diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 063cde8747..3f0b0dcc71 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -99,16 +99,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (Attributes.MaxCombo > 0) aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); - double approachRateFactor = 1.0; - + double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) - approachRateFactor += 0.3 * (Attributes.ApproachRate - 10.33); + approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33); else if (Attributes.ApproachRate < 8.0) - { - approachRateFactor += 0.01 * (8.0 - Attributes.ApproachRate); - } + approachRateFactor += 0.1 * (8.0 - Attributes.ApproachRate); - aimValue *= approachRateFactor; + aimValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0)); // 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(h => h is OsuModHidden)) @@ -137,8 +134,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more - speedValue *= 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + - (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); + double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); + speedValue *= lengthBonus; // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available speedValue *= Math.Pow(0.97, countMiss); @@ -147,11 +145,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (Attributes.MaxCombo > 0) speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); - double approachRateFactor = 1.0; + double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) - approachRateFactor += 0.3 * (Attributes.ApproachRate - 10.33); + approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33); - speedValue *= approachRateFactor; + speedValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0)); if (mods.Any(m => m is OsuModHidden)) speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);