====== Successful-clear pick preference ====== From [[updates:v6_7_17|v6.7.17]], maps with more successful clears receive a small, gradual boost to their existing selection weight. This applies to Standard, Loved and Mania, including eligible DT variants and vetted converts. ^ Behavior reference | v6.7.17 · reviewed 2026-10-04 | ^ Availability | Rooms running v6.7.17 or later; new picks only | ^ Data source | osu!'s global beatmap passcount, cached from official API metadata | ===== Which passes count? ===== These are **osu!'s global successful clears**, not successful rounds in our own lobbies. Counts reflect the last metadata refresh and can lag the website. This is not total play attempts, pass rate, Farm score, or a separate DT-only clear count. DT uses the underlying chart's pass count; vetted converts use their source chart's recorded count. ===== A bounded sliding scale ===== The highest pass count in the current fresh eligible selection pool sets the reference. Each map receives: pass-count factor = 1 + 0.50 × map passcount / highest eligible passcount final draw weight = existing feedback/style weight × pass-count factor The factor stays between **1.0× and 1.5×**. Missing, invalid or zero evidence is neutral; if all eligible counts are zero, every factor is 1.0. A reference of 100,000 gives 25,000 passes a 1.125× factor, 50,000 a 1.25× factor, and 100,000 a 1.5× factor. The reference is recomputed for each selection from fresh eligible candidates, not from the whole database. It is taken before duration, DT/NoMod, native/convert and strongest-style subgroups; a later fallback tier uses its own candidate reference. ===== What stays unchanged? ===== This is a **relative weight boost**, not a guaranteed 50% increase in final probability or a fixed share of rounds. With two otherwise identical maps weighted 1.0 and 1.5, the latter has 60% of that draw, not 75%. Equal pass counts receive equal factors and do not change their relative odds. Stars, keys, played length, age, minimum-pass eligibility, source/style filters, map verification and repeat safeguards stay in force. Sparse Standard pass-count relaxation is a separate eligibility policy. Feedback still matters; the Mania Farm bonus and Variety-only 0.1× LN reduction still stack with this factor. Highest-score-first Mania Farm and strongest-style choices remain strongest-first; weight breaks ties inside the applicable group. DT mixing and native/convert allocation are unchanged. No new command or JSON control is introduced. Existing queued maps and running rounds are not replaced. Check the room version and [[status:start|Live lobbies]] during empty-safe rollout. [[wiki:map_selection|Selection rules]] · [[wiki:ratings|Feedback weights]] · [[commands:pool|Current pool]] · [[updates:v6_7_17|Release notes]]