diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/AgilityEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/AgilityEvaluator.cs index 816c5bce1f..ab500ccf35 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/AgilityEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/AgilityEvaluator.cs @@ -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); diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs index d50e84f00b..9b1903e613 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs @@ -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,