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osu!taiko performance points balancing #19181

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31 changes: 20 additions & 11 deletions osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -35,13 +35,13 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);

double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things

if (score.Mods.Any(m => m is ModNoFail))
multiplier *= 0.90;
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things

if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.10;
multiplier *= 1.075;

if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975;

double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes);
Expand All @@ -61,31 +61,40 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s

private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0;
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;

double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;

difficultyValue *= Math.Pow(0.985, countMiss);
difficultyValue *= Math.Pow(0.986, countMiss);

if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.980;

if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;

if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.05 * lengthBonus;

return difficultyValue * score.Accuracy;
return difficultyValue * Math.Pow(score.Accuracy, 1.5);
}

private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
if (attributes.GreatHitWindow <= 0)
return 0;

double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0;
double accuracyValue = Math.Pow(140.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 12.0) * 27;

double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
accuracyValue *= lengthBonus;

// Slight HDFL Bonus for accuracy.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
accuracyValue *= 1.10 * lengthBonus;

// Bonus for many objects - it's harder to keep good accuracy up for longer
return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
return accuracyValue;
}

private int totalHits => countGreat + countOk + countMeh + countMiss;
Expand Down