diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index bdc80b6911..cda246132e 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -534,7 +534,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty // Miss penalty assumes that a player will miss on the hardest parts of a map, // so we use the amount of relatively difficult sections to adjust miss penalty // to make it more punishing on maps with lower amount of hard sections. - private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1); + private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.93 / (missCount / (4 * Math.Log(difficultStrainCount)) + 1); private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0); private int totalHits => countGreat + countOk + countMeh + countMiss;