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https://github.com/ppy/osu
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changed curve to linear OD + acc based curve
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@ -121,13 +121,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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: 0.0);
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: 0.0);
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}
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}
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// Scale the aim value with accuracy _alot_
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// Scale the aim value with accuracy and OD
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if (accuracy > .8)
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aimValue *= .975 + Math.Pow(Attributes.OverallDifficulty, 2) / 1500 + 200 * (accuracy - 1) * Math.Pow(1 / Attributes.OverallDifficulty, 2);
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aimValue *= 0.5 + Math.Pow(Math.Sin(2.5 * (accuracy - .8) * Math.PI), 2) / 2;
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else
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aimValue *= accuracy * (.5 / .8);
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// It is important to also consider accuracy difficulty when doing that
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aimValue *= 0.975 + Math.Pow(Attributes.OverallDifficulty, 2) / 2000;
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return aimValue;
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return aimValue;
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}
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}
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@ -157,13 +152,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => m is OsuModHidden))
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if (mods.Any(m => m is OsuModHidden))
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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// Scale the speed value with accuracy _alot_
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// Scale the speed value with accuracy and OD
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if (accuracy > .8)
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speedValue *= .95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750 + 200 * (accuracy - 1) * Math.Pow(1 / Attributes.OverallDifficulty, 2);
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speedValue *= 0.5 + Math.Pow(Math.Sin(2.5 * (accuracy - .8) * Math.PI), 2) / 2;
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else
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speedValue *= accuracy * (.5 / .8);
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 1000;
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return speedValue;
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return speedValue;
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}
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}
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