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Buff stream-spacing objects slightly, reduce velocity factor in HD
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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
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double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
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// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
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// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
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loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 125) / 15);
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loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 80) / 15);
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// Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream).
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// Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream).
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//if (loopObj.Angle.IsNotNull() && prevLoopObj.Angle.IsNotNull())
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//if (loopObj.Angle.IsNotNull() && prevLoopObj.Angle.IsNotNull())
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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var timeDifficultyFactor = 1200 / pastObjectDifficultyInfluence;
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var timeDifficultyFactor = 1200 / pastObjectDifficultyInfluence;
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hiddenDifficulty += 12 * timeSpentInvisible / timeDifficultyFactor;
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hiddenDifficulty += 12 * timeSpentInvisible / timeDifficultyFactor;
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hiddenDifficulty += 7 * currVelocity;
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hiddenDifficulty += 2 * currVelocity;
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}
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}
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double preemptDifficulty = 0.0;
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double preemptDifficulty = 0.0;
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