First, why should one try to understand the lifebar in Pump?
When you go for stage passes, you are playing a game called "don't let the lifebar reach zero". But what are the rules of this game -- what exactly do you need to do to win? If you were expected to play an unfamiliar game, you would probably want to learn the rules of the game first. Yet, a surprising number of Pump players are highly interested in the game of stage passing, yet don't really understand the rules of stage passing. The rules of stage passing are governed by lifebar mechanics, which are surprisingly unintuitive.
An understanding of lifebar mechanics will push your stage pass limit, without any improvement in physical skills. by intentionally missing certain notes at specific spots where you calculate that your lifebar will remain above zero. This can also unlock new approaches to playing pump besides the typical strategy of trying one's hardest on every attempt.
The lifebar starts at 50%, or halfway filled on the screen. If you get perfect or great judgments, your life increases. Bad and miss judgments decrease your life.
At 100% life, your life bar on screen is full. However, your life can increase above 100%, which is known as overflow. Overflow is not shown in your life bar on-screen.
Maximum life scales with stepchart level using this formula. It's above 200% at level 19+, and hits 300% at level 26.
maxLifePercent = 100 + 0.3*(chartLevel)^2
Chart level | 5 | 10 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|
Max life | 107% | 130% | 167% | 177% | 186% | 197% | 208% | 220% |
21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
---|---|---|---|---|---|---|---|
232% | 245% | 258% | 272% | 287% | 302% | 318% | 335% |
Life gain and loss depends on a healing factor, which starts at 100 at the beginning of the stepchart, and can take values between 0 and 800.
Judgment | Life update | Healing factor update |
---|---|---|
Perfect | newLife = life + 1.2*healFactor/1000 | +20 |
Great | newLife = life + healFactor/1000 | +16 |
Good | No change | No change |
Bad | newLife = life - 5% | -350 |
Miss | newLife = life - 2% - min(100%, life)/4 | -700 |
Miss penalty scales with life, unlike bads:
Life | 5% | 10% | 12% | 25% | 50% | 75% | 100% | 150% | 200% |
---|---|---|---|---|---|---|---|---|---|
Bad penalty | -5% (death) | -5% | -5% | -5% | -5% | -5% | -5% | -5% | -5% |
Miss penalty | -3.25% | -4.5% | -5% | -8.25% | -14.5% | -20.75% | -27% | -27% | -27% |
The healing factor is very important for life gain. It increases on perfects/greats (+20 and +16) and decreases a huge amount on bads and misses (-350 and -700). From 0, you'll reach the max of 800 healing factor with 40 perfects.
Judgment | Life update | Life update, when healFactor = 0 | Life update, when healFactor = 100 | Life update, when healFactor = 800 |
---|---|---|---|---|
Perfect | newLife = life + 1.2*healFactor/100 | 0 | +0.096% | +0.96% |
Great | newLife = life + healFactor/100 | 0 | +0.08% | +0.8% |
Good | No change | 0 | 0 | 0 |
Bad | newLife = life - 5% | -5% | -5% | -5% |
Miss | newLife = life - 2% - min(100, life)/4 | -2% to -27% | -2% - 27% | -2% to -27% |
At the maximum healing factor of 800, you gain ~1% life per perfect, and 0.8% life per great.
At healing factor of 100, your life gain is extremely low, at 0.1% life for a perfect.
Let's say you're pushing on a death run. Immediately after a couple bads or misses, your healing factor is destroyed to near zero. This means your next ~5-10 perfects/greats give very little life gain.
Recall that hitting a perfect or great does two things:
In order to obtain meaningful life gain again, you need to:
Let's say you start zero healing factor. It turns out hitting 10 perfects only gives you a total of 1.08% life gain. You need to hit 21 perfects to gain 5% life, and 30 perfects to get 10% life. Beyond 30 perfects, you're close enough to max heal factor that perfects will be worth 0.96% life each again.
N perfects, starting at 0 healFactor | 5 | 10 | 15 | 21 | 30 | 36 |
---|---|---|---|---|---|---|
Total life gain | 0.24% | 1.08% | 2.52% | 5.04% | 10.44% | 15.12% |
We'll conclude with some tips on how you can combine what you've learned above with piucenter's interactive lifebar calculator to design your own stage-passing strategies.
Categorize stepchart sections into two types: 1) maximize life gain (you can full-combo it with perfects/greats), 2) survive (whichever sections are hardest for you). Many stepcharts begin with easier sections (where you should maximize life gain), and end in a "death" run (where you hope to survive). As higher level charts expand the variety in technical challenges, "easy" and "hard" sections can become more subjective and vary by person.
Aim to finish life-gain sections with as much life overflow as possible. Until you reach max overflow, you want to full-combo everything with perfect/greats to maximize your life gain.
It can take a lot of combo to increase your starting life at 50% to max overflow. Beyond level 10, you'll need at least 100 combo, and beyond level 20, at least 200 combo. However, while you often should start farming life as early as possible, some stepcharts give you juicy holds with 10s-100s of free perfects directly before a difficult crux section. Other stepcharts might simply have many notes, perhaps in easier warm-up runs, which if full combo'd would give much more than max life overflow. In these cases, intentional misses can make sense earlier on in the stepchart, as long as you enter your survival sections with as much life as possible.
In doubles, one sensible strategy is use intentional misses on the outer 4 arrows, if there are a random 1 or 2 of them in the middle of a run. This can let you stay closer to the center, conserving physical energy.
If the survival section is not too demanding, getting goods are fine. Immediately after a couple bads or misses, your life gain potential is wiped out, and getting 5 or 10 perfects/greats does not give you any meaningful life gain. This means they're pretty similar to getting goods, as long as you're OK with not gaining life for later. This can open the door to trying cheating or pattern manipulation maneuvers with lower accuracy, as long as you've budgeted out your remaining life enough.
In demanding survival sections, plan out intentional misses that let you focus on patterns that you can perfect/great. If you're really pushing your stage passing limit up to your physical limits, you'll start to encounter longer, more technical death runs, where gaining life during survival sections starts to become critical. In this situation, you'll want to plan your intentional misses to position yourself so you can focus on long patterns that you can full combo with perfects/greats, because it will take 20-30 perfects/greats to start to accrue meaningful life. Gaining just 5% or 10% more life affords you one or two more bads or misses.
Credits and further reading: