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Remove difficulty spike nerf from the Flashlight skill in osu! #18791

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merged 4 commits into from
Jun 29, 2022

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apollo-dw
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@apollo-dw apollo-dw commented Jun 21, 2022

OsuStrainSkill, by default, reduces the highest strains in the final list of strains for a map. The idea behind doing so is that the highest strains will decrease their influence on the overall difficulty of the map. The reason this doesn't make sense for the flashlight skill is because it is memory-based instead of mechanics-based. For example, having only a few "hard-to-memorise" patterns in a map doesn't make it trivial to memorise - the difficulty to memorise those patterns still exists in it's fullest.

All in all, the values shouldn't vary by a whole lot by this, but this is in theory more accurate.

The legendary discussion that took place was me spotting that Flashlight nerfs difficulty spikes, and me asking MBMasher (who developed the Flashlight skill) whether they also thought it made no sense. This can be seen here, in the pp dev discord.


SR/PP changes spreadsheet: https://docs.google.com/spreadsheets/d/1RGtONEOfAgBE6WX-htrJTzxr5w_B2aCqZA8eM7iGL6o/edit?usp=sharing

As of 630bd24

@peppy
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peppy commented Jun 21, 2022

Please fill out the OP with a description of what this change does / why / any discussions which led to it. As it stands I have no idea what I'm looking at.

@@ -28,6 +28,7 @@ public Flashlight(Mod[] mods)
private double skillMultiplier => 0.05;
private double strainDecayBase => 0.15;
protected override double DecayWeight => 1.0;
protected override int ReducedSectionCount => -1;
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On the code side -1 is really weird as well as 0 should work the same and actually makes semantic sense.

@stanriders
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Why not just use StrainSkill instead? Does OsuStrainSkill even provide anything for Flashlight except the diffspike nerf?

@apollo-dw
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apollo-dw commented Jun 21, 2022

DifficultyMultiplier is the one thing, but that can be easily re-added with a comment explaining why it exists. Would that sound fine to do? It'd mean overriding DifficultyValue()

EDIT: Followed up on Discord in pp dev and confirmed this would be a fine direction

stanriders
stanriders previously approved these changes Jun 22, 2022
@smoogipoo
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SR/PP changes sheet in PR description.

@smoogipoo smoogipoo requested a review from a team June 27, 2022 09:57
MBmasher
MBmasher previously approved these changes Jun 27, 2022
@smoogipoo smoogipoo dismissed stale reviews from MBmasher and stanriders via 34b9118 June 29, 2022 07:10
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6 participants