diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index efd3001764..b1dcf2d7a0 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -124,14 +124,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty double colourDifficultStrains = colour.CountTopWeightedStrains(); double rhythmDifficultStrains = rhythm.CountTopWeightedStrains(); - // Due to constraints of strain in cases where difficult strain values don't shift with range changes, we manually apply clockrate. - double staminaDifficultStrains = stamina.CountTopWeightedStrains() * clockRate; + double staminaDifficultStrains = stamina.CountTopWeightedStrains(); // As we don't have pattern integration in osu!taiko, we apply the other two skills relative to rhythm. patternMultiplier = Math.Pow(staminaRating * colourRating, 0.10); strainLengthBonus = 1 - + Math.Min(Math.Max((staminaDifficultStrains - 1350) / 5000, 0), 0.15) + + Math.Min(Math.Max((staminaDifficultStrains - 1000) / 3700, 0), 0.15) + Math.Min(Math.Max((staminaRating - 7.0) / 1.0, 0), 0.05); double combinedRating = combinedDifficultyValue(rhythm, reading, colour, stamina, isRelax, isConvert);