# Approach Rate details

## What is the Approach Rate?

Simple, it’s how quickly the Approach Circle closes!

The max AR in osu! standard is AR10, unless you use DT.
With DT the max is AR11.

Example:

• AR11 – 300ms (+150)
• AR10 – 450ms (+150)
• AR9 – 600ms (+150)
• AR8 – 750ms (+150)
• AR7 – 900ms (+150)
• AR6 – 1050ms (+150)
• AR5 – 1200ms (+150)
• AR4 – 1320ms (+120)
• AR3 – 1440ms (+120)
• AR2 – 1560ms (+120)
• AR1 – 1680ms (+120)
• AR0 – 1800ms (+120)

This means that, as you go up in increments, each full AR increment = 150ms. The exception is AR5, everything below that approaches 120ms slower, instead of 150ms.

If a song is AR9.3, how do you get the value?

• AR9 is 600ms
• Divide 150 by 10 (15ms)
• (15*3) = (45)
• Subtract 45ms from 600ms, this means that the Approach Rate for AR9.3 is 555ms.

## What about AR when using mods?

Ever curious what the AR (Approach Rate) is on any mod combination?

Well this is not nearly as simple as above with mod combinations, but with singular mods, it works like this:

• HR = AR(1.4)
As a result, you will just multiply the original AR by 1.4.

Thus, AR7 (900ms) becomes AR9.8(480ms).
• EZ = AR(0.5)
You simply divide the original AR by 2.

Thus, AR8(750ms) becomes AR4(1320ms)
• DT = (AR*2) + (13) / (3)
Multiply the AR by 2, add 13 to this number, then divide this sum by (3).

AR8(750ms) becomes AR9.67(500ms)
(8*2) = 16
16 + 13 = 29
29 / 3 = 9.67 (Approach Rate)
600ms – (15*6.7) = 100.5ms (AR9 – 100ms = 9.67AR)

## But this is complicated! What if I am doing DTHR, or DTEZ?!

Wow, we have JUST the image for you!