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Make miss penalty harsher

This commit is contained in:
apollo-dw
2021-12-14 19:57:36 +00:00
Unverified
parent 86ad42a744
commit 489aa43b1b
@@ -96,13 +96,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
// Longer maps are worth more.
double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) +
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
aimValue *= lengthBonus;
if (effectiveMissCount > 0)
aimValue *= Math.Pow(0.97, effectiveMissCount);
aimValue *= Math.Pow(0.96, effectiveMissCount);
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
@@ -142,12 +142,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
// Longer maps are worth more.
double lengthBonus = 0.95 + 0.25 * Math.Min(1.0, totalHits / 2000.0) +
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
speedValue *= lengthBonus;
if (effectiveMissCount > 0)
speedValue *= Math.Pow(0.97, effectiveMissCount);
speedValue *= Math.Pow(0.96, effectiveMissCount);
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
@@ -229,7 +229,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
flashlightValue *= 1.3;
if (effectiveMissCount > 0)
flashlightValue *= Math.Pow(0.97, effectiveMissCount);
flashlightValue *= Math.Pow(0.96, effectiveMissCount);
// Combo scaling.
if (Attributes.MaxCombo > 0)