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b1227e1f12
Currently, live aim evaluation prioritizes high bpms with lower distances over low bpms with higher distances, something you may have heard colloquially called "d/t^2" in here. This creates an inherent DT advantage / NM & HR disadvantage in the average aim case. This change makes it so the evaluation is nudged closer to the ideal distance/time aim evaluation. In practice, higher spacing (distance) and/or slower jumps should generally see a buff, lower spacing (distance) and/or faster jumps should generally see a nerf. This includes some 3-mod scores as HR spacing is underweighted regardless of bpm. It also affects streams the same way, where faster high bpm low spacing streams (speedflow) are nerfed and high spacing low bpm streams are buffed. As a disclaimer: this isn't a complete fix, it is moreso a step in the right direction (hence, a Nudge, per se) towards the ideal d/t world. This also doesn't change anything angle-related so high-spacing farm maps will gain pp - this will be addressed separately after this change. https://pp.huismetbenen.nl/rankings/players/reduce-strain-influence --------- Co-authored-by: James Wilson <tsunyoku@gmail.com>
b1227e1f12
·
2026-03-02 23:38:32 +00:00
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