1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-09 06:19:26 +08:00

Buff stream-spacing objects slightly, reduce velocity factor in HD

This commit is contained in:
apollo-dw 2022-08-11 00:33:44 +01:00
parent 152a195514
commit 2d5f2fc201

View File

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