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Rename method
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@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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aimValue *= comboScaling();
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aimValue *= getComboScalingFactor();
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@ -146,7 +146,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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speedValue *= comboScaling();
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speedValue *= getComboScalingFactor();
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@ -230,7 +230,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= comboScaling();
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flashlightValue *= getComboScalingFactor();
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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@ -262,7 +262,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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}
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private double comboScaling() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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