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mirror of https://github.com/ppy/osu.git synced 2024-12-05 09:42:54 +08:00

changed rake nerf

and made UR on sliders more stable
This commit is contained in:
Givikap120 2024-06-28 01:52:47 +03:00
parent 2f94eea950
commit 9aba0f6bb8

View File

@ -100,12 +100,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
hitWindow100 = (140 - 8 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
hitWindow50 = (200 - 10 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
deviation = calculateDeviation(score, osuAttributes);
speedDeviation = calculateSpeedDeviation(score, osuAttributes);
// Bonus for low AR to account for the fact that it's more difficult to get low UR on low AR
deviationARadjust = 0.475 + 0.7 / (1.0 + Math.Pow(1.73, 7.9 - osuAttributes.ApproachRate));
deviation = calculateDeviation(score, osuAttributes) * deviationARadjust;
speedDeviation = calculateSpeedDeviation(score, osuAttributes) * deviationARadjust;
double aimValue = computeAimValue(score, osuAttributes);
double speedValue = computeSpeedValue(score, osuAttributes);
double accuracyValue = computeAccuracyValue(score, osuAttributes);
@ -125,8 +125,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Accuracy = accuracyValue,
Flashlight = flashlightValue,
EffectiveMissCount = effectiveMissCount,
Deviation = deviation,
SpeedDeviation = speedDeviation,
Deviation = deviation / deviationARadjust,
SpeedDeviation = speedDeviation / deviationARadjust,
Total = totalValue
};
}
@ -181,7 +181,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
}
// Scale the aim value with deviation
aimValue *= SpecialFunctions.Erf(30 / (Math.Sqrt(2) * deviation * deviationARadjust));
aimValue *= SpecialFunctions.Erf(30 / (Math.Sqrt(2) * deviation));
aimValue *= 0.98 + Math.Pow(100.0 / 9, 2) / 2500; // OD 11 SS stays the same.
return aimValue;
@ -195,7 +195,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double speedValue = Math.Pow(5.0 * Math.Max(1.0, attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
// Rake tapping nerf
speedValue = adjustSpeedWithUR(speedValue, speedDeviation);
speedValue = adjustSpeedWithUR(speedValue, speedDeviation / deviationARadjust);
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
@ -225,7 +225,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
}
// Scale the speed value with speed deviation
speedValue *= SpecialFunctions.Erf(20 / (Math.Sqrt(2) * speedDeviation * deviationARadjust));
speedValue *= SpecialFunctions.Erf(20 / (Math.Sqrt(2) * speedDeviation));
speedValue *= 0.95 + Math.Pow(100.0 / 9, 2) / 750; // OD 11 SS stays the same.
return speedValue;
@ -246,7 +246,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double scaling = Math.Sqrt(2) * Math.Log(1.52163) * SpecialFunctions.ErfInv(1 / (1 + 1 / Math.Min(amountHitObjectsWithAccuracy, threshold))) / 6;
// Accuracy pp formula that's roughly the same as live.
double accuracyValue = 2.83 * Math.Pow(1.52163, 40.0 / 3) * liveLengthBonus * Math.Exp(-scaling * deviation * deviationARadjust);
double accuracyValue = 2.83 * Math.Pow(1.52163, 40.0 / 3) * liveLengthBonus * Math.Exp(-scaling * deviation);
// Punish very low amount of hits additionally to prevent big pp values right at the start of the map
if (amountHitObjectsWithAccuracy < 30)
@ -285,7 +285,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
// Scale the flashlight value with deviation
flashlightValue *= SpecialFunctions.Erf(50 / (Math.Sqrt(2) * deviation * deviationARadjust));
flashlightValue *= SpecialFunctions.Erf(50 / (Math.Sqrt(2) * deviation));
flashlightValue *= 0.98 + Math.Pow(100.0 / 9, 2) / 2500; // OD 11 SS stays the same.
return flashlightValue;
@ -331,9 +331,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (greatCountCircles + okCountCircles + mehCountCircles <= 0)
return double.PositiveInfinity;
double deviation = double.PositiveInfinity;
// Assume 100s, 50s, and misses happen on circles. If there are less non-300s on circles than 300s,
// compute the deviation on circles.
if (usingSliderAccuracy || greatCountCircles > 0)
if (accuracyObjectCount > 0)
{
//// The probability that a player hits a circle is unknown, but we can estimate it to be
//// the number of greats on circles divided by the number of circles, and then add one
@ -349,45 +351,46 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Compute the deviation assuming 300s and 100s are normally distributed, and 50s are uniformly distributed.
// Begin with 300s and 100s first. Ignoring 50s, we can be 99% confident that the deviation is not higher than:
double estimatedDeviation = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
deviation = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
double randomValue = Math.Sqrt(2 / Math.PI) * hitWindow100 * Math.Exp(-0.5 * Math.Pow(hitWindow100 / estimatedDeviation, 2))
/ (estimatedDeviation * SpecialFunctions.Erf(hitWindow100 / (Math.Sqrt(2) * estimatedDeviation)));
double randomValue = Math.Sqrt(2 / Math.PI) * hitWindow100 * Math.Exp(-0.5 * Math.Pow(hitWindow100 / deviation, 2))
/ (deviation * SpecialFunctions.Erf(hitWindow100 / (Math.Sqrt(2) * deviation)));
estimatedDeviation *= Math.Sqrt(1 - randomValue);
deviation *= Math.Sqrt(1 - randomValue);
// If precision is not enough - use limit value
if (pLowerBound == 0 || randomValue >= 1)
estimatedDeviation = hitWindow100 / Math.Sqrt(3);
deviation = hitWindow100 / Math.Sqrt(3);
// Then compute the variance for 50s.
double mehVariance = (hitWindow50 * hitWindow50 + hitWindow100 * hitWindow50 + hitWindow100 * hitWindow100) / 3;
// Find the total deviation.
estimatedDeviation = Math.Sqrt(((greatCountCircles + okCountCircles) * Math.Pow(estimatedDeviation, 2) + mehCountCircles * mehVariance) / (greatCountCircles + okCountCircles + mehCountCircles));
deviation = Math.Sqrt(((greatCountCircles + okCountCircles) * Math.Pow(deviation, 2) + mehCountCircles * mehVariance) / (greatCountCircles + okCountCircles + mehCountCircles));
// Adjust by 0.9 to account for the fact that it's higher bound UR value
return estimatedDeviation * 0.9;
deviation *= 0.9;
}
if (usingSliderAccuracy) return deviation;
// If there are more non-300s than there are circles, compute the deviation on sliders instead.
// Here, all that matters is whether or not the slider was missed, since it is impossible
// to get a 100 or 50 on a slider by mis-tapping it.
double deviationOnSliders = double.PositiveInfinity;
int sliderCount = attributes.SliderCount;
int missCountSliders = Math.Min(sliderCount, countMiss - missCountCircles);
int greatCountSliders = sliderCount - missCountSliders;
// We only get here if nothing was hit. In this case, there is no estimate for deviation.
// Note that this is never negative, so checking if this is only equal to 0 makes sense.
if (greatCountSliders == 0)
if (greatCountSliders > 0)
{
return double.PositiveInfinity;
double greatProbabilitySlider = greatCountSliders / (sliderCount + 1.0);
deviationOnSliders = hitWindow50 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(greatProbabilitySlider));
}
double greatProbabilitySlider = greatCountSliders / (sliderCount + 1.0);
double deviationOnSliders = hitWindow50 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(greatProbabilitySlider));
return deviationOnSliders;
return Math.Min(deviation, deviationOnSliders);
}
/// <summary>
@ -444,32 +447,32 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Compute the deviation assuming 300s and 100s are normally distributed, and 50s are uniformly distributed.
// Begin with 300s and 100s first. Ignoring 50s, we can be 99% confident that the deviation is not higher than:
double estimatedDeviation = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
double deviation = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
double randomValue = Math.Sqrt(2 / Math.PI) * hitWindow100 * Math.Exp(-0.5 * Math.Pow(hitWindow100 / estimatedDeviation, 2))
/ (estimatedDeviation * SpecialFunctions.Erf(hitWindow100 / (Math.Sqrt(2) * estimatedDeviation)));
double randomValue = Math.Sqrt(2 / Math.PI) * hitWindow100 * Math.Exp(-0.5 * Math.Pow(hitWindow100 / deviation, 2))
/ (deviation * SpecialFunctions.Erf(hitWindow100 / (Math.Sqrt(2) * deviation)));
estimatedDeviation *= Math.Sqrt(1 - randomValue);
deviation *= Math.Sqrt(1 - randomValue);
// If precision is not enough - use limit value
if (pLowerBound == 0 || randomValue >= 1)
estimatedDeviation = hitWindow100 / Math.Sqrt(3);
deviation = hitWindow100 / Math.Sqrt(3);
// Then compute the variance for 50s.
double mehVariance = (hitWindow50 * hitWindow50 + hitWindow100 * hitWindow50 + hitWindow100 * hitWindow100) / 3;
// Find the total deviation.
estimatedDeviation = Math.Sqrt(((relevantCountGreat + relevantCountOk) * Math.Pow(estimatedDeviation, 2) + relevantCountMeh * mehVariance) / (relevantCountGreat + relevantCountOk + relevantCountMeh));
deviation = Math.Sqrt(((relevantCountGreat + relevantCountOk) * Math.Pow(deviation, 2) + relevantCountMeh * mehVariance) / (relevantCountGreat + relevantCountOk + relevantCountMeh));
// Adjust by 0.9 to account for the fact that it's higher bound UR value
return estimatedDeviation * 0.9;
return deviation * 0.9;
}
// https://www.desmos.com/calculator/no1pv5gv5g
private double adjustSpeedWithUR(double speedValue, double UR)
{
// Starting from this pp amount - penalty will be applied
double abusePoint = Math.Pow(400 / UR, 2);
double abusePoint = 100 + 220 * Math.Pow(20 / UR, 4.5);
if (speedValue <= abusePoint)
return speedValue;
@ -484,7 +487,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double adjustPerformanceWithUR(double performanceValue, double UR)
{
// Starting from this pp amount - penalty will be applied
double abusePoint = Math.Pow(600 / UR, 2);
double abusePoint = 200 + 260 * Math.Pow(20 / UR, 4.5);
if (performanceValue <= abusePoint)
return performanceValue;