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Nerf aim strain for objects <radius (#36558)
This should be a pretty simple fix for doubles being systemically broken in aim. Doubles get essentially zero bonus from the aim eval itself - wide & acute bonuses are zero due to the lack of distance, and velocity is close to zero _again_ because of the lack of distance. However, the delta times of these notes mean that `highBpmBonus` is very kind and will buff the strain quite significantly. This change means that the 2nd note of a double should get next to no aim strain, which feels like correct behaviour. From testing, streams, stacks etc. are essentially unchanged by this due to the fact its using radius rather than diameter. https://pp.huismetbenen.nl/rankings/players/doubles-strain
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@@ -167,12 +167,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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// Apply high circle size bonus
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aimStrain *= osuCurrObj.SmallCircleBonus;
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aimStrain *= highBpmBonus(osuCurrObj.AdjustedDeltaTime);
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aimStrain *= highBpmBonus(osuCurrObj.AdjustedDeltaTime, osuCurrObj.LazyJumpDistance);
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return aimStrain;
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}
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private static double highBpmBonus(double ms) => 1 / (1 - Math.Pow(0.15, ms / 1000));
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// We decrease strain for distances <radius to fix cases where doubles with no aim requirement
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// have their strain buffed incredibly high due to the delta time.
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// These objects do not require any movement, so it does not make sense to award them.
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private static double highBpmBonus(double ms, double distance) => 1 / (1 - Math.Pow(0.15, ms / 1000))
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* DifficultyCalculationUtils.Smootherstep(distance, 0, OsuDifficultyHitObject.NORMALISED_RADIUS);
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private static double calcWideAngleBonus(double angle) => DifficultyCalculationUtils.Smoothstep(angle, double.DegreesToRadians(40), double.DegreesToRadians(140));
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