diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 75d9469da3..7d00f59a9b 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -44,7 +44,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; if (mods.Any(h => h is OsuModRelax)) + { speedRating = 0.0; + flashlightRating *= 0.75; + } double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000; double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating / 0.0675) - 4, 3) / 100000; diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 21ff566b00..2cd1d11cbe 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -52,9 +52,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (score.Mods.Any(h => h is OsuModRelax)) { // As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it. - effectiveMissCount = Math.Min(effectiveMissCount + countOk + countMeh, totalHits); + effectiveMissCount = Math.Min(effectiveMissCount + countOk * 0.33 + countMeh * 0.66, totalHits); - multiplier *= 0.6; + multiplier *= 0.7; } double aimValue = computeAimValue(score, osuAttributes); @@ -105,6 +105,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty else if (attributes.ApproachRate < 8.0) approachRateFactor = 0.1 * (8.0 - attributes.ApproachRate); + if (score.Mods.Any(h => h is OsuModRelax)) + approachRateFactor = 0.0; + aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR. if (score.Mods.Any(m => m is OsuModBlinds)) @@ -134,6 +137,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attributes) { + if (score.Mods.Any(h => h is OsuModRelax)) + return 0.0; + double speedValue = Math.Pow(5.0 * Math.Max(1.0, attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0; double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +