From 7d3338a0eacb1d4ecbcdb82ee98f8f34d2ac4a3d Mon Sep 17 00:00:00 2001 From: Natelytle Date: Wed, 26 Oct 2022 15:58:20 -0400 Subject: [PATCH] LTCA Balancing pass --- .../Difficulty/TaikoPerformanceCalculator.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index ec5c150ea4..2a7cb6c6b5 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -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)) 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) && 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;