While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
Samuel Cattini-Schultz
·
2021-04-03 20:52:39 +11:00
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
Samuel Cattini-Schultz
·
2021-02-20 20:37:44 +11:00
Pull request #11107 introduced changes in osu! performance calculation,
related to a scaling coefficient applied to the speed and aim skills.
The coefficient in question was dependent on the approach rate of
a map. During a post-merge review of that PR, it was spotted that
the scaling coefficient for speed also had a 10x buff applied for AR<8,
which could reach magnitudes as large as 80% on AR0, which seems quite
exorbitant. This change was not discussed or mentioned anywhere in the
review process.
Revert back to the old multiplier of 0.01 rather than 0.1 for AR<8. The
negative slope through AR0 to 8 is retained in its previous form.