diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs index d2f58925cd..9ffb4fc3d7 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/RhythmEvaluator.cs @@ -60,8 +60,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators } private const int history_time_max = 5 * 1000; // 5 seconds of calculatingRhythmBonus max. - private const double rhythm_multiplier = 1.1; - private const int max_island_size = 7; + private const double rhythm_multiplier = 1.05; /// /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current . @@ -103,7 +102,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators double prevDelta = prevObj.StrainTime; double lastDelta = lastObj.StrainTime; - double currRatio = 1.0 + 8.4 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses. + double currRatio = 1.0 + 8.8 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses. double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3)); @@ -117,11 +116,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators { if (!(Math.Abs(prevDelta - currDelta) > deltaDifferenceEpsilon)) { - if (island.Deltas.Count < max_island_size) - { - // island is still progressing - island.AddDelta((int)currDelta, deltaDifferenceEpsilon); - } + // island is still progressing + island.AddDelta((int)currDelta, deltaDifferenceEpsilon); } else { @@ -143,7 +139,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators // repeated island (ex: triplet -> triplet) double power = logistic(island.AverageDelta(), 4, 0.165, 10); - effectiveRatio *= Math.Min(1.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power)); + effectiveRatio *= Math.Min(2.0 / islandCounts[island], Math.Pow(1.0 / islandCounts[island], power)); } rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;