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Buff aim slightly
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@ -13,8 +13,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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public static class AimEvaluator
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public static class AimEvaluator
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{
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{
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private const double wide_angle_multiplier = 1.5;
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.0;
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private const double acute_angle_multiplier = 1.95;
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private const double slider_multiplier = 1.5;
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private const double slider_multiplier = 1.35;
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private const double velocity_change_multiplier = 0.75;
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private const double velocity_change_multiplier = 0.75;
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/// <summary>
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/// <summary>
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
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effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
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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 = 1.11; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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if (score.Mods.Any(m => m is OsuModNoFail))
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if (score.Mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private double currentStrain;
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private double currentStrain;
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private double skillMultiplier => 23.25;
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private double skillMultiplier => 24.15;
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private double strainDecayBase => 0.15;
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private double strainDecayBase => 0.15;
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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