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changes to acc scaling curve for speed and aim pp
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@ -121,10 +121,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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: 0.0);
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: 0.0);
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}
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}
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// Scale the aim value with accuracy _slightly_
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// Scale the speed value with accuracy _alot_
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aimValue *= 0.5 + accuracy / 2.0;
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if (accuracy > .8)
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// It is important to also consider accuracy difficulty when doing that
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aimValue *= 0.5 + Math.Pow(Math.Sin(2.5 * (accuracy - .8) * Math.PI), 2) / 2;
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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else
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aimValue *= accuracy * (.5 / .8);
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return aimValue;
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return aimValue;
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}
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}
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@ -154,8 +155,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => m is OsuModHidden))
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if (mods.Any(m => m is OsuModHidden))
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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// Scale the speed value with accuracy _slightly_
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// Scale the speed value with accuracy _alot_
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speedValue *= 0.02 + accuracy;
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if (accuracy > .8)
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speedValue *= 0.5 + Math.Pow(Math.Sin(2.5 * (accuracy - .8) * Math.PI), 2) / 2;
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else
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speedValue *= accuracy * (.5 / .8);
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// It is important to also consider accuracy difficulty when doing that
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.96 + Math.Pow(Attributes.OverallDifficulty, 2) / 1600;
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speedValue *= 0.96 + Math.Pow(Attributes.OverallDifficulty, 2) / 1600;
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