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Merge pull request #9 from TextAdventurer12/no-combo-scaling
Change miss penalty (nerf longer maps)
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9ff277cfb3
@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Miss penalty assumes that a player will miss on the hardest parts of a map,
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// Miss penalty assumes that a player will miss on the hardest parts of a map,
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// so we use the amount of relatively difficult sections to adjust miss penalty
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// so we use the amount of relatively difficult sections to adjust miss penalty
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// to make it more punishing on maps with lower amount of hard sections.
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// to make it more punishing on maps with lower amount of hard sections.
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private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.94 / ((missCount / (2 * Math.Sqrt(difficultStrainCount))) + 1);
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private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
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private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
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private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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}
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}
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