diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs index c62ea75abd..c1d704b0ba 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs @@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty public double StaminaDifficulty { get; set; } /// - /// The ratio of stamina difficulty from mono-color streams to total stamina difficulty. + /// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty. /// [JsonProperty("mono_stamina_factor")] public double MonoStaminaFactor { get; set; } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 65b8f080cd..9e89c0c110 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (totalSuccessfulHits > 0) effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; - // TODO: The detection of rulesets is temporary until the leftover old skills have been reworked. + // Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calcuation. bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1; double multiplier = 1.13; @@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (score.Mods.Any(m => m is ModEasy)) multiplier *= 0.950; - double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert); + double difficultyValue = computeDifficultyValue(score, taikoAttributes); double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert); double totalValue = Math.Pow( @@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty }; } - private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert) + private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) { double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0; @@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (estimatedUnstableRate == null) return 0; - // Scale accuracy more harshly on nearly-completely mono speed maps. + // Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps. double accScalingExponent = 2 + attributes.MonoStaminaFactor; double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor;