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moved global multiplier from difficulty to performance

This commit is contained in:
Givikap120 2024-11-18 02:06:33 +02:00
parent 63444c9939
commit cf5d62f806
2 changed files with 3 additions and 3 deletions

View File

@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
public const double DIFFICULTY_MULTIPLIER = 0.0668;
public const double DIFFICULTY_MULTIPLIER = 0.0675;
public const double SUM_POWER = 1.1;
public const double FL_SUM_POWER = 1.5;
public override int Version => 20241007;

View File

@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
public const double PERFORMANCE_BASE_MULTIPLIER = 1.114; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
private bool usingClassicSliderAccuracy;
@ -296,7 +296,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.92;
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));