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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
PURE (EARLY/LATE) 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.
FAR (EARLY/LATE) 50% Yes Hitting a note with slightly early or late timing gives 50% the normal points.
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 1,000 points. For a PURE hit, you will get the full 1,000; for a FAR, you will get only 50% of the note's value, in this example 500.

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
EX 9,800,000 or above
AA 9,500,000 - 9,799,999
A 9,200,000 - 9,499,999
B 8,900,000 - 9,199,999
C 8,600,000 - 8,899,999
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

When playing online, it will affect your Potential. This value represents your player skill level, and does not affect gameplay in any way. You will gain or lose potential when completing a song. The value is displayed on the icon of your partner at the top of the screen.

There are six different backgrounds for your Potential rating, representing six distinct ranks. The following table includes all ranks, along with Potential required and rough descriptions of them.

(On the picture, the first line of icons are old ranking system, and the second line is the current one)

Potential
Color Potential Description
Blue 0.00 The starting rank.
Green 3.50 This rank likely encompasses people playing mainly on Present difficulty.
Purple 7.00 Purple-ranked players are probably starting to break into more difficult Future charts.
Shiny purple 10.00 Those in this rank have probably cleared all level 9 charts and a few level 9+ charts. At the higher end, they've cleared most, if not all, of the Future charts in the game.
Shiny red 11.00 Anyone with this rank likely has hard cleared all Future charts, with many of them being Pure Memories.
Red with a star 12.00 A rank held by the most skilled, most consistent players in the world.

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. Varies rewards may change according to the difficulty.

Reward Conditions Fragments
Play If you get a TRACK LOST. Varies (2-12)
Clear If you get a TRACK COMPLETE or better. Varies (7-19)
Performance If you get a FULL RECALL or better. Varies (2-16)
First-Time Clear For clearing the track for the first time. 10

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.

You can achieve up to 57 Fragments in a play if the Partner's effect is sealed or her FRAG stat is 50. Using Kou at level 20 can give you up to 102 Fragments; Kou's level 20 FRAG stat is the highest in the game.

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.

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)

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.

See more: Songs by Notes Density