diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index b31f4ff519..18a4b8be0c 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -111,7 +111,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (score.Mods.Any(m => m is OsuModBlinds)) aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate); - else if (score.Mods.Any(h => h is OsuModHidden)) + else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable)) { // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate); @@ -162,7 +162,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty // Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given. speedValue *= 1.12; } - else if (score.Mods.Any(m => m is OsuModHidden)) + else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable)) { // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate); @@ -212,7 +212,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty // Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given. if (score.Mods.Any(m => m is OsuModBlinds)) accuracyValue *= 1.14; - else if (score.Mods.Any(m => m is OsuModHidden)) + else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable)) accuracyValue *= 1.08; if (score.Mods.Any(m => m is OsuModFlashlight))