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reintroduce fl bonus to converts
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (score.Mods.Any(m => m is ModHardRock))
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if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.050;
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difficultyValue *= 1.050;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && readingBonusEnabled)
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.050 * lengthBonus;
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difficultyValue *= 1.050 * lengthBonus;
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return difficultyValue * Math.Pow(score.Accuracy, 2.0);
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return difficultyValue * Math.Pow(score.Accuracy, 2.0);
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@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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accuracyValue *= lengthBonus;
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accuracyValue *= lengthBonus;
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
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accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
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accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
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