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added ppcalc changes to build
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@ -100,22 +100,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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approachRateFactor = Attributes.ApproachRate - 10.33;
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approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33);
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else if (Attributes.ApproachRate < 8.0)
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approachRateFactor = 0.025 * (8.0 - Attributes.ApproachRate);
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approachRateFactor = 0.1 * (8.0 - Attributes.ApproachRate);
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double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
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double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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aimValue *= 1.0 + approachRateFactor;
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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aimValue *= approachRateBonus;
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// Scale the aim value with accuracy _slightly_.
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aimValue *= 0.5 + accuracy / 2.0;
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// Scale the aim value with accuracy
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aimValue *= accuracy;
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// It is important to also consider accuracy difficulty when doing that.
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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@ -141,11 +137,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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approachRateFactor = Attributes.ApproachRate - 10.33;
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approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33);
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double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
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speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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speedValue *= 1.0 + approachRateFactor;
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if (mods.Any(m => m is OsuModHidden))
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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