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updated rhythmbonus to be OD sensitive
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_2 = Math.PI / 2;
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private const double rhythm_multiplier = 0.5;
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private const double rhythm_multiplier = 2.0;
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private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
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private double skillMultiplier => 1375;
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@ -80,9 +80,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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if (effectiveRatio > 0.5)
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effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 10; // large buff for 1/3 -> 1/4 type transitions.
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effectiveRatio *= Math.Max(prevDelta, currDelta) / greatWindowFull; // Increase scaling for when hitwindow is large but accuracy range is small.
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effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 5; // large buff for 1/3 -> 1/4 type transitions.
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effectiveRatio *= currHistoricalDecay; // scale with time
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@ -130,7 +128,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier * Math.Sqrt(52 / greatWindowFull)) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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private double tapStrainOf(DifficultyHitObject current, double speedBonus, double strainTime)
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