From b31fef7e001c22f5e55c01ff8c3fa4df9c090b01 Mon Sep 17 00:00:00 2001 From: 02Naitsirk <57512128+02Naitsirk@users.noreply.github.com> Date: Thu, 22 Jul 2021 13:49:47 -0400 Subject: [PATCH] Implement total SR formula that better correlates with pp --- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index e47f82fb39..2f0b7da789 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -34,7 +34,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier; double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; - double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2; + + double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating) - 4, 3) / 100000; + double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating) - 4, 3) / 100000; + double basePerformance = Math.Pow(Math.Pow(baseAimPerformance, 1.1) + Math.Pow(baseSpeedPerformance, 1.1), 1 / 1.1); + double starRating = basePerformance > 0.00001 ? 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0; HitWindows hitWindows = new OsuHitWindows(); hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);