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Remove accuracy bonus when flashlight is enabled (#36900)

When flashlight and reading weren't their own separate skills, pp
bonuses were put into the aim/speed/accuracy values to make them worth
something over nomod. Now that flashlight and hidden are calculated as
their own skills, it doesn't make sense to provide a bonus because
accurate values are calculated in the skills themselves.

The global flashlight skill multiplier was increased to counteract the
slight nerf of removing this bonus.

Co-authored-by: StanR <8269193+stanriders@users.noreply.github.com>
This commit is contained in:
molneya
2026-05-06 20:17:17 +08:00
committed by GitHub
Unverified
parent 5a801e224f
commit 2b1d4aa245
2 changed files with 1 additions and 4 deletions
@@ -303,9 +303,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
accuracyValue *= 1 + 0.08 * DifficultyCalculationUtils.ReverseLerp(approachRate, 11.5, 10);
}
if (score.Mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02;
return accuracyValue;
}
@@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
}
private double skillMultiplier => 0.056;
private double skillMultiplier => 0.058;
private double strainDecayBase => 0.15;
private double currentStrain;