-
-
Notifications
You must be signed in to change notification settings - Fork 2.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Treat misses and sliderbreaks equally in accuracy for osu! difficulty calculations #27690
base: pp-dev
Are you sure you want to change the base?
Conversation
Makes sliderbreaks and misses equal
Someone brought this up during discussion, and from what I can tell, there's no real reason why this wasn't done either. All this does is use the number of circles instead of the number of objects for accuracy calculations, since circles are the only objects that check for accuracy. Could also be merged with ppy#27063 to use circles + sliders when sliders check for accuracy (aka when classic mod is disabled). Currently the code for that is included but commented out.
!diffcalc |
It appears I did not account for slider-only maps… |
This reverts commit 65e125f.
might revisit that later, for now I'm just gonna keep this commit to be just the thing that hopefully works |
!diffcalc |
isn't it's better to just ignore misses when calculating accuracy? |
I chose not to do this since doing that creates scenarios where sliderbreaking is more punishing than missing and I think that’s dumb In Lazer scores, I would advocate for ignoring misses in acc, I just haven’t gotten around to that yet |
well, you can subtract sliderbreaks from 100s by doing this |
gonna close this for now since it's both incredibly minor and superceded by stat acc |
I don't think this is a good motivation considering stat acc hasn't been anywhere near completion for years. Its not superceding anything until its in a good enough shape |
stat acc is practically ready |
reopening this cause I didn’t realize it was pending deploy (I was under the impression that it was awaiting review, and thought it just wasn’t worth the resources with how minor it is) ((it still vanishes once stat acc is implemented)) edit: wait I'm stupid, closing it apparently changed its status on the project lol |
Someone brought this up during discussion, and from what I can tell, there's no real reason why this wasn't done either. All this does is use the number of circles instead of the number of objects for accuracy calculations, since circles are the only objects that check for accuracy. Could also be merged with ppy#27063 to use circles + sliders when sliders check for accuracy (aka when classic mod is disabled). Currently the code for that is included but commented out.
# Conflicts: # osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs
why does merging have to be so difficult
Updated to the most recent deploy ...and apparently added 2000 commits 😭 |
oh ok I fixed it |
@tsunyoku couple questions since I know you have something that relies on this branch:
|
Currently, misses and sliderbreaks are generally treated as the same in pp, but misses drop accuracy slightly more than sliderbreaks, leading to misses being slightly more punishing for no real reason. By treating misses as 100s, misses and sliderbreaks will be treated the same in terms of accuracy.
Misses will still be significantly more punishing than 100s or 50s on circles and spinners for obvious reason, this only affects the relation between misses and sliderbreaks
(this makes very little difference on master currently, really only affecting high misscount plays, and matters more for any future PRs which aim to shake up how misses and combo are handled)