accuracy and speed changes pt 1

This commit is contained in:
apollo-dw
2021-09-25 17:34:24 +01:00
parent 70119d3a43
commit b6f494cbb7

View File

@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
if (mods.Any(m => m is OsuModBlinds))
aimValue *= blindsMultiplier;
aimValue *= 1.0 + blindsMultiplier;
else if (mods.Any(h => h is OsuModHidden))
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
@ -149,8 +149,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
if (mods.Any(m => m is OsuModBlinds))
speedValue *= blindsMultiplier;
speedValue *= 1.12;
else if (mods.Any(m => m is OsuModHidden))
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
@ -184,8 +185,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
if (mods.Any(m => m is OsuModBlinds))
accuracyValue *= blindsMultiplier;
accuracyValue *= 1.14;
else if (mods.Any(m => m is OsuModHidden))
accuracyValue *= 1.08;
if (mods.Any(m => m is OsuModFlashlight))
@ -232,6 +234,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
private double blindsMultiplier => 1.0 + ((0.12 + totalHits * (0.0008 / (1 + 2 * countMiss))) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
private double blindsMultiplier => (0.12 + totalHits * (0.0008 / (1 + 2 * countMiss)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
}
}