となった。また、注目度が変化した"後"に減衰が起こっていた。
S→AとB→Cの時に減衰率の増加が激しく、A→Bでは抑え目になってる。
よって、
ファン人数が多くなる中盤以降からは減衰させないことを重視
ファン人数の多い地域は注目度を下げすぎない
注目度Bになってからライブ等で注目度回復させるのが効果的
S→Aの時も割と減衰するので、全体ライブでSをキープするとお得?
と言えるかと思う。
Don't know where you got this from, so I'm taking this out of context. Here's my best shot.
... Is how things go. However, even after your Awareness level for an area changes in any way, you'll still be hit with a decrease. (TL: Probably number of fans?)
When it changes from S->A, or B->C, the decrease is pretty harsh (and you will feel it if it keeps on), so try your best not to fall from A to B. (TL: First time I've seen 抑え目, could've gotten the nuance wrong.)
So.
At around mid-game, when you've got a metric boatload of fans, absolutely do not let this happen. Just because you've got a lot of fans in an area doesn't mean you won't lose Awareness.
If you ever hit Lv. B, pump it back up with a Live or something.
The hit from S->A is stupid bad, but I think... full-member Live Stages (TL: 全体ライブ. Totally out of context, no idea what they're referring to. Guessing.) can keep this pegged at an S.
... Something like that.
100x more complex D: The original barely had any complexity to it at all...not like this.
It's just a bunch of small multipliers on top a base number. It looks complex, but it's actually simplicity in disguise, in my opinion.
I am interested in seeing exact numbers for how multipliers increase and decrease, though. In particular...
Rate of decrease (by hitting the appeal).
Rate of recovery (if you don't hit the appeal for a while).
Value multipliers are set to after a Memory or Burst Appeal.
Change of multiplier on Burst Appeal. (I think it's just 2x current.)
Percentage gain of Voltage
EDIT: Rule of thumb, by observation. On release, take 2 times your fans and add 10 times your high score (optionally, add like the 20% bonus from your fifth release or something). In four weeks, you will sell this many CDs, (near) worst case scenario.
EDIT 2: By the fifth week, sales stop. Look for keeps.