Table of Contents

Successful-clear pick preference

From 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 Live lobbies during empty-safe rollout.

Selection rules · Feedback weights · Current pool · Release notes