diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index 0e1f3d41cf..7c0c76d3ba 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -42,20 +42,28 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills protected override double StrainValueAt(DifficultyHitObject current) { currentStrain *= strainDecay(current.DeltaTime); - currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; + double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; // Safely prevents previous strains from shifting as new notes are added. var currentObject = current as TaikoDifficultyHitObject; int index = currentObject?.ColourData.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0; - double monolengthBonus = isConvert ? 1 : 1 + Math.Min(Math.Max((index - 5) / 50.0, 0), 0.30); + double monoLengthBonus = isConvert ? 1.0 : 1.0 + 0.3 * DifficultyCalculationUtils.ReverseLerp(index, 5, 20); - if (SingleColourStamina) - return DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain); + // Mono-streak bonus is only applied to colour-based stamina to reward longer sequences of same-colour hits within patterns. + if (!SingleColourStamina) + staminaDifficulty *= monoLengthBonus; - return currentStrain * monolengthBonus; + currentStrain += staminaDifficulty; + + // For converted maps, difficulty often comes entirely from long mono streams with no colour variation. + // To avoid over-rewarding these maps based purely on stamina strain, we dampen the strain value once the index exceeds 10. + return SingleColourStamina ? DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain) : currentStrain; } - protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => SingleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime); + protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => + SingleColourStamina + ? 0 + : currentStrain * strainDecay(time - current.Previous(0).StartTime); } }