diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 5298c2b479..7c2f70af7d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -127,10 +127,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty // We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator. double estimateDifficultSliders = Attributes.SliderCount * 0.15; - double estimateSliderEndsDropped = Math.Min(estimateDifficultSliders, Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo)); + double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, Attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders); double sliderNerfFactor = (1 - Attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + Attributes.SliderFactor; - aimValue *= Math.Max(Attributes.SliderFactor, sliderNerfFactor); + aimValue *= sliderNerfFactor; aimValue *= accuracy; // It is important to also consider accuracy difficulty when doing that. diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs index 747b0fff8c..2a8d2ce759 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs @@ -20,6 +20,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills this.withSliders = withSliders; } + private readonly bool withSliders; + protected override int HistoryLength => 2; private const double wide_angle_multiplier = 1.5; @@ -32,8 +34,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills private double skillMultiplier => 23.25; private double strainDecayBase => 0.15; - private bool withSliders = true; - private double strainValueOf(DifficultyHitObject current) { if (current.BaseObject is Spinner || Previous.Count <= 1 || Previous[0].BaseObject is Spinner)