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Change Convert Bonuses to Performance
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@ -47,11 +47,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double multiplier = 1.13;
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double multiplier = 1.13;
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if (score.Mods.Any(m => m is ModHidden))
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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multiplier *= 1.075;
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multiplier *= 1.075;
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if (score.Mods.Any(m => m is ModEasy))
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if (score.Mods.Any(m => m is ModEasy))
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multiplier *= 0.975;
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multiplier *= 0.950;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
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@ -81,16 +81,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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if (score.Mods.Any(m => m is ModEasy))
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if (score.Mods.Any(m => m is ModEasy))
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difficultyValue *= 0.985;
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difficultyValue *= 0.90;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModHardRock))
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if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.10;
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difficultyValue *= 1.10;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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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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difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
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if (estimatedUnstableRate == null)
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if (estimatedUnstableRate == null)
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return 0;
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return 0;
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