update hd bonus & remove ar bonus on rx, bring back acc pp at 50% on rx

This commit is contained in:
tsunyoku
2023-07-27 21:59:24 +01:00
parent a243c7efcf
commit 7143b88477
+10 -10
View File
@@ -455,16 +455,15 @@ impl OsuPpInner {
);
}
let mut ar_factor = if self.attrs.ar > 10.33 {
let ar_factor = if self.mods.rx() {
0.0
} else if self.attrs.ar > 10.33 {
0.3 * (self.attrs.ar - 10.33)
} else if self.attrs.ar < 8.0 {
0.05 * (8.0 - self.attrs.ar)
} else {
0.0
};
if self.mods.rx() {
ar_factor *= 0.5;
}
// * Buff for longer maps with high AR.
aim_value *= 1.0 + ar_factor * len_bonus;
@@ -472,7 +471,7 @@ impl OsuPpInner {
if self.mods.hd() {
// * We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
let hd_factor = if self.mods.rx() { 0.02 } else { 0.04 };
aim_value *= 1.0 + hd_factor * (12.0 - self.attrs.ar);
aim_value *= 1.0 + hd_factor * (11.0 - self.attrs.ar);
}
// * We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
@@ -534,7 +533,8 @@ impl OsuPpInner {
if self.mods.hd() {
// * We want to give more reward for lower AR when it comes to aim and HD.
// * This nerfs high AR and buffs lower AR.
speed_value *= 1.0 + 0.04 * (12.0 - self.attrs.ar);
let hd_factor = if self.mods.ap() { 0.02 } else { 0.04 };
speed_value *= 1.0 + hd_factor * (11.0 - self.attrs.ar);
}
// * Calculate accuracy assuming the worst case scenario
@@ -568,10 +568,6 @@ impl OsuPpInner {
}
fn compute_accuracy_value(&self) -> f64 {
if self.mods.rx() {
return 0.0;
}
// * This percentage only considers HitCircles of any value - in this part
// * of the calculation we focus on hitting the timing hit window.
let amount_hit_objects_with_acc = self.attrs.n_circles;
@@ -608,6 +604,10 @@ impl OsuPpInner {
acc_value *= 1.02;
}
if self.mods.rx() {
acc_value *= 0.5;
}
acc_value
}