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fixed the bug
high AR calc haven't accounted for speed difficulty also, minor optimisation
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@ -115,9 +115,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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foreach (var loopObj in currObj.ReadingObjects)
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{
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double lastOverlapness = 0;
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double targetStartTime = currObj.StartTime - currObj.Preempt;
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foreach (var overlapObj in loopObj.HitObject.ReadingObjects)
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{
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if (overlapObj.HitObject.StartTime + overlapObj.HitObject.Preempt <= currObj.StartTime) break;
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if (overlapObj.HitObject.StartTime <= targetStartTime) break;
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lastOverlapness = overlapObj.Overlapness;
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}
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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// Length bonus is in SR to not inflate Star Rating short AR11 maps
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double lengthBonus = OsuPerformanceCalculator.CalculateDefaultLengthBonus(objectsCount);
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totalPerformance *= lengthBonus * lengthBonus;
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totalPerformance *= Math.Pow(lengthBonus, 4); // make it bypass sqrt
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double adjustedDifficulty = OsuStrainSkill.PerformanceToDifficulty(totalPerformance);
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double difficultyValue = Math.Pow(adjustedDifficulty / OsuDifficultyCalculator.DIFFICULTY_MULTIPLIER, 2.0);
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@ -88,7 +88,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private bool adjustHighAR;
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private double currentStrain;
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private double skillMultiplier => 7;
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private double skillMultiplier => 5;
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private double defaultValueMultiplier => 25;
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * StrainDecay(time - current.Previous(0).StartTime);
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@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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public class HighARSpeedComponent : OsuStrainSkill
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{
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private double skillMultiplier => 7 * 0.017;
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private double skillMultiplier => 5 * 58.8;
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protected override double StrainDecayBase => 0.3;
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private double currentStrain;
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