I have completely overhauled the text from this post, added new information and sections and posted it as FAQ on GameFAQs.http://www.gamefaqs.com/ps4/730583-the-idolmster-platinum-stars/faqs/74300
I'll try to keep the GameFAQs version up to date when things change (such as new skills becoming available or old skills on new slots).
But for consistencies sake, i'll keep the old text here:
I want to write down all the stuff i have found so far about scoring. I have written it down for myself so far, but posting it here will allow more people to benefit from it, and others can help me fill out the gaps i still have. So if you have anything to add, please do so.
This should also give us a base for discussions.Normal Appeals
The score of normal appeals is more or less constant for all songs, there are some differences though. This means: the more notes a song has, the lower the score per appeal. I do not know if this factors in the double score from double notes (where you have to press 2 buttons) and the double score from the burst. It also means that the song or difficulty doesn't matter (much) for this part of the score.
The number of points you get for a normal appeal is linear to your unit's appeal. So if you increase your unit's appeal by 50%, the points you get from normal appeals also increases by 50%
If the event has a special type (idol, shiny star, kirakira girl, heartful lady and genki musume), wearing a costume with that type doubles the points gained from normal appeals.
The special types on some of the DL live costumes also count as the corresponding "normal" type. For example charming lady also counts as heartful lady, but not the other way around, or trickster counts as shiny star.
There is also a factor for the score depending on your timing:
Bad: 0 (you don't get any points for a bad)
Perfect: 1Burst Appeals/Extreme Burst
Once per song there is an opportunity for an extreme burst. The score for the burst itself works off the unit's burst score. While the burst animation is running, all appeals give double score. After the animation has ended, this bonus stays intact, as long as you get perfects or goods.
The score of the burst appeal is multiplied depending on the type of burst you perform (and then rounded down). There might also be more burst types (such as solo 1, trio 4 or quintet 2), but i don't have them on my costumes:
No burst skill: 2
Solo Burst 2: 6
Solo Burst 3: 8
Duo Burst 1: 4
Duo Burst 2: 4.5
Duo Burst 3: 5
Duo Burst 4: 5.5
Duo Burst 5: 6
Trio Burst 1: 6
Trio Burst 2: 6.5
Trio Burst 3: 7
Quintet Burst 1: 10
To perform a certain type of burst you need a costume with the corresponding skill.
For duo bursts you also need an accessory (typically head) with the skill charge lvl 1
For trio bursts you need charge lvl 1 AND charge lvl 2 (typically hands)
For quintet bursts and solo burst you need charge lvl 1 AND charge lvl 2 AND charge lvl 3 (typically legs). At the beginning of the game you get a head piece which has all 3 charge levels in one item.Omoide Appeals
The base score for these is exactly the your unit's omoide score. It is then multiplied by a factor depending on the type of appeal:
To perform duo omoide appeals you need an accessory with the drive duo skill (usually body)
To perform trio omoide appeals you need an accessory with the drive duo AND another one with the drive trio skill (usually legs).
For omoide quintet appeals you also need the drive quintet skill on top of it, it's quite rare and on costumes.
The first omoide appeal is always a solo, the next is a duo if you have the corresponding skill and the next is a trio if you have the skill. If you don't have the corresponding skill it starts over (so it's solo, duo, solo, duo, solo...) or (solo, duo, trio, solo, duo...)
For events which also require the correct costume image (cute, cool, clever and cosmic), having the correct costume image multiplies the omoide score by 3. These events appear at A rank.
If you have 5, 6 or 7 omoide appeals, including costume bonus, the last omoide appeal will be in the burst bonus section, if you didn't screw up your burst by getting a normal before it. If you have 8 omoide appeals, the last 2 omoide appeals will be in the burst bonus section. The score of these appeals is doubled as for any other appeal.
So on an event with an image type doing a duo omoide appeal on the 5th appeal will give you: omoide score * 1.5 (duo) * 2 (burst bonus) * 3 (image type) = omoide score * 9
So here is a table of the total factor you get over the course of a song. If there are more than 5 omoide appeals, the last is counted double, with 8 appeals the last 2 are counted double. The costume image bonus is not factored in (which means these factors must be multiplied by 3 if it is an event with a costume image):
|#Omoide Appeals ||Without skill ||With duo drive ||With trio drive||With quintet drive|
Every 10 notes you chain (normal, good or perfect) you get an extra bonus for your score. The base bonus is 50, and for every rank your song gains it increases by 25, up to a maximum of 275. For the more mathematically inclined the chain bonus is 25 * (1 + song rank)
The main difference in scoring potential between songs and difficulties comes from the chain bonus, the more notes a song has, the more chain bonus points you can get.
There are accessories which increase the chain bonus. Not counting DL live rewards there are 50 and 100 point variants, and they are all on the leg slot on which they compete with drive trio (trio omoide appeals) which is also only available on the leg slot, so you can't have both at once.
The DL lives changed this though. The 4th event of the ちょっぴり大人な気分 DL live rewards you with a leg slot accessory with chain bonus 150, and the first (or maybe the second) event of the いつまでもｋのままで DL live gves you an accessory with 100 chain bonus on the arm slot, and thus freeing up the leg slot for drive trio. In combination with the F rank tiara on the head slot you can still keep the charge level 2 which is usually on the arm slot to enable trio (and even quintet) bursts.Song note numbers
Because of the chain bonus, the number of notes in a song is important.
|Song||Debut ||Regular ||Pro ||Master|
|The live kakumei de show!||129||168||249||300|
|Watashi wa Idol||114||155||249||264|
|Go my way!||94||135||217||277|
|Vault that Borderline!||99||144||200||249|
|Kirakira ippai way medley||138||182||256||372|
|The Happy Live medley||159||207||285||358|
I think a topic where we discuss what to do to get a high score won't hurt. I'm not at a point yet where i can really contribute, but what are your findings?
What are good skills or skill combinations for scoring? What should you focus on in lessons to boost your scores? Questions such as that.
The only thing i can say is that the difference whether you use the correct costume type or not is huge. I tested it with the preorder (or maybe it was because of the limited edition) costume, which is C rank and much better than the other costumes i have. The preorder costume has much better stats and skills, but i scored way lower than when using the correct type of costume, in fact i even failed that live with the preorder costume.