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Make slider nerf factor more lenient
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@ -125,13 +125,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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}
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}
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// We assume 20% of sliders in a map are difficult since there's no way to tell from pp-side.
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// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
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double estimateDifficultSliders = Attributes.SliderCount * 0.15;
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double estimateDifficultSliders = Attributes.SliderCount * 0.15;
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double estimateSliderEndsDropped = Math.Min(Attributes.SliderCount, Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo));
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double estimateSliderEndsDropped = Math.Min(Attributes.SliderCount, Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo));
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estimateSliderEndsDropped = Math.Min(estimateSliderEndsDropped, estimateDifficultSliders);
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estimateSliderEndsDropped = Math.Min(estimateSliderEndsDropped, estimateDifficultSliders);
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double sliderNerfFactor = (1 - Attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 5.5) + Attributes.SliderFactor;
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double sliderNerfFactor = (1 - Attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + Attributes.SliderFactor;
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aimValue *= Math.Max(Attributes.SliderFactor, sliderNerfFactor);
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aimValue *= Math.Max(Attributes.SliderFactor, sliderNerfFactor);
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aimValue *= accuracy;
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aimValue *= accuracy;
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