Introduction
LA/RA/MA Ratio Toggler is an Etterna addon that allows the player to switch between MA/PA ratios, LA/RA, and RA/MA ratios on the Til Death evaluation screen by pressing the Shift/Tab keys (RA/MA) or the Alt/Backslash keys (LA/RA). This addon allows for the player to easily have access to more information about their accuracy in greater detail.
Images of RA/MA Toggled
How To Install Addon
- First, it is crucial to create a backup of your existing files. This ensures you can revert to the original state in the event of something going wrong.
- Locate the directory.
-Themes\Til Death\BGAnimations\ScreenEvaluation decorations
- Create a backup of
default.lua
somewhere outside of your Etterna folder. - Open
default.lua
in a text-editor of your choice. - Locate the following comment.
--[[
The following section first adds the ratioText and the maRatio. Then the paRatio is added and positioned. The right
values for maRatio and paRatio are then filled in. Finally ratioText and maRatio are aligned to paRatio.
--]]
- Select lines from underneath the
--]]
line, until you reach the line just above the following.
local radars = {"Holds", "Mines", "Rolls", "Lifts", "Fakes"}
- Remove the selected lines and replace them with this. (Pastebin link to the code for the RA/MA Ratio Toggle).
What Does It Do
- The
calculateRatios
function computes the LA/RA/MA ratios, where LA stands for “Ludicrous Attack”, RA stands for “Ridiculous Attack” and MA stands for “Marvelous Attack”. This ratio provides a more nuanced view of the player’s precision by comparing the number of extremely accurate hits to those that are still considered excellent. - The
MAPARatioContainer
displays performance ratios to the player, specifically the LA/RA ratio, RA/MA ratio and the MA/PA ratio. It dynamically updates these ratios based on whether theShift
,Alt
,Tab
orBackslash
is pressed or not.
What do these values mean?
Going more in-depth about these Attack Ratios, we can see that these numbers might appear arbitrary at first. It is important that the player understands what the values mean so they can understand more about the statistic and how it affects their score. In the examples I will be providing, MA/PA is to AAA as RA/MA is to AAAA as LA/RA is to AAAAA. What I mean by this is that each of these attack ratios correlates to a higher level of precision, with the more demanding ratios representing higher tiers of performance and accuracy.
The reason you don’t see the same MA when you view MA/PA and RA/MA is because in RA/MA, the Marvelous count is subtracted by the Marvelouses that are within the Ridiculous window. This way, there is no overlap between the values, and the MA in RA/MA view means you have a more granular view on what this means rather than it being an extremely high value due to both Ridiculous and Marvelous calculated together against Perfects. This is done the same with RA in LA/RA view and RA/MA view.
This lets you examine how much the Perfects would be outliers, relative to RA. If your MA is lower than your RA, the perfects are outliers most likely from a spiky section or choking. If the MA is high, then the perfects are a result of your accuracy being loose enough that the tail ends of the normal distribution hit that window. You can see this happening with MA/PA on spiky charts.
That being said, the following are examples of how these ratios affect scores.
How MA/PA affects AAA
Here is an example of the lowest-tier AAA, and how the MA/PA affects this. This is around the MA/PA you could expect for this kind of score.
Here is an example of a mid-tier AAA, and its respective MA/PA. Notice how the MA has doubled, but our PA is lower. The reason that [while this is lower] you can see that the greats are outliers from the spiky trill near the middle. The MA is what is important here.
Here is an example of a high-tier AAA, the MA has again, increased by over double the amount. PA is trivial here since it would often result in being Infinity in cases like this. Remember this for later.
How RA/MA affects AAAA
Here is an example of a low-mid grade AAAA, and how the RA/MA affects this. When looking at this caliber of score, it’s hard to gauge what a good “RA” is. When aiming for mid-grade AAAAs, you should be wanting to aim for around 10 RA. As mentioned before, my MA is the ratio of my Marvelouses that are not Ridiculouses against my Perfects.
Here is an example of mid-high grade AAAA from Foxfire. Again, we have doubled the RA from our previous low-mid grade AAAA. Unfortunately we’re not able to view the graph but the main focus for this, we’re just wanting to look at the RA/MA here. Notice how now the MA becomes trivial, you won’t be getting any perfects when it comes to cases such as high accuracy like this. In fact, this is almost to the point where we would be wanting to look at LA/RA versus RA/MA.
How LA/RA affects AAAAA
Here is an example of a low-grade AAAAA from Matthia. We can draw parallels to our low-mid grade AAAA with how the RA begins to take the form of the number we can use to identify outliers or loose Ridiculouses in the play. Baseline LA for AAAAAs start on the lower end, but it’s LA. If you were to think of LA the same as MA or RA you’d be getting into the 100% territory, which is anomalous.
Here is an example of a mid-grade AAAAA from Justice. Notice how the LA was improved only by a small amount but the score was massively improved. The non-additive RA has also been doubled which means that there are less outliers.
This is current the best AAAAA in the game, done by Justice. In this case, we have reached the point where RA becomes trivial. This is beyond most players comprehension of how difficult this is to achieve. There isn’t much to say about accuracy beyond this point other than that it’s next to anomalous and scores like this are the reason LA/RA exists now.
Addendum
If you run into trouble or have any questions, please do not hesitate to contact me. I’m hoping I can see more awesome accuracy scores with this enabled!
Discord: @sphereofnoform