diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index b77afc173d..778e80c5c4 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty { countSliderEndsDropped = osuAttributes.SliderCount - score.Statistics.GetValueOrDefault(HitResult.SliderTailHit); countLargeTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss); - effectiveMissCount = countMiss; + effectiveMissCount = calculateEffectiveLazerMissCount(osuAttributes); } double multiplier = PERFORMANCE_BASE_MULTIPLIER; @@ -274,6 +274,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty return Math.Max(countMiss, comboBasedMissCount); } + private double calculateEffectiveLazerMissCount(OsuDifficultyAttributes attributes) + { + // Cap LargeTickMisses to avoid buzz sliders giving high miss counts + // Uses very similar formula to calculateEffectiveMissCount(), but utilizes osu!lazer's extra data + double comboBasedMissCount = 0.0; + + if (attributes.SliderCount > 0) + { + comboBasedMissCount = (attributes.MaxCombo - countSliderEndsDropped) / Math.Max(1.0, scoreMaxCombo); + } + + // Clamp miss count to maximum amount of possible breaks + comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss + countLargeTickMiss); + + return Math.Max(countMiss, comboBasedMissCount); + } // Miss penalty assumes that a player will miss on the hardest parts of a map, // so we use the amount of relatively difficult sections to adjust miss penalty