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Make miss penalty harsher
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@@ -96,13 +96,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) +
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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aimValue *= lengthBonus;
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if (effectiveMissCount > 0)
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aimValue *= Math.Pow(0.97, effectiveMissCount);
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aimValue *= Math.Pow(0.96, effectiveMissCount);
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@@ -142,12 +142,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) +
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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speedValue *= lengthBonus;
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if (effectiveMissCount > 0)
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speedValue *= Math.Pow(0.97, effectiveMissCount);
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speedValue *= Math.Pow(0.96, effectiveMissCount);
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@@ -229,7 +229,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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flashlightValue *= 1.3;
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if (effectiveMissCount > 0)
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flashlightValue *= Math.Pow(0.97, effectiveMissCount);
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flashlightValue *= Math.Pow(0.96, effectiveMissCount);
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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