Skip to content
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

Changes to the acute angle and aim multiplier for difficulty calculation #28845

Draft
wants to merge 28 commits into
base: master
Choose a base branch
from
Draft
Show file tree
Hide file tree
Changes from 24 commits
Commits
Show all changes
28 commits
Select commit Hold shift + click to select a range
d33e5e4
fuck shit up
TextAdventurer12 May 12, 2024
cef140a
use givikap angle bonus for speed
TextAdventurer12 May 23, 2024
1c86ba1
buff high cs flow, change high bpm aim, balancing
TextAdventurer12 May 23, 2024
6360614
adjust multiplier
TextAdventurer12 May 23, 2024
a016d8f
Revert "use givikap angle bonus for speed"
TextAdventurer12 May 24, 2024
f5bc545
Reapply "use givikap angle bonus for speed"
TextAdventurer12 Jun 1, 2024
8f6ad83
prevent crash + balancing
TextAdventurer12 Jun 1, 2024
2c6c65f
speed rebalance
TextAdventurer12 Jun 1, 2024
d0d6ded
adjust aim scaling + balancing
TextAdventurer12 Jun 1, 2024
9624724
revert aim scaling changes + fix high bpm aim + speed bonus changes
TextAdventurer12 Jun 4, 2024
b31f4c0
adjust high bpm aim mult
TextAdventurer12 Jun 4, 2024
4621b0a
balancing
Givikap120 Jun 5, 2024
7b198ae
changed SR formula to match live
Givikap120 Jun 5, 2024
b2f590f
+high ar, -high bpm, angle fix, -flow aim
TextAdventurer12 Jun 14, 2024
8f74db3
small aim buff
TextAdventurer12 Jun 14, 2024
a7670d3
balancing
TextAdventurer12 Jun 23, 2024
ef7697a
revert all other changes
TextAdventurer12 Jun 25, 2024
a5bbf64
whitespace
TextAdventurer12 Jun 25, 2024
0d0058b
magical mystery character
TextAdventurer12 Jun 25, 2024
8d437bd
revert wide angle change and change safety net
TextAdventurer12 Jun 25, 2024
05c2bbd
improve commenting
TextAdventurer12 Jul 3, 2024
10b68f0
clean + aim mult change
TextAdventurer12 Jul 13, 2024
4d3a3c8
Merge branch 'ppy:master' into high-bpm
TextAdventurer12 Jul 13, 2024
c4c6244
bump aim mult
TextAdventurer12 Jul 15, 2024
e188c35
bpm aim multiplier
TextAdventurer12 Jul 17, 2024
5b69f89
remove redundant check
TextAdventurer12 Jul 19, 2024
cd1953a
Merge branch 'ppy:master' into high-bpm
TextAdventurer12 Aug 24, 2024
e1fe6d8
fix mults + nerf repeated angles more
TextAdventurer12 Aug 24, 2024
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 3 additions & 3 deletions osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
public static class AimEvaluator
{
private const double wide_angle_multiplier = 1.5;
private const double acute_angle_multiplier = 1.95;
private const double acute_angle_multiplier = 2.0;
private const double slider_multiplier = 1.35;
private const double velocity_change_multiplier = 0.75;

Expand Down Expand Up @@ -77,13 +77,13 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
wideAngleBonus = calcWideAngleBonus(currAngle);
acuteAngleBonus = calcAcuteAngleBonus(currAngle);

if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
if (osuCurrObj.StrainTime > 100 || osuCurrObj.LazyJumpDistance < 50) // Only buff deltaTime exceeding 300 bpm 1/2 and spacing exceeding one radius (to ensure easily cheesable patterns aren't buffed)
TextAdventurer12 marked this conversation as resolved.
Show resolved Hide resolved
acuteAngleBonus = 0;
else
{
acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
* (osuCurrObj.StrainTime / 75 * Math.Pow((100 - osuCurrObj.StrainTime) / 25, 2)) // Scale with bpm
* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
}

Expand Down
2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ public Aim(Mod[] mods, bool withSliders)

private double currentStrain;

private double skillMultiplier => 23.55;
private double skillMultiplier => 24.727;
private double strainDecayBase => 0.15;

private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
Expand Down