diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 322e3874ba..8998b5cfa3 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -129,12 +129,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed). - // The upper bound on deviation, calculated with the ratio of 300s to 100s, and the great hit window. + // The upper bound on deviation, calculated with the ratio of 300s to objects, and the great hit window. double? calcDeviationGreatWindow() { if (countGreat == 0) return null; - double n = totalSuccessfulHits; + double n = totalHits; // Proportion of greats hit, ignoring misses. double p = countGreat / n; @@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty return h300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound)); } - // The upper bound on deviation, calculated with the ratio of 300s + 100s to misses, and the good hit window. + // The upper bound on deviation, calculated with the ratio of 300s + 100s to objects, and the good hit window. // This will return a lower value than the first method when the number of 100s is high, but the miss count is low. double? calcDeviationGoodWindow() {