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xml, remove speedbonus cap
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@ -16,10 +16,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
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/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
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private static double speedBonus(double interval)
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private static double speedBonus(double interval)
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{
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{
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// Cap to 600bpm 1/4, 25ms note interval, 50ms key interval
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// Interval is capped at a very small value to prevent infinite values.
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// Interval will be capped at a very small value to avoid infinite/negative speed bonuses.
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interval = Math.Max(interval, 1);
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// TODO - This is a temporary measure as we need to implement methods of detecting playstyle-abuse of SpeedBonus.
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interval = Math.Max(interval, 50);
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return 30 / interval;
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return 30 / interval;
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}
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}
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (totalSuccessfulHits > 0)
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if (totalSuccessfulHits > 0)
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effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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// We are disabling some HD and/or FL Bonus for converts for now due to them having low pattern difficulty, and thus being easy to memorize.
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// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
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bool rulesetTaiko = score.BeatmapInfo.Ruleset.OnlineID == 1;
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bool rulesetTaiko = score.BeatmapInfo.Ruleset.OnlineID == 1;
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double multiplier = 1.13;
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double multiplier = 1.13;
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