diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
index 3f6b22bbb199..1fbe03395c90 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
@@ -23,7 +23,7 @@ public Aim(Mod[] mods, bool withSliders)
private double currentStrain;
- private double skillMultiplier => 23.55;
+ private double skillMultiplier => 24.963;
private double strainDecayBase => 0.15;
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
index 939641cae966..6c839eac3fef 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs
@@ -24,7 +24,7 @@ public Flashlight(Mod[] mods)
hasHiddenMod = mods.Any(m => m is OsuModHidden);
}
- private double skillMultiplier => 0.052;
+ private double skillMultiplier => 0.05512;
private double strainDecayBase => 0.15;
private double currentStrain;
@@ -41,7 +41,7 @@ protected override double StrainValueAt(DifficultyHitObject current)
return currentStrain;
}
- public override double DifficultyValue() => GetCurrentStrainPeaks().Sum() * OsuStrainSkill.DEFAULT_DIFFICULTY_MULTIPLIER;
+ public override double DifficultyValue() => GetCurrentStrainPeaks().Sum();
public static double DifficultyToPerformance(double difficulty) => 25 * Math.Pow(difficulty, 2);
}
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs
index c4068ef0d72f..6823512cef12 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/OsuStrainSkill.cs
@@ -12,12 +12,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
public abstract class OsuStrainSkill : StrainSkill
{
- ///
- /// The default multiplier applied by to the final difficulty value after all other calculations.
- /// May be overridden via .
- ///
- public const double DEFAULT_DIFFICULTY_MULTIPLIER = 1.06;
-
///
/// The number of sections with the highest strains, which the peak strain reductions will apply to.
/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
@@ -29,11 +23,6 @@ public abstract class OsuStrainSkill : StrainSkill
///
protected virtual double ReducedStrainBaseline => 0.75;
- ///
- /// The final multiplier to be applied to after all other calculations.
- ///
- protected virtual double DifficultyMultiplier => DEFAULT_DIFFICULTY_MULTIPLIER;
-
protected OsuStrainSkill(Mod[] mods)
: base(mods)
{
@@ -65,7 +54,7 @@ public override double DifficultyValue()
weight *= DecayWeight;
}
- return difficulty * DifficultyMultiplier;
+ return difficulty;
}
public static double DifficultyToPerformance(double difficulty) => Math.Pow(5.0 * Math.Max(1.0, difficulty / 0.0675) - 4.0, 3.0) / 100000.0;
diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
index f7f081b7eac3..70367bb180b4 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
@@ -16,14 +16,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
///
public class Speed : OsuStrainSkill
{
- private double skillMultiplier => 1.375;
+ private double skillMultiplier => 1.430;
private double strainDecayBase => 0.3;
private double currentStrain;
private double currentRhythm;
protected override int ReducedSectionCount => 5;
- protected override double DifficultyMultiplier => 1.04;
private readonly List objectStrains = new List();