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Buff precision difficulty rating in osu! #28877
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@smoogipoo can we get a sheet please |
!diffcalc |
@@ -155,8 +160,7 @@ private void setDistances(double clockRate) | |||
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if (BaseObject.Radius < 30) | |||
{ | |||
float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50; | |||
scalingFactor *= 1 + smallCircleBonus; | |||
SmallCircleBonus = 1.0 + Math.Min(30 - BaseObject.Radius, 30) / 38; |
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why do you even need Math.Min
here?
@@ -74,7 +74,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with | |||
// Rewarding angles, take the smaller velocity as base. | |||
double angleBonus = Math.Min(currVelocity, prevVelocity); | |||
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wideAngleBonus = calcWideAngleBonus(currAngle); | |||
wideAngleBonus = calcWideAngleBonus(lastAngle); |
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don't really understand why it's changed from currAngle
to lastAngle
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if (distance < 1) | ||
{ | ||
wideAngleBonus *= 1 - 0.35 * (1 - distance); |
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this thing is not even working
need to check last and lastlastlast (💀) instead
EDIT: oopsie, I was wrong, it was not working cuz I changed angle for bonus from prev to curr
Also, this requires more advanced considerations like very short and spiky maps potentially being extremely overweight (mentioned by lolu) |
This PR buffs precision (cs>5.5) maps in osu!
It's loosely based on this PR but instead of nerfing wide angle bonus based on acuteness of surrounding angles it's checking if the wide bonus comes from patterns that go back-and-forth through a central object which is usually easier to hit because your hand already knows the position of the center point.
As a consequence it changes the wide bonus calculation from current hitobject to the previous one which affects values on maps not directly affected by the precision buff itself.