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LTCA Balancing pass

This commit is contained in:
Natelytle 2022-10-26 15:58:20 -04:00
parent 87cba2d828
commit 7d3338a0ea

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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private int countOk;
private int countMeh;
private int countMiss;
private double estimatedUR;
private double estimatedDeviation;
private double effectiveMissCount;
@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
estimatedUR = 10 * computeEstimatedUR(score, taikoAttributes);
estimatedDeviation = computeEstimatedDeviation(score, taikoAttributes);
// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
if (totalSuccessfulHits > 0)
@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
Difficulty = difficultyValue,
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
EstimatedUR = estimatedUR,
EstimatedUR = estimatedDeviation * 10,
Total = totalValue
};
}
@ -86,12 +86,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock))
difficultyValue *= 1.050;
difficultyValue *= 1.10;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.050 * lengthBonus;
return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUR)), 2.0);
return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedDeviation)), 2.0);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
@ -99,18 +99,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (attributes.GreatHitWindow <= 0)
return 0;
double accuracyValue = Math.Pow(75 / estimatedUR, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
double accuracyValue = Math.Pow(7.5 / estimatedDeviation, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
accuracyValue *= Math.Max(1.0, 1.05 * lengthBonus);
return accuracyValue;
}
private double computeEstimatedUR(ScoreInfo score, TaikoDifficultyAttributes attributes)
private double computeEstimatedDeviation(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
if (totalHits == 0)
return double.PositiveInfinity;