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Merge pull request #19181 from taiko-pp-committee/performance-balancing-merge

osu!taiko performance points balancing
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Dan Balasescu 2022-07-19 21:01:12 +09:00 committed by GitHub
commit 471e1b935d
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@ -35,13 +35,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
if (score.Mods.Any(m => m is ModNoFail))
multiplier *= 0.90;
if (score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.10; multiplier *= 1.075;
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975;
double difficultyValue = computeDifficultyValue(score, taikoAttributes); double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes); double accuracyValue = computeAccuracyValue(score, taikoAttributes);
@ -61,12 +61,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{ {
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0; double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus; difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.985, countMiss); difficultyValue *= Math.Pow(0.986, countMiss);
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.980;
if (score.Mods.Any(m => m is ModHidden)) if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025; difficultyValue *= 1.025;
@ -74,7 +77,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>)) if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.05 * lengthBonus; difficultyValue *= 1.05 * lengthBonus;
return difficultyValue * score.Accuracy; return difficultyValue * Math.Pow(score.Accuracy, 1.5);
} }
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
@ -82,10 +85,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (attributes.GreatHitWindow <= 0) if (attributes.GreatHitWindow <= 0)
return 0; return 0;
double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0; double accuracyValue = Math.Pow(140.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 12.0) * 27;
// Bonus for many objects - it's harder to keep good accuracy up for longer double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
accuracyValue *= 1.10 * lengthBonus;
return accuracyValue;
} }
private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalHits => countGreat + countOk + countMeh + countMiss;