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Nerf slider aim for plays with dropped slider ends
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@ -34,8 +34,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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double sliderFactor = aimRating / aimRatingNoSliders;
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if (mods.Any(h => h is OsuModRelax))
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speedRating = 0.0;
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@ -74,6 +77,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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AimStrain = aimRating,
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SpeedStrain = speedRating,
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FlashlightRating = flashlightRating,
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SliderFactor = sliderFactor,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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DrainRate = drainRate,
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@ -108,7 +112,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return new Skill[]
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{
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new Aim(mods),
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new Aim(mods, true),
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new Aim(mods, false),
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new Speed(mods, hitWindowGreat),
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new Flashlight(mods)
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};
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