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fix mults + nerf repeated angles more

This commit is contained in:
danielthirtle 2024-08-24 23:07:41 +12:00
parent cd1953aa65
commit e1fe6d8610
2 changed files with 3 additions and 3 deletions

View File

@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
public static class AimEvaluator public static class AimEvaluator
{ {
private const double wide_angle_multiplier = 1.5; private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 2.0; private const double acute_angle_multiplier = 1.95;
private const double slider_multiplier = 1.35; private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75; private const double velocity_change_multiplier = 0.75;
@ -90,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute. // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3))); wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3)));
// Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse. // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse.
acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3))); acuteAngleBonus *= 0.4 + 0.6 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3)));
} }
} }

View File

@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double currentStrain; private double currentStrain;
private double skillMultiplier => 24.8; private double skillMultiplier => 23.8;
private double strainDecayBase => 0.15; private double strainDecayBase => 0.15;
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);