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Don't floor effectiveMissCount
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMiss;
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private int effectiveMissCount;
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private double effectiveMissCount;
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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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@ -244,7 +244,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return flashlightValue;
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}
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private int calculateEffectiveMissCount()
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private double calculateEffectiveMissCount()
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{
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// Guess the number of misses + slider breaks from combo
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double comboBasedMissCount = 0.0;
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@ -256,10 +256,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// Clamp misscount since it's derived from combo and can be higher than total hits and that breaks some calculations
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// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
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comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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return Math.Max(countMiss, comboBasedMissCount);
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}
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private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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