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high AR speed nerf

This commit is contained in:
Givikap120 2024-03-08 03:02:34 +02:00
parent 4b5d4635c9
commit a8b6ae978b

View File

@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double currentStrain;
private double skillMultiplier => 17;
private double defaultValueMultiplier => 50;
private double defaultValueMultiplier => 25;
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * StrainDecay(time - current.Previous(0).StartTime);
@ -103,10 +103,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
currentStrain *= StrainDecay(current.DeltaTime);
double aimDifficulty = AimEvaluator.EvaluateDifficultyOf(current, true);
double readingDifficulty = ReadingHighAREvaluator.EvaluateDifficultyOf(current, adjustHighAR);
aimDifficulty *= Math.Pow(readingDifficulty, 2);
aimDifficulty *= skillMultiplier;
double aimDifficulty = AimEvaluator.EvaluateDifficultyOf(current, true) * skillMultiplier;
aimDifficulty *= Math.Pow(ReadingHighAREvaluator.EvaluateDifficultyOf(current, adjustHighAR), 2);
currentStrain += aimDifficulty;
@ -116,12 +114,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
public class HighARSpeedComponent : OsuStrainSkill
{
private double skillMultiplier => 820;
private double skillMultiplier => 670;
protected override double StrainDecayBase => 0.3;
private double currentStrain;
private double currentRhythm;
private double defaultValueMultiplier => 25;
public HighARSpeedComponent(Mod[] mods)
: base(mods)
{
@ -131,17 +131,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override double StrainValueAt(DifficultyHitObject current)
{
OsuDifficultyHitObject currODHO = (OsuDifficultyHitObject)current;
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current;
currentStrain *= StrainDecay(currODHO.StrainTime);
currentStrain *= StrainDecay(currObj.StrainTime);
double speedDifficulty = SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
speedDifficulty *= Math.Pow(ReadingHighAREvaluator.EvaluateDifficultyOf(current, false), 2);
currentStrain += speedDifficulty;
currentRhythm = currODHO.RhythmDifficulty;
currentRhythm = currObj.RhythmDifficulty;
double totalStrain = currentStrain * currentRhythm;
return totalStrain;
return totalStrain + defaultValueMultiplier * ReadingHighAREvaluator.EvaluateDifficultyOf(current);
}
}
}