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Merge pull request #15227 from emu1337/aim-refactor-ppcalc

osu! Difficulty Aim Overhaul: PP Calc Changes
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Dan Balasescu 2021-11-08 02:16:22 +09:00 committed by GitHub
commit 57b892a028
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@ -111,13 +111,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = Attributes.ApproachRate - 10.33;
approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33);
else if (Attributes.ApproachRate < 8.0)
approachRateFactor = 0.025 * (8.0 - Attributes.ApproachRate);
approachRateFactor = 0.1 * (8.0 - Attributes.ApproachRate);
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
@ -127,10 +125,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
}
aimValue *= approachRateBonus;
// Scale the aim value with accuracy _slightly_.
aimValue *= 0.5 + accuracy / 2.0;
aimValue *= accuracy;
// It is important to also consider accuracy difficulty when doing that.
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
@ -156,11 +151,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = Attributes.ApproachRate - 10.33;
approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33);
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModBlinds))
{