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