diff --git a/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs b/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs index b1b5ba0312..d06813f160 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/Skills/Movement.cs @@ -59,9 +59,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor; // Direction changes after jumps (antiflow) are harder - double antiflowBonusFactor = Math.Min(Math.Sqrt(Math.Abs(distanceMoved)) / 10, 1); + double antiflowBonusFactor = Math.Min(Math.Abs(distanceMoved) / 70, 1); - distanceAddition += (antiflow_bonus / sqrtStrain) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / (lastStrainTime / 40 + 10.0)) * antiflowBonusFactor; + distanceAddition += (antiflow_bonus / (catchCurrent.StrainTime / 40 + 10)) * (Math.Sqrt(Math.Abs(lastDistanceMoved)) / Math.Sqrt(lastStrainTime + 20)) * antiflowBonusFactor; } // Base bonus for every movement, giving some weight to streams.