From cf5d62f806fec283e3dfe2fd6df79c6d9f0b7ae5 Mon Sep 17 00:00:00 2001 From: Givikap120 Date: Mon, 18 Nov 2024 02:06:33 +0200 Subject: [PATCH] moved global multiplier from difficulty to performance --- osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs | 2 +- osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 45d4596211..b62ede684a 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -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; diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 373554ee88..e61932784b 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -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));