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Adjust high CS bonuses after all the distance-time rescaling (#37088)
At this point maybe having a shared small circle bonus in ODHO isn't even worth it since we have different d/t scalings in all evaluators. Bonus was made for snap (~d/t^1.65), here it's adjusted to be higher on agility (~d/t^2) and lower on flow (~d/t). Practically affects like [1 map](https://osu.ppy.sh/beatmapsets/2191876#osu/5192354)
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@@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
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double strain = distanceScaled * 1000 / osuCurrObj.AdjustedDeltaTime;
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strain *= osuCurrObj.SmallCircleBonus;
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strain *= Math.Pow(osuCurrObj.SmallCircleBonus, 1.5);
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strain *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
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@@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
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// Apply high circle size bonus to the base velocity.
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// We use reduced CS bonus here because the bonus was made for an evaluator with a different d/t scaling
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flowDifficulty *= Math.Pow(osuCurrObj.SmallCircleBonus, 0.75);
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flowDifficulty *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
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// Rhythm changes are harder to flow
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flowDifficulty *= 1 + Math.Min(0.25,
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