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

Score quantifies a player's performance when playing a song, and increases when hitting notes or holding hold notes or arcs successfully. Note that score is calculated separately from Recollection Rate, and will not decrease after missing notes. Following a song play, players are assigned a grade and a clear title depending on their score. The highest score, grade, and clear title earned for a chart are saved locally. Song plays also grant rewards in the form of Fragments, as well as Steps if playing in World Mode, with higher scores earning more Fragments and map progress. Scores also affect player Potential, which measures their overall skill.

Mobile:
Switch: Note that for every chart, high scores (as well as highest grade and clear title) earned using Joy-Con and Touch control schemes are recorded separately. Overall Potentials are also recorded separately for the two control types.

Timing[]

Arcaea's scoring system is based solely on timing accuracy when hitting notes, rather than combo or positional accuracy. Notes can receive one of four judgements based on timing accuracy (hold notes and arc notes can only be shiny PURE or LOST):

Judgement Timing window Score Combo Description
Shinypure-0 ≤ 25 ms 100% (+1 point) +1 Hitting a PURE note without an EARLY/LATE (shiny PURE) awards the full points, plus 1 bonus point.
Timing-Pure ≤ 50 ms 100% +1 Hitting a note within a strict time window awards the full points. Only applies to floor/sky notes.
Timing-Far ≤ 100 ms 50% +1 Hitting a note with slightly early or late timing awards only half the points. Only applies to floor/sky notes.
Timing-Lost > 100 ms 0% Break Missing a note, or hitting it significantly early or late, resets the combo counter to 0 and awards no points. Hitting a note within a 100-120 ms timing window will make the note disappear as if hit, but will still incur a LOST and break the combo.

The base points per note is given by

The final score is given by the sum of the points awarded for all the individual notes:

This score determines the grade of your play. The highest possible score for a given chart is 10,000,000 + total note count. If the score is higher than the current recorded score, it will be saved as your high score.

For example, suppose a song has 1,000 notes. The score per note is:

  • Shiny PURE: 10,001 points
  • PURE: 10,000 points
  • FAR: 5,000 points
  • LOST: 0 points

In this example, the maximum possible score is 10,001,000.

Result summary[]

The Results screen gives a summary of the title, grade, score, earned Fragments and note judgement breakdown for that play. Pressing the note judgement breakdown will display more details about early/late counts.

Result details

Example note judgement breakdown

The breakdown is as follows:

  • PURE: [Total PUREs] | +[Total shiny PUREs]
  • FAR: [Total FARs] | L[Late FARs] (P[Late PUREs]) E[Early FARs] (P[Early PUREs])
  • LOST: [Total LOSTs]

For example, in the above image, there are:

PURE FAR LOST
451 3 11
Shiny Regular LATE EARLY
430 21 3 0
LATE EARLY
17 4

Grades[]

After playing a chart, you will be assigned a grade based on your score. The grade that is saved to a chart is always the highest one that was obtained for it. Below is each grade from highest to lowest:

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

Titles[]

After every play, a title is obtained. Much like grades, higher titles automatically overwrite lower titles, and lower titles do not overwrite higher titles.

Below is each title from highest to lowest:

Title Badge Condition
Mobile: Before 4.0.0
Switch: Before 2.0.0
Mobile: 4.0.0
Switch: 2.0.0
Title-purememory Badge-purememory Badge-purememory new Obtain PURE judgements on all notes.
Title-fullrecall Badge-fullrecall Badge-fullrecall new Obtain at least 1 FAR judgement and no LOST judgements; i.e., Full Combo.
Title-trackcomplete Badge-trackcomplete-hard Badge-trackcomplete-hard new Complete a song with the HARD effect active and with at least 1 LOST judgement.
Badge-trackcomplete Badge-trackcomplete new Complete a song with at least 70% Recollection Rate and with at least 1 LOST judgement (or fill the Recollection Gauge at least 7 times with a CHUNITHM skill).
Badge-trackcomplete-easy Badge-trackcomplete-easy new Complete a song with at least 70% Recollection Rate with the EASY or OVERFLOW effect active with at least 1 LOST judgement. This title only aids in fulfilling song unlock criteria, and does not add to the cleared song count.
Title-tracklost Badge-tracklost Badge-tracklost new Complete a song with less than 70% Recollection Rate with any skill (or reach 0% Recollection Rate with the HARD effect active).

Obtaining the maximum possible score on a song (i.e. all shiny PURE) adds a blue drop shadow to your score, but is otherwise no different from a Pure Memory.

Trivia[]

  • Theoretically, it would be possible to get over 10,000,000 points without a Pure Memory, provided the chart had enough notes.
    • For example, if a chart has 2,500 notes, 2,499 shiny PUREs + 1 FAR gives a score of 10,000,499.
    • A minimum of notes would be necessary. Since there are currently no charts with a max combo of 2237 or greater, this is impossible.
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