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moved global multiplier from difficulty to performance
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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public const double DIFFICULTY_MULTIPLIER = 0.0668;
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public const double DIFFICULTY_MULTIPLIER = 0.0675;
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public const double SUM_POWER = 1.1;
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public const double FL_SUM_POWER = 1.5;
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public override int Version => 20241007;
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuPerformanceCalculator : PerformanceCalculator
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{
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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.
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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.
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private bool usingClassicSliderAccuracy;
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@ -296,7 +296,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
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double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
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double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.92;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
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accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
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