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updated to use deltaTime not stainTime for more accuracy
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@ -71,8 +71,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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currHistoricalDecay = Math.Min(currHistoricalDecay, (double)(Previous.Count - i) / Previous.Count); // either we're limited by time or limited by object count.
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double currDelta = ((OsuDifficultyHitObject)currObj).StrainTime;
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double prevDelta = ((OsuDifficultyHitObject)prevObj).StrainTime;
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double currDelta = Math.Max(25, currObj.DeltaTime);
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double prevDelta = Math.Max(25, prevObj.DeltaTime);
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double prevPrevDelta = ((OsuDifficultyHitObject)prevPrevObj).StrainTime;
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double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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