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