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Fix remaining issues
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@ -97,7 +97,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Longer maps are worth more
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double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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aimValue *= lengthBonus;
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@ -113,7 +113,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f);
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else if (Attributes.ApproachRate < 8.0f)
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{
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approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate);
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approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate);
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}
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aimValue *= approachRateFactor;
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@ -126,8 +126,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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// Apply object-based bonus for flashlight.
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aimValue *= 1.0f + 0.35f * Math.Min(1.0f, totalHits / 200.0f) +
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(totalHits > 200 ? 0.3f * Math.Min(1.0f, (totalHits - 200) / 300.0f) +
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(totalHits > 500 ? (totalHits - 500) / 1200.0f : 0.0f) : 0.0f);
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(totalHits > 200
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? 0.3f * Math.Min(1.0f, (totalHits - 200) / 300.0f) +
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(totalHits > 500 ? (totalHits - 500) / 1200.0f : 0.0f)
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: 0.0f);
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}
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// Scale the aim value with accuracy _slightly_
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@ -144,7 +146,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Longer maps are worth more
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speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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speedValue *= Math.Pow(0.97f, countMiss);
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