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Reword comment and rename argument
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@ -256,9 +256,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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}
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// Miss penalty assumes that a player will miss on the relatively hard parts of a map, not the easy parts, hence the strain count.
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private double calculateMissPenalty(double missCount, double strainCount) => 0.95 / ((missCount / (3 * Math.Sqrt(strainCount))) + 1);
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// Miss penalty assumes that a player will miss on the hardest parts of a map,
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// so we use the amount of relatively difficult sections to adjust miss penalty
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// to make it more punishing on maps with lower amount of hard sections.
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private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.95 / ((missCount / (3 * Math.Sqrt(difficultStrainCount))) + 1);
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private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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