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Match HP drain harshness closer to stable
Based on number of misses before fail on two arbitrary tests. Obviously not final, just making the game more playable for the time being.
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@ -68,6 +68,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
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score.Statistics[HitResult.Miss] = scoreResultCounts.GetOrDefault(HitResult.Miss);
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}
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private const double harshness = 0.01;
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protected override void OnNewJudgement(Judgement judgement)
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{
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base.OnNewJudgement(judgement);
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@ -83,15 +85,15 @@ namespace osu.Game.Rulesets.Osu.Scoring
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switch (judgement.Result)
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{
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case HitResult.Great:
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Health.Value += (10.2 - hpDrainRate) * 0.02;
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Health.Value += (10.2 - hpDrainRate) * harshness;
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break;
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case HitResult.Good:
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Health.Value += (8 - hpDrainRate) * 0.02;
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Health.Value += (8 - hpDrainRate) * harshness;
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break;
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case HitResult.Meh:
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Health.Value += (4 - hpDrainRate) * 0.02;
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Health.Value += (4 - hpDrainRate) * harshness;
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break;
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/*case HitResult.SliderTick:
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@ -99,7 +101,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
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break;*/
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case HitResult.Miss:
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Health.Value -= hpDrainRate * 0.04;
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Health.Value -= hpDrainRate * (harshness * 2);
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break;
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}
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}
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