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revert aim curve and add new 50s nerf
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@ -121,9 +121,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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: 0.0);
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}
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// Scale the aim value with accuracy and OD
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aimValue *= Math.Max(0, .975 + Math.Pow(Attributes.OverallDifficulty, 2) / 1500 + 200 * (accuracy - 1) * Math.Pow(1 / Math.Max(8, Attributes.OverallDifficulty), 2));
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
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}
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@ -153,7 +155,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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// Scale the speed value with accuracy and OD
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speedValue *= Math.Max(0, .95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750 + 200 * (accuracy - 1) * Math.Pow(1 / Math.Max(8, Attributes.OverallDifficulty), 2));
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speedValue *= (.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
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// Scale the speed value with # of 50s to punish doubletapping.
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speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0.5 * countMeh : countMeh - totalHits / 500.0 * 0.5);
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return speedValue;
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}
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