From 441bea57010863534bbcf6e659b01ccf5c9ff8f3 Mon Sep 17 00:00:00 2001 From: apollo-dw <83023433+apollo-dw@users.noreply.github.com> Date: Mon, 17 Oct 2022 22:15:31 +0100 Subject: [PATCH] Make angle nerf requirement narrower --- .../Difficulty/Evaluators/CognitionEvaluator.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs index 4074ba425a..7b1c240136 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs @@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current) { const double time_limit = 2000; - const double time_limit_low = 300; + const double time_limit_low = 500; double constantAngleCount = 0; @@ -132,7 +132,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value); - constantAngleCount += Math.Cos(2 * Math.Min(Math.PI / 4, angleDifference)) * longIntervalFactor; + constantAngleCount += Math.Cos(4 * Math.Min(Math.PI / 8, angleDifference)) * longIntervalFactor; } currentTimeGap = current.StartTime - loopObj.StartTime;