======================================================================= ====================== Ho/Po System details: ====================== ======================================================================= Ho/Po is short for Hammer On / Pull-off A Note which is marked differently than usual is a Ho/Po-note. This means that the note is tappable and doesn't require a strum/pick. Thanks to Myfingershurt, Alarian mod has several options for the Ho/Po- system: *"None" = No tappable notes at all. -Every note (or chord) requires a strum. *"RF-Mod" = Original Ho/Po system from RF-Mod 4.15. -The first note in a string of the same notes can NOT be tapped. -The note before a chord can NOT be tapped. -You can NOT strum a tappable note while holding a lower fret. -You can NOT tap an incorrect fret in between Ho/Pos -You CAN hold a higher fret and tap a lower fret -You can NOT tap a note after a chord. *"GH2 Strict" = Guitar Hero 2-like Ho/Po system with strict rules. -The first note in a string of the same notes CAN be tapped. -The note before a chord CAN be tapped. -You CAN strum a tappable note while holding a lower fret. -You can NOT tap an incorrect fret in between Ho/Pos -You can NOT hold a higher fret and tap a lower fret -You CAN tap a note after a chord (if the option is enabled) *"GH2 Sloppy" = Guitar Hero 2-like Ho/Po system with sloppy rules. -The first note in a string of the same notes CAN be tapped. -The note before a chord CAN be tapped. -You CAN strum a tappable note while holding a lower fret. -You CAN tap an incorrect fret in between Ho/Pos -You CAN hold a higher fret and tap a lower fret -You CAN tap a note after a chord (if the option is enabled) Basic premise: tappable note after chord -You CAN pull off any other fingers from a 3-or-4-note chord to "tap" a Ho/Po. -You CAN pull a finger off a higher fret from the chord to "tap" a Ho/Po. -You CAN pull a finger off a lower fret from the chord to "tap" a Ho/Po. ======================================================================= ======================== Neckspeed details: ======================== ======================================================================= Neck speed is calculated like this: example bpm = 150 example speedpercent = 90% (which is 0,9) A lower value on the Neck's speed results in a Faster Neck By BPM: (340-bpm)/speedpercent -> (340-150)/0,9 = 211,1... on all difficulties Board speed by BPM will always be fastest on all difficulties (Also tightest hitwindows) By Difficulty+BPM: Expert: Constant = 226 (Constant-(bpm/10))/speedpercent -> (226-(150/10))/0,9 = 234,4... Hard: Constant = Expert Constant + 30 = 256 Gives neckspeed = 267,8... Normal: Constant = Hard Constant + 30 = 286 Gives neckspeed = 301,1... Easy: Constant = Easy Constant + 20 = 306 Gives neckspeed = 323,3... Boardspeed by BPM+Difficulty will always be the second fastest choice, same goes for hitwindows By Difficulty: All Constants are 6 less than in Difficulty+BPM. 220, 250, 280 and 300 Expert: Constant/speedpercent -> 220/0.9 = 244,4... Hard/Medium/Easy: 277,7.../311,1.../333,3... Naturally the Neckspeed and hitwindows will be the slowest (and widest) for Boardspeed by Difficulty.
kristoferek1