update hd bonus & remove ar bonus on rx, bring back acc pp at 50% on rx
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+10
-10
@@ -455,16 +455,15 @@ impl OsuPpInner {
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);
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}
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let mut ar_factor = if self.attrs.ar > 10.33 {
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let ar_factor = if self.mods.rx() {
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0.0
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} else if self.attrs.ar > 10.33 {
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0.3 * (self.attrs.ar - 10.33)
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} else if self.attrs.ar < 8.0 {
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0.05 * (8.0 - self.attrs.ar)
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} else {
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0.0
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};
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if self.mods.rx() {
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ar_factor *= 0.5;
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}
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// * Buff for longer maps with high AR.
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aim_value *= 1.0 + ar_factor * len_bonus;
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@@ -472,7 +471,7 @@ impl OsuPpInner {
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if self.mods.hd() {
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// * We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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let hd_factor = if self.mods.rx() { 0.02 } else { 0.04 };
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aim_value *= 1.0 + hd_factor * (12.0 - self.attrs.ar);
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aim_value *= 1.0 + hd_factor * (11.0 - self.attrs.ar);
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}
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// * We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
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@@ -534,7 +533,8 @@ impl OsuPpInner {
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if self.mods.hd() {
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// * We want to give more reward for lower AR when it comes to aim and HD.
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// * This nerfs high AR and buffs lower AR.
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speed_value *= 1.0 + 0.04 * (12.0 - self.attrs.ar);
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let hd_factor = if self.mods.ap() { 0.02 } else { 0.04 };
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speed_value *= 1.0 + hd_factor * (11.0 - self.attrs.ar);
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}
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// * Calculate accuracy assuming the worst case scenario
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@@ -568,10 +568,6 @@ impl OsuPpInner {
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}
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fn compute_accuracy_value(&self) -> f64 {
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if self.mods.rx() {
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return 0.0;
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}
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// * This percentage only considers HitCircles of any value - in this part
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// * of the calculation we focus on hitting the timing hit window.
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let amount_hit_objects_with_acc = self.attrs.n_circles;
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@@ -608,6 +604,10 @@ impl OsuPpInner {
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acc_value *= 1.02;
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}
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if self.mods.rx() {
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acc_value *= 0.5;
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}
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acc_value
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}
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