diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 9567277a61..bc745da0fe 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); - // The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the misspenalty for shorter object counts lower than 1000, past 1000 is 1:1. + // The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000. effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; double multiplier = 1.13;