Format Info

East Coast Stamina 9 is a split-division event. The Upper Division is split into two portions: a marathon, and a timed set where players pick from a pre-selected list of songs rated 18-26. The Lower Division consists of a single timed set where players choose from a list of songs rated 12-21. Entrants get an hour to warm up prior to both the marathon and the timed set.

You may only submit scores obtained on pad-- keyboard scores are not allowed. Bracketing/mashing during songs is strictly not allowed. No Mines and turn mods like Mirror are legal. Mods that change the type/number of arrows (such as Planted or Simple) are illegal. Rate mods below 1.0x are banned.

A practice scoresheet is available and is extremely useful for planning your set: ECS9 Worksheet.

You'll need to be logged into Google Drive and go to File -> Make Copy so that you can make your own edits.

For the timed set, once the player ends their warmup time, they start their set, and it continues until one of these two scenarios is met:
  • The break timer reaches 0 seconds
OR
  • The set timer exceeds 1 hour and the count of songs played meets or exceeds 7
Players start at 0 on the set timer and 15 minutes on the break timer. The set timer is counting up at all times, but the break timer only counts down on screens outside of gameplay (so if you're not in a song, it's counting down). Everyone's set timer functions identically, but the break timer can be impacted by the use of certain relics.

Your final score in the tournament is simply the sum of your Marathon Points and Set Points. The details about how these are accrued is explained below.

Marathon Info

Scoring for the marathon is simple:

MarathonPoints = (55000 * MarathonScore) + 10000 PassingBonus

You can choose up to 2 relics on the marathon, with varied effects described in the relic properties.

Timed Set Info

Scoring for the timed set is a bit more complex, but the complexity is a bit deceiving. There are five types of points that you gain as you pass songs, and these are summed to become your overall Set Points:
  • Dexterity Points (DP) - Caps at 1000 per song. The higher the rank of the chart's average BPM relative to charts in its block, the more DP it's worth.
  • Endurance Points (EP) - Caps at 1000 per song. Charts with a high amount of run and proportionally low amount of break are worth more.
  • Rating Points (RP) - Caps at 10000 in Lower/9000 in Upper per song. Starts at 1000 and increments by another 1000 for each additional block beyond the lowest level in the division.
  • Accuracy Points (AP) - Caps at 1000 per song. The better your score is, the more points you'll get here.
  • Affinities - Caps at 500 per song. Based on the distribution of NP assigned by the player prior to SRPG ending. More details below on these.
  • Bonus Points (BP) - No hard cap. Only granted by relics.
If this sounds scary and confusing, it's not. I promise. Play harder, faster, longer songs and get better scores on them and you'll be more successful. Use the best relics available to you and you'll be even more successful. That's what it boils down to.

As far as passing/failing goes during the timed set, you must pass in order to get full points on a song. However, if you fail, depending on the length of the song that you're playing, you can still get partial points for the song. The amount you receive for a fail is also influenced by the skill level you achieved during qualifiers at the speed tier the song belongs to. If you fail a short song in a tier you have low skill in, you're not going to get very many points.

Also note that positive relic effects (such as BP gains, break timer replenishment, etc.) do not happen unless you pass-- you still, however, consume a charge on your relics if you fail, so be mindful of that.

You can equip any two relics you possess prior to each song (except for when relic effects state otherwise). More information on these can be found on the Relics page from the Stamina RPG qualifiers.

Only your points from the seven songs that yielded the highest total points count towards your set points. For instance, if you play an 18 and then seven 21s in your set, the 18 will stop counting once you've played the 8th song as it will no longer be in your top 7. This and some of the other portions of the ruleset are all in place to help balance between people playing long content and people playing shorter content.

Timed Set Calculations

This is just for anyone curious about where the numbers are coming from for this-- you don't need to know the specifics in this much detail.
DP Calculation:

1000 * (1 - (MaxBPMOfBlockLevel-SongBPM) / (MaxBPMOfBlockLevel-MinBPMOfBlockLevel))
EP Calculation:

1000 * (1 - (MaxScaled16thsRankOfBlockLevel-SongScaled16thsRankOfBlockLevel) / (MaxScaled16thsRankOfBlockLevel - MinScaled16thsRankOfBlockLevel))

SongScaled16ths = SongTotalMeasures16ths * SongAdjStream%^1.6
DP/EP Calculation (ONLY USED for relic calculation, not part of Set Total):

1000 * (1 - ((MaxDPEPSum - SongDPEPSum) / (MaxDPEPSum - MinDPEPSum)))

DPEPSum = SongDP + SongEP
RP Calculation:

1000 * (1 + (SongBlockLevel - MinDivisionBlockLevel))
AP Calculation:

(ScorePercent^4) * 1000
Fail Point Calculation:

For songs under 8 minutes:

((DP + EP + RP + AP) * (SkillAtSpeedTier / 99) * ScorePercent) * ((SongLength - (LengthOfShortestDivisionSong) + 0.1) / ( 8 - (LengthOfShortestDivisionSong))

For songs over 8 minutes:

((DP + EP + RP + AP) * (SkillAtSpeedTier / 99) * ScorePercent)
BP 'Bonus' Calculation:

Points * ConstantForLevelAndPointType

The 'ConstantForLevelAndPointType' is just whatever constant is necessary to reach a max of:

100 * LevelOfBonus

for the highest point value for that point type.

That sounds confusing, but all it really means is that a song worth 1000 EP (the max) will give you 400 BP with a Lv. 4 EP Bonus from a relic, 200 BP from a Lv. 2 EP Bonus, and so on. It scales linearly with the point values for that song.
Here's some more examples if you're still confused:
  • LV. 2 DP bonus means a song worth 1000 DP will contribute 200 BP with an appropriate relic equipped. An 500 DP song would add 100 BP.
  • LV. 3 AP bonus means a quad on a song (which is worth 1000 AP) will contribute 300 BP.
  • LV. 3 DP/EP bonus means your BP can max at 300 for that relic and the amount is based on the rank of that chart's summed DP and EP within the block level.
And to give a more specific example, if you're using a Flamberge, which has a flat 100 BP bonus for any 170 tier song and a Lv. 2 AP Bonus, you'll get 270 BP from passing Crush with a 96.00%-- 100 from the flat bonus since it's 174 BPM, and another 170 based on the 850 AP you get for 96ing it, since Flamberge has a Lv. 2 AP Bonus. If your second relic for that same song is Kusanagi, you'd only get 116 BP from it, because it's the wrong speed tier for Kusanagi's flat 100 BP bonus (which requires a 240 BPM song), and on top of that, Crush, being as slow as it is, is worth only 292 DP out of a potential 1000, which means even Kusanagi's Lv. 4 DP Bonus isn't going to do much to help it.

Affinities and Nature Points

In Stamina RPG, as you gain experience levels, you accrue Nature Points, which can be assigned to four different affinities:
  • EP Affinity
  • DP Affinity
  • RP Affinity
  • AP Affinity
For each of these, you will gain bonus points towards your total proportionate to the song's point values for the matching attributes (very similarly to how relic bonuses work). It's calculated as follows:
Affinity Calculation:

For EP/DP/AP:

Bonus = ((AffinityValue/2000)*ChartPointsForMatchedAffinity)

For RP:

Bonus = (ChartRP/(MaxDivisionRP/1000)*(AffinityValue/2000))

The difference is just because RP goes beyond 1000 points, whereas the other point types do not.

Some examples of this:
  • 1000 NP assigned to DP means on a chart worth 1000 DP, you get 500 additional points added to your total
  • 500 NP assigned to RP means on a 19 in lower division (those are all worth 8000 RP), you get 200 additional points added to your total
  • 200 NP assigned to AP means for an 85% score (this would be worth 523 AP), you get 52 additional points added to your total
Another way you can think of it is that having 1000 NP assigned to an affinity is equivalent to having a Lv. 5 bonus towards that affinity with a relic, and it scales linearly as you assign fewer points.

Keep in mind that if you have your NP split across multiple affinities (so maybe 300 assigned to EP and 200 assigned to DP, for instance), you get the bonuses afforded for each affinity based on the pass. Like with relics, however, you do not get bonuses from your affinities unless you pass the chart.