLY/LATE, you get an extra 1 bonus point on top of all this. This means that the theoretical maximum score for a song is 10,000,000 plus the number of notes in the song. For example, Sheriruth [FTR] has 1,151 notes, so its maximum theoretical score is 10,001,151.

Unlike many other rhythm games, combos have no effect on your score.

Theoretically, it is possible to get over 10,000,000 points without a Pure Memory, but not in any of the songs currently released. For example, say a chart has 2,500 notes. 2,499 PURE hits with perfect timing and 1 FAR will give a total score of (2,499 + 1/2) / 2,500 * 10,000,000 + 2,499 = 10,000,499. Any song with enough notes to do this with, however, will almost certainly be extremely difficult.

Timing Display Edit

When you touch the PURE timing count on the result screen, you'll see additional details when you complete a song.

Result details

Image credit: Japanese Arcaea Wiki (http://wikiwiki.jp/arcaea)

  • 1 — How many true PURE notes you hit.
  • 2 — How many FAR EARLY notes you hit, followed by PURE EARLY notes in parentheses.
  • 3 — How many FAR LATE notes you hit, followed by PURE LATE notes in parentheses.

For example, in the above image, the player hit 631 notes with PURE timing, with 594 of them being perfect. They hit 1 note with FAR timing; and that one note was LATE, with no EARLY notes. 19 PURE notes were LATE, and 18 were EARLY.

Grades Edit

Grade Score Range
Grade-EX 9,800,000 or above
Grade-AA 9,500,000 - 9,799,999
Grade-A 9,200,000 - 9,499,999
Grade-B 8,900,000 - 9,199,999
Grade-C 8,600,000 - 8,899,999
Grade-D 0 - 8,599,999

Titles Edit

After every play, you get a title.

Title Badge Condition
Title-purememory Badge-purememory Hit all notes with PURE timing.
Title-fullrecall Badge-fullrecall Hit all notes.
Title-trackcomplete Badge-trackcomplete-hard Complete a song with a HARD skill triggered. This will overwrite the easy/normal clear badge, and when sorting songs by Grade, any song cleared with a HARD skill will appear before songs cleared normally, even if they have the same grade.
Badge-trackcomplete Complete a song with at least 70% Recollection Rate.
Badge-trackcomplete-easy Complete a song with at least 70% Recollection Rate with an EASY skill or an OVERFLOW triggered. Achieving this title is only sufficient in case of clearing to unlock other songs. This is overwritten by any clear type other than an L.
Title-tracklost Badge-tracklost Complete a song with less than 70% Recollection Rate with any skill (or fall to 0% Recollection Rate with a HARD skill).

Potential Edit

See Potential.

Reward and Currency Edit

See Currency.

Notes Density Edit

You can calculate average notes per minute, or note density, by dividing the number of notes in the song by the song's length. This is not necessarily useful, as some of the game's difficulty comes from long arc notes, and only provides a very rough estimate of a song's difficulty. In Song Data, the note density is calculated as notes per second.