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Make relax ok/meh nerfs less drastic, add flashlight nerf, remove ar bonus for relax
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@@ -44,7 +44,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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if (mods.Any(h => h is OsuModRelax))
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{
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speedRating = 0.0;
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flashlightRating *= 0.75;
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}
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double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;
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double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating / 0.0675) - 4, 3) / 100000;
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@@ -52,9 +52,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (score.Mods.Any(h => h is OsuModRelax))
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{
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// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
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effectiveMissCount = Math.Min(effectiveMissCount + countOk + countMeh, totalHits);
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effectiveMissCount = Math.Min(effectiveMissCount + countOk * 0.33 + countMeh * 0.66, totalHits);
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multiplier *= 0.6;
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multiplier *= 0.7;
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}
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double aimValue = computeAimValue(score, osuAttributes);
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@@ -105,6 +105,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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else if (attributes.ApproachRate < 8.0)
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approachRateFactor = 0.1 * (8.0 - attributes.ApproachRate);
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if (score.Mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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if (score.Mods.Any(m => m is OsuModBlinds))
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@@ -134,6 +137,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attributes)
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{
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if (score.Mods.Any(h => h is OsuModRelax))
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return 0.0;
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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