diff --git a/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs b/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs index 979861148884..c0a6d3a755ac 100644 --- a/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs +++ b/osu.Game.Rulesets.Osu.Tests/OsuDifficultyCalculatorTest.cs @@ -22,7 +22,7 @@ public class OsuDifficultyCalculatorTest : DifficultyCalculatorTest public void Test(double expectedStarRating, int expectedMaxCombo, string name) => base.Test(expectedStarRating, expectedMaxCombo, name); - [TestCase(9.4310274277499619d, 239, "diffcalc-test")] + [TestCase(9.6343245007055653d, 239, "diffcalc-test")] [TestCase(1.7550169162648608d, 54, "zero-length-sliders")] [TestCase(0.55231632896800109d, 4, "very-fast-slider")] public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs index c3270f25f8e3..fdf94719ed1a 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs @@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators public static class AimEvaluator { private const double wide_angle_multiplier = 1.5; - private const double acute_angle_multiplier = 2.35; + private const double acute_angle_multiplier = 2.7; private const double slider_multiplier = 1.35; private const double velocity_change_multiplier = 0.75; private const double wiggle_multiplier = 1.02; @@ -75,7 +75,6 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with { double currAngle = osuCurrObj.Angle.Value; double lastAngle = osuLastObj.Angle.Value; - double lastLastAngle = osuLastLastObj.Angle.Value; // Rewarding angles, take the smaller velocity as base. double angleBonus = Math.Min(currVelocity, prevVelocity); @@ -90,11 +89,11 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with // Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute. wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(lastAngle), 3))); - // Penalize acute angles if they're repeated, reducing the penalty as the lastLastAngle gets more obtuse. - acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastLastAngle), 3))); + // Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse. + acuteAngleBonus *= 0.03 + 0.97 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3))); - // Apply wiggle bonus for jumps that are [radius, 2*diameter] in distance, with < 110 angle and bpm > 150 - // https://www.desmos.com/calculator/iis7lgbppe + // Apply wiggle bonus for jumps that are [radius, 3*diameter] in distance, with < 110 angle + // https://www.desmos.com/calculator/dp0v0nvowc wiggleBonus = angleBonus * DifficultyCalculationUtils.Smootherstep(osuCurrObj.LazyJumpDistance, radius, diameter) * Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuCurrObj.LazyJumpDistance, diameter * 3, diameter), 1.8)