Ranking V3.5 suffered from issues with old maps, slow accuracy maps and maps containing particular unbalanced patterns.
- Model was trained with scores from AccSaber, BeatLeader and ScoreSaber ranked maps. The filter was: Leaderboard must have at least 200 scores. At least 10 scores must fit the filter, no maximum, there must be less than 0.5% accuracy difference between the top play and the last play selected. This was ran on the "No modifiers" context.
- Main purpose of this was to nerf old maps, ie. "Let Mom Sleep", and overweighted OS/acc maps, ie. "Wheels on the Bus".
- New parity engine.
- New way to detect multi-notes swing and classify them.
- Swings entry and exit are now based on real grid size, swing angle are normalized if possible between notes to simulate linear swings. It also use angle tolerance (or Strict Angles if turned on).
- New way to handle dot notes flow.
- Some variables now have decay over time, so a notes after a long break won't have extreme value.
- Frequency is calculated between two notes instead of three notes (not much of a difference, but better to analyze map data).
- Analyzer now detect and classify dodge and crouch walls, and buff pass rating accordingly (subject to changes).
- Analyzer can handle very basic bomb avoidance (saber is in grid position of bomb -> dodge to the opposite side).
- Distance calculation for swing is now entry vs entry position, so all placement (ie. invert) are now taken into account.
- New values are now used to calculate ratings: Repositioning Distance and Rotation Amount (Removed: Bezier Curve with Distance, PositionComplexity and CurveComplexity and PathAngleStrain).
- Distance calculation are now normalized based on grid size.
- Now has linear swing detection for classification purpose.
- Window Size for difficulty calculation was changed to 8, 16, 32, 64 and 128 (from 8, 16, 32, 48 and 96).
- Difficulty calculation now also calculate combined hand difficulty (instead of just left and right separately), then determine if a specific hand is imbalanced in difficulty, to then calculate the final result: new combined value * nerf value.
- Pass and tech ratings were rescalled.
- Now calculate Peak Sustained EBPM for classification purpose.
- Reworked the Low Note Count nerf to further nerf maps under 200 notes.
- Added -50% Smaller Cubes modifier penalty because this modifier reduces notes hitbox size, making acc some maps way easier.
https://docs.google.com/spreadsheets/d/1pFrA0Tzud-IbGUbnns3biesREgIg-gY2RONgNvBoMSU/edit?usp=sharing
Or check DB diff on portaBLe https://portable.loloppeai.beatleader.pro/DatabaseComparison?mainDb=db-20260101025835-6661.db&comparisonDb=db-20260224145729-5356.db&db=db-20260224145729-5356.db