1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 12:27:26 +08:00

Bring back convert nerf to fix overweighted taiko difficulty

This commit is contained in:
Dan Balasescu 2024-10-31 02:15:00 +09:00
parent 50be7fb077
commit e8540a3e7b
No known key found for this signature in database

View File

@ -87,6 +87,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double combinedRating = combinedDifficultyValue(rhythm, colour, stamina); double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
double starRating = rescale(combinedRating * 1.4); double starRating = rescale(combinedRating * 1.4);
// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
{
starRating *= 0.925;
// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
if (colourRating < 2 && staminaRating > 8)
starRating *= 0.80;
}
HitWindows hitWindows = new TaikoHitWindows(); HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty); hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);