diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 16f0af9875..efa23f1a26 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -105,13 +105,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty double approachRateFactor = 1.0f; if (Attributes.ApproachRate > 10.33f) - approachRateFactor += 0.45f * (Attributes.ApproachRate - 10.33f); + approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f); else if (Attributes.ApproachRate < 8.0f) { - // HD is worth more with lower ar! - if (mods.Any(h => h is OsuModHidden)) - approachRateFactor += 0.02f * (8.0f - Attributes.ApproachRate); - else approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate); } @@ -119,7 +115,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. if (mods.Any(h => h is OsuModHidden)) - aimValue *= 1.02 + (11.0f - Attributes.ApproachRate) / 50.0; // Gives a 1.04 bonus for AR10, a 1.06 bonus for AR9, a 1.02 bonus for AR11. + aimValue *= 1.0f + 0.04f * (12.0f - Attributes.ApproachRate); if (mods.Any(h => h is OsuModFlashlight)) { @@ -152,13 +148,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty if (beatmapMaxCombo > 0) speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f); + double approachRateFactor = 1.0f; + if (Attributes.ApproachRate > 10.33f) + approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f); + + speedValue *= approachRateFactor; + if (mods.Any(m => m is OsuModHidden)) - speedValue *= 1.18f; + speedValue *= 1.0f + 0.04f * (12.0f - Attributes.ApproachRate); // Scale the speed value with accuracy _slightly_ - speedValue *= 0.5f + accuracy / 2.0f; + speedValue *= 0.02f + accuracy; // It is important to also consider accuracy difficulty when doing that - speedValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; + speedValue *= 0.96f + Math.Pow(Attributes.OverallDifficulty, 2) / 1600; return speedValue; } @@ -186,7 +188,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f)); if (mods.Any(m => m is OsuModHidden)) - accuracyValue *= 1.02f; + accuracyValue *= 1.08f; if (mods.Any(m => m is OsuModFlashlight)) accuracyValue *= 1.02f;