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Make relax ok/meh multipliers dependent on OD
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@ -51,8 +51,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (score.Mods.Any(h => h is OsuModRelax))
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{
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// https://www.desmos.com/calculator/adhhgjtuyp
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double okMultiplier = osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 12.0, 2) : 1.0;
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double mehMultiplier = osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 12.0, 6) : 1.0;
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// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
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effectiveMissCount = Math.Min(effectiveMissCount + countOk * 0.33 + countMeh * 0.66, totalHits);
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effectiveMissCount = Math.Min(effectiveMissCount + countOk * okMultiplier + countMeh * mehMultiplier, totalHits);
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multiplier *= 0.7;
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}
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