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mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:07:25 +08:00

Use global multipliers instead of multiplying skill values

This commit is contained in:
apollo-dw 2021-10-06 12:25:19 +01:00
parent 03f0a36589
commit 34269d48e5

View File

@ -40,11 +40,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
if (mods.Any(h => h is OsuModRelax))
{
countMiss += countOk + countMeh;
}
// Custom multipliers for NoFail and SpunOut.
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
@ -54,6 +49,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (mods.Any(m => m is OsuModSpunOut))
multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
if (mods.Any(h => h is OsuModRelax))
{
countMiss += countOk + countMeh;
multiplier *= 0.6;
}
double aimValue = computeAimValue();
double speedValue = computeSpeedValue();
double accuracyValue = computeAccuracyValue();
@ -95,11 +96,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= lengthBonus;
if (mods.Any(h => h is OsuModRelax))
{
aimValue *= 0.6;
}
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (countMiss > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
@ -136,11 +132,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
if (mods.Any(h => h is OsuModRelax))
{
speedValue *= 0.6;
}
// Longer maps are worth more.
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
@ -222,11 +213,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (mods.Any(h => h is OsuModHidden))
flashlightValue *= 1.3;
if (mods.Any(h => h is OsuModRelax))
{
flashlightValue *= 0.6;
}
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (countMiss > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));