Format Info

East Coast Stamina 8 is a split-division event. The Upper Division is split into two portions: a 70 minute marathon, and a timed set where players pick from a pre-selected list of songs rated 18-25. 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.

A practice scoresheet is available here.

For the timed set, once the player ends their setup time, they start their set, and it continues until one of these two scenarios is met:
  • The break timer reaches 0
OR
  • The set timer reaches 0 and the count of songs played meets or exceeds 7
Players start with one hour on the set timer and thirteen minutes on the break timer (break timer length is subject to adjustment before the event). The set timer is counting down at all times, but the break timer only counts down on screens outside of gameplay and relic selection. Everyone has the same amount on their set timer no matter what, but the break timer can be impacted by the use of certain relics (Skull Ring, Silver Stopwatch, Golden Stopwatch, Vampiric Longsword).

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:

(25000 * MarathonScore) + 5000 PassingBonus

Timed Set Info

Scoring for the timed set is a bit more complex, but the complexity is deceiving-- it's simple conceptually. 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 1600 per song. The higher the rank of the chart's average BPM, 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 3200 per song. In Lower Division, 12-block charts are worth the least and 21-block charts are worth the most. In Upper Division, 18-block charts are worth the least and 25-block charts are worth the most.
  • Accuracy Points (AP) - Caps at 1000 per song. The better your score is, the more points you'll get here.
  • 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 Stamina RPG 3.

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 rule set 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.
DP Calculation:

1600 / (Total#Songs^1.5) * SongBPMRank^1.5
EP Calculation:

1000 / (Total#Songs^1.1) * SongScaled16thsRank^1.1

Scaled16ths = TotalMeasures16ths * (AdjStream%^3.5)
RP Calculation:

3200 * ((SongDifficultyRating - (MIN(DifficultyRating) - 1))/(MAX(DifficultyRating) - (MIN(DifficultyRating) - 1)))^1.73
AP Calculation:

(ScorePercent^4) * 1000
Fail Point Calculation:

For songs under 8 minutes:

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

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 1600 DP will contribute 200 BP with an appropriate relic equipped. An 800 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/AP/RP bonus means your BP can max at 300 for that relic and the amount is based in even proportions off of those four stats.
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 Vorpal Blade, you'd only get 92 BP from it, because it's the wrong speed tier for Vorpal Blade's flat 100 BP bonus (which requires a 250 BPM song), and on top of that, Crush, being as slow as it is, is worth only 295 DP out of a potential 1600, which means even Vorpal Blade's Lv. 5 DP Bonus isn't going to do much to help it.