diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
index d1e305fe9b..1d7af4e167 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
@@ -116,12 +116,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
return accuracyValue;
}
+ ///
+ /// Estimates the player's tap deviation based on the OD, number of objects, and number of 300s, 100s, and misses,
+ /// assuming the player's mean hit error is 0. The estimation is consistent in that two SS scores on the same map with the same settings
+ /// will always return the same deviation. See: https://www.desmos.com/calculator/qlr946netu
+ ///
private double? computeEstimatedDeviation(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
if (totalSuccessfulHits == 0)
return null;
- // Create a new track to properly calculate the hit windows of 100s and 50s.
+ // Create a new track to properly calculate the hit window of 100s.
var track = new TrackVirtual(10000);
score.Mods.OfType().ForEach(m => m.ApplyToTrack(track));
double clockRate = track.Rate;
@@ -135,6 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double root2 = Math.Sqrt(2);
+ // Log of the most likely deviation resulting in the score's hit judgements, differentiated such that 1 over the most likely deviation returns 0.
double logLikelihoodGradient(double d)
{
if (d <= 0)