From 5532f56a30282b7a9f8b26dd80995ebfa0d2ba5a Mon Sep 17 00:00:00 2001 From: Jay L Date: Sun, 17 Jul 2022 14:10:49 +1000 Subject: [PATCH] performance points balancing --- .../Difficulty/TaikoPerformanceCalculator.cs | 31 ++++++++++++------- 1 file changed, 20 insertions(+), 11 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index a9cde62f44..2c2dbddf13 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -35,13 +35,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); 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 - - if (score.Mods.Any(m => m is ModNoFail)) - multiplier *= 0.90; + 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 ModHidden)) - multiplier *= 1.10; + multiplier *= 1.075; + + if (score.Mods.Any(m => m is ModEasy)) + multiplier *= 0.975; double difficultyValue = computeDifficultyValue(score, taikoAttributes); double accuracyValue = computeAccuracyValue(score, taikoAttributes); @@ -61,12 +61,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty 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); 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)) difficultyValue *= 1.025; @@ -74,7 +77,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (score.Mods.Any(m => m is ModFlashlight)) difficultyValue *= 1.05 * lengthBonus; - return difficultyValue * score.Accuracy; + return difficultyValue * Math.Pow(score.Accuracy, 1.5); } private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) @@ -82,10 +85,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (attributes.GreatHitWindow <= 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 - return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); + double lengthBonus = 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) && score.Mods.Any(m => m is ModHidden)) + accuracyValue *= 1.10 * lengthBonus; + + return accuracyValue; } private int totalHits => countGreat + countOk + countMeh + countMiss;