mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 08:43:01 +08:00
Merge pull request #4025 from VINXIS/patch-2
Add new rebalances to lazer performance calc
This commit is contained in:
commit
778995386f
@ -105,13 +105,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
|||||||
|
|
||||||
double approachRateFactor = 1.0f;
|
double approachRateFactor = 1.0f;
|
||||||
if (Attributes.ApproachRate > 10.33f)
|
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)
|
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);
|
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.
|
// 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))
|
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))
|
if (mods.Any(h => h is OsuModFlashlight))
|
||||||
{
|
{
|
||||||
@ -152,13 +148,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
|||||||
if (beatmapMaxCombo > 0)
|
if (beatmapMaxCombo > 0)
|
||||||
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
|
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))
|
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_
|
// 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
|
// 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;
|
return speedValue;
|
||||||
}
|
}
|
||||||
@ -186,7 +188,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
|||||||
accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
|
accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
|
||||||
|
|
||||||
if (mods.Any(m => m is OsuModHidden))
|
if (mods.Any(m => m is OsuModHidden))
|
||||||
accuracyValue *= 1.02f;
|
accuracyValue *= 1.08f;
|
||||||
if (mods.Any(m => m is OsuModFlashlight))
|
if (mods.Any(m => m is OsuModFlashlight))
|
||||||
accuracyValue *= 1.02f;
|
accuracyValue *= 1.02f;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user