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osu!taiko simplify pp summing and make performance attributes accurate (#33500)
* Change pp summing and adjust multipliers * Add back convert consideration for hidden * And the other one whoops --------- Co-authored-by: StanR <hi@stanr.info>
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@@ -63,18 +63,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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// Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
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bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
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double multiplier = 1.13;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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multiplier *= 1.075;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
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double totalValue =
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Math.Pow(
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Math.Pow(difficultyValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert) * 1.08;
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert) * 1.1;
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return new TaikoPerformanceAttributes
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{
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@@ -82,11 +72,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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Accuracy = accuracyValue,
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EffectiveMissCount = effectiveMissCount,
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EstimatedUnstableRate = estimatedUnstableRate,
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Total = totalValue
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Total = difficultyValue + accuracyValue
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};
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}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
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{
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double baseDifficulty = 5 * Math.Max(1.0, attributes.StarRating / 0.110) - 4.0;
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double difficultyValue = Math.Min(Math.Pow(baseDifficulty, 3) / 69052.51, Math.Pow(baseDifficulty, 2.25) / 1250.0);
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@@ -99,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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difficultyValue *= (isConvert) ? 1.025 : 1.1;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
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@@ -121,6 +111,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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accuracyValue *= 1.075;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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