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Change approach rate bonuses to be less punishing on mid-length maps
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@ -98,11 +98,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33);
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approachRateFactor += Attributes.ApproachRate - 10.33;
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else if (Attributes.ApproachRate < 8.0)
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approachRateFactor += 0.01 * (8.0 - Attributes.ApproachRate);
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approachRateFactor += 0.025 * (8.0 - Attributes.ApproachRate);
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aimValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0));
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aimValue *= 1.0 + (0.03 + 0.37 * (1.0 / Math.Exp(-(0.0007 * (totalHits - 400))))) * approachRateFactor;
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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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if (mods.Any(h => h is OsuModHidden))
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@ -145,10 +145,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33);
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approachRateFactor = Attributes.ApproachRate - 10.33;
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speedValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0));
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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approachRateFactor += Attributes.ApproachRate - 10.33;
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speedValue *= 1.0 + (0.03 + 0.37 * (1.0 / Math.Exp(-(0.0007 * (totalHits - 400))))) * approachRateFactor;
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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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