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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 turn on the Show Pure Late/Early option in Settings, 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; that one note was LATE, with no FAR EARLY notes. 19 PURE notes were PURE LATE, and 18 were PURE 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 normal clear badge, and when sorting songs by Grade, any songs cleared with a HARD skill will appear before any 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 triggered. Achieving this title doesn't count as an actual clear. This is overwritten by the purple C.
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 Edit

After playing a song, you will get a reward.

Fragments Edit

Fragments are obtained by playing songs in Music Play or as a reward in World Mode. They can be used to unlock levels and refill stamina in World Mode. You can save up to 9999 Fragments. The Fragments earned depend on the song's difficulty, level, and clear status (Lost, Cleared, Full Recall, Pure Memory). Keywords:

  • Play - Fragments earned after losing a track
  • Clear - Fragments earned after clearing a track
  • Performance - Fragments earned after clearing a track with a Full Recall or Pure Memory (note: the Clear amount will be less in this case, but overall you will gain more)
  • First-Time Clear - 10 Fragments rewarded for clearing a song the first time
  • Partner - Extra fragments from a Partner ability

Exact values for difficulty levels:

Past
LV Play Clear Full Recall Pure Memory
1 1 9 10 (8+2) 10 (8+2)
2 1 10 (8+2)
3 13 (9+4) 13 (8+5)
4 14 (9+6)
5
6
Present
LV Play Clear Full Recall Pure Memory
3 15 (9+6)
4 15 (9+6) 15 (9+6)
5 13 17 (9+8) 19 (9+10)
6 14 19 (9+10) 22 (9+13)
7 5 14 19 (9+10) 22 (9+13)
23 (10+13)
8 15 21 (9+12) 21 (9+12)
9 16 23 (9+14) 23 (9+14)
Future
LV Play Clear Full Recall Pure Memory
6 15 20 (10+10) 20 (10+10)
23 (10+13)
7 15 20 (10+10) 20 (10+10)
23 (10+13)
8 6 16 22 (10+12) 22 (10+12)
26 (10+16)
9 7 17 24 (10+14) 24 (10+14)
28 (10+18)
9+ 8 18 26 (10+16) 26 (10+16)
31 (10+21)
10 9 19 28 (10+18) 28 (10+18)
34 (10+24)

For unknown reasons, a Pure Memory on a song can yield one of two values. More information is needed--it doesn't seem to be based on score, potential, or date played. For Future 7 and Future 9, the "Performance" value can change; in Present 7, the "Clear' value can be either 9 or 10. Listed above are known values, not necessarily every value in the game.

Having a Partner active will affect the amount of Fragments you get. The Partner's FRAG stat acts as a multiplier. Every 1 point above 50 is an additional 2% Fragments, and every 1 point below 50 is 2% less Fragments. For example, if your Partner has a FRAG stat of 70, they will gain an additional 40% Fragments after playing a song, or x1.4. (The game uses the non-rounded calculation, even though it only shows up to one decimal place.)

Several Partners have additional skills that affect the amount of Fragments you earn.

  • Stella - Playing a song in Stellights Collaboration earns a bonus 10 Fragments.
  • Hikari & Fisica - Clearing a Past or Present song earns a bonus 15 Fragments.
  • Ilith - Failing a song loses you 100 Fragments.
  • Eto - Playing a Light side song earns a bonus 5 Fragments.
  • Shirabe - Playing a Conflict side song earns a bonus 5 Fragments.

Steps Edit

Steps are obtained by playing songs in World Mode. They can be used to discover songs, partners and Fragments. Formula:

Steps Gained = Song Steps * (Partner Multiplier / 50)

(In other words, every 1 point over 50 is an extra 2% steps, and every 1 point below 50 is 2% less. This works the same as Fragment gain.)

The amount of progress (Song Steps) gained involves values still being researched, but depends on the chart constant. Please see Songs by Chart Constant for more information.

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.