diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 0ebe0ddc2d..f239289d7f 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -121,10 +121,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty : 0.0); } - // Scale the aim value with accuracy _slightly_ - aimValue *= 0.5 + accuracy / 2.0; - // It is important to also consider accuracy difficulty when doing that - aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; + // Scale the speed value with accuracy _alot_ + if (accuracy > .8) + aimValue *= 0.5 + Math.Pow(Math.Sin(2.5 * (accuracy - .8) * Math.PI), 2) / 2; + else + aimValue *= accuracy * (.5 / .8); return aimValue; } @@ -154,8 +155,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (mods.Any(m => m is OsuModHidden)) speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); - // Scale the speed value with accuracy _slightly_ - speedValue *= 0.02 + accuracy; + // Scale the speed value with accuracy _alot_ + if (accuracy > .8) + speedValue *= 0.5 + Math.Pow(Math.Sin(2.5 * (accuracy - .8) * Math.PI), 2) / 2; + else + speedValue *= accuracy * (.5 / .8); // It is important to also consider accuracy difficulty when doing that speedValue *= 0.96 + Math.Pow(Attributes.OverallDifficulty, 2) / 1600;