From 2b1d4aa245aecdfe7660cf860b520523ce3f7e29 Mon Sep 17 00:00:00 2001 From: molneya <62799417+molneya@users.noreply.github.com> Date: Wed, 6 May 2026 20:17:17 +0800 Subject: [PATCH] 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> --- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 3 --- osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs | 2 +- 2 files changed, 1 insertion(+), 4 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 6ad5c98c3f..c2e8b38c61 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -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; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs index 59ea3b56ea..df309aa7d1 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs @@ -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;