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Use global multipliers instead of multiplying skill values
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03f0a36589
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@ -40,11 +40,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
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countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
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if (mods.Any(h => h is OsuModRelax))
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{
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countMiss += countOk + countMeh;
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}
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// Custom multipliers for NoFail and SpunOut.
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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@ -54,6 +49,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => m is OsuModSpunOut))
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if (mods.Any(m => m is OsuModSpunOut))
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multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
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multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
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if (mods.Any(h => h is OsuModRelax))
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{
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countMiss += countOk + countMeh;
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multiplier *= 0.6;
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}
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double aimValue = computeAimValue();
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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double accuracyValue = computeAccuracyValue();
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@ -95,11 +96,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= lengthBonus;
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aimValue *= lengthBonus;
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if (mods.Any(h => h is OsuModRelax))
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{
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aimValue *= 0.6;
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}
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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if (countMiss > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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@ -136,11 +132,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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if (mods.Any(h => h is OsuModRelax))
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{
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speedValue *= 0.6;
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}
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// Longer maps are worth more.
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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@ -222,11 +213,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(h => h is OsuModHidden))
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.3;
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flashlightValue *= 1.3;
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if (mods.Any(h => h is OsuModRelax))
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{
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flashlightValue *= 0.6;
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}
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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if (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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