diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index cd8c1a2d0c..a9d9ff6985 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -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)) {