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Merge pull request #9 from TextAdventurer12/no-combo-scaling
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Change miss penalty (nerf longer maps)
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apollo-dw authored May 21, 2024
2 parents 9b60abe + c1efcc0 commit 9ff277c
Showing 1 changed file with 1 addition and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -261,7 +261,7 @@ private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
// Miss penalty assumes that a player will miss on the hardest parts of a map,
// so we use the amount of relatively difficult sections to adjust miss penalty
// to make it more punishing on maps with lower amount of hard sections.
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.94 / ((missCount / (2 * Math.Sqrt(difficultStrainCount))) + 1);
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
private int totalHits => countGreat + countOk + countMeh + countMiss;
}
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