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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)
This commit is contained in:
StanR
2026-03-25 22:34:36 +05:00
committed by GitHub
Unverified
parent 22ac12c346
commit 0071c82722
2 changed files with 2 additions and 2 deletions
@@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
double strain = distanceScaled * 1000 / osuCurrObj.AdjustedDeltaTime;
strain *= osuCurrObj.SmallCircleBonus;
strain *= Math.Pow(osuCurrObj.SmallCircleBonus, 1.5);
strain *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
@@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim
// Apply high circle size bonus to the base velocity.
// We use reduced CS bonus here because the bonus was made for an evaluator with a different d/t scaling
flowDifficulty *= Math.Pow(osuCurrObj.SmallCircleBonus, 0.75);
flowDifficulty *= Math.Sqrt(osuCurrObj.SmallCircleBonus);
// Rhythm changes are harder to flow
flowDifficulty *= 1 + Math.Min(0.25,