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made speed pp UR less worst-casy
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Givikap120 committed Sep 16, 2024
1 parent 07e6baa commit 4ad0ce4
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -234,7 +234,7 @@ private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attrib
// (WARNING: potentially unstable, but instability detected in playable difficulty range).
double arAdjust = calculateDeviationArAdjust(attributes.ApproachRate);
double adjustedSpeedDeviation = speedDeviation * (arAdjust < 1 ? Math.Pow(arAdjust, 0.7) : arAdjust);
speedValue *= SpecialFunctions.Erf(22 / (Math.Sqrt(2) * adjustedSpeedDeviation * Math.Max(1, Math.Pow(attributes.SpeedDifficulty / 4.5, 1.2))));
speedValue *= SpecialFunctions.Erf(20.5 / (Math.Sqrt(2) * adjustedSpeedDeviation * Math.Max(1, Math.Pow(attributes.SpeedDifficulty / 4.5, 1.2))));
speedValue *= 0.95 + Math.Pow(100.0 / 9, 2) / 750; // OD 11 SS stays the same.

return speedValue;
Expand Down Expand Up @@ -386,8 +386,8 @@ private double calculateSpeedDeviation(ScoreInfo score, OsuDifficultyAttributes
if (totalSuccessfulHits == 0)
return double.PositiveInfinity;

// Calculate accuracy assuming the worst case scenario
double speedNoteCount = attributes.SpeedNoteCount;
// Calculate accuracy assuming close to the worst case scenario
double speedNoteCount = attributes.SpeedNoteCount + 0.1 * Math.Max(0, totalHits - attributes.SpeedNoteCount);

// Assume worst case: all mistakes was on speed notes
double relevantCountMiss = Math.Min(countMiss, speedNoteCount);
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