diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 2907f5f58e..513352825f 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty public static double CalculateVisibilityBonus(Mod[] mods, double approachRate, double visibilityFactor = 1) { // NOTE: TC's effect is only noticeable in performance calculations until lazer mods are accounted for server-side. - bool isAlwaysPartiallyVisible = mods.OfType().Any(m => !m.OnlyFadeApproachCircles.Value) || mods.OfType().Any(); + bool isAlwaysPartiallyVisible = mods.OfType().Any(m => m.OnlyFadeApproachCircles.Value) || mods.OfType().Any(); // Start from normal curve, rewarding lower AR up to AR5 double readingBonus = 0.04 * (12.0 - Math.Max(approachRate, 5)); @@ -60,11 +60,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty // For AR up to 0 - reduce reward for very low ARs when object is visible if (approachRate < 5) - readingBonus += (isAlwaysPartiallyVisible ? 0.04 : 0.03) * (5.0 - Math.Max(approachRate, 0)); + readingBonus += (isAlwaysPartiallyVisible ? 0.03 : 0.04) * (5.0 - Math.Max(approachRate, 0)); // Starting from AR0 - cap values so they won't grow to infinity if (approachRate < 0) - readingBonus += (isAlwaysPartiallyVisible ? 0.1 : 0.075) * (1 - Math.Pow(1.5, approachRate)); + readingBonus += (isAlwaysPartiallyVisible ? 0.075 : 0.1) * (1 - Math.Pow(1.5, approachRate)); return readingBonus; }