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Merge pull request #9 from TextAdventurer12/no-combo-scaling

Change miss penalty (nerf longer maps)
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apollo-dw 2024-05-21 21:47:38 +01:00 committed by GitHub
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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Miss penalty assumes that a player will miss on the hardest parts of a map, // Miss penalty assumes that a player will miss on the hardest parts of a map,
// so we use the amount of relatively difficult sections to adjust miss penalty // so we use the amount of relatively difficult sections to adjust miss penalty
// to make it more punishing on maps with lower amount of hard sections. // to make it more punishing on maps with lower amount of hard sections.
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.94 / ((missCount / (2 * Math.Sqrt(difficultStrainCount))) + 1); private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
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); 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);
private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalHits => countGreat + countOk + countMeh + countMiss;
} }