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Q1 2026 osu! Balancing pass (#36734)
Nerf mid-level snap aim, buff raw tapping, buff flow slightly, buff highbpm aim slightly https://pp.huismetbenen.nl/rankings/players/q1-2026-balancing
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@@ -12,9 +12,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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public static class AimEvaluator
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{
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private const double wide_angle_multiplier = 1.5;
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private const double acute_angle_multiplier = 2.3;
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private const double acute_angle_multiplier = 2.6;
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private const double slider_multiplier = 1.5;
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private const double velocity_change_multiplier = 0.75;
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private const double velocity_change_multiplier = 0.9;
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private const double wiggle_multiplier = 1.02; // WARNING: Increasing this multiplier beyond 1.02 reduces difficulty as distance increases. Refer to the desmos link above the wiggle bonus calculation
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/// <summary>
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@@ -16,8 +16,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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private const int history_time_max = 5 * 1000; // 5 seconds
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private const int history_objects_max = 32;
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private const double rhythm_overall_multiplier = 0.9;
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private const double rhythm_ratio_multiplier = 30.0;
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private const double rhythm_overall_multiplier = 0.8;
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private const double rhythm_ratio_multiplier = 32.0;
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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@@ -31,8 +31,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private double currentAimStrain;
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private double currentSpeedStrain;
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private double skillMultiplierAim => 25.85;
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private double skillMultiplierSpeed => 1.35;
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private double skillMultiplierAim => 25.0;
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private double skillMultiplierSpeed => 1.4;
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private double skillMultiplierTotal => 1.0;
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private double meanExponent => 1.2;
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@@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Speed : HarmonicSkill
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{
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private double skillMultiplier => 1.04;
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private double skillMultiplier => 1.07;
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private readonly List<double> sliderStrains = new List<double>();
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