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Don't punish slider hit windows in difficulty calculations when slider head accuracy is in use #28267
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Manually tested some maps. Most are unchanged as expected, but the single biggest change I saw by far was on DeviousPanda's Asteroid Field of DECAPLETS. Between classic and nomod, it goes from 1005pp to 1257pp. I think this is reasonable given the map though... @smoogipoo bit of a tough ask, but in the future I expect to run into more "adds calculation for mods" PRs that have few set scores. Would it be feasible to generate sheets for these proposals where we get "nomod vs. [mod]" comparisons across all ranked & loved maps? |
isn't it will be faster and more clean to just use bool |
I think either case could be argued but I chose to pass mods to be more explicit (and in case we end up doing more with them in future) but I'm really fine with either. |
Yes, CL is basically treated the same way as nomod right now. |
Is this already achieved by the |
Let's try it I guess, if I'm understanding correctly you want... !diffcalc |
!diffcalc |
This needs osu/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs Lines 146 to 155 in 20a539b
Which brings up another issue - that we're going to be doubling the storage of this in the database and it might need to wait for realtime difficulty. The sheet is likely empty because of this - osu/osu.Game/Rulesets/Difficulty/DifficultyCalculator.cs Lines 144 to 158 in 20a539b
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Oh dear. Yeah I thought something like this would happen... I'll add |
I'm not immediately sure. It will need a team discussion that we haven't had yet and infra considerations. |
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It's unfortunate that we'll have to have this change stuck in limbo for now, but that's to be expected with the new lazer mods (and especially mod settings)
In similar vein to #27063. When slider head accuracy is in use, the logic process of "this makes hit windows easier" no longer applies.
This will affect difficulty attributes and will rely on "lazer no mod" and CL not re-using the same attributes (I think they currently do?)
This is unlikely to cause noticable differences on the majority of rhythm-heavy maps as they tend to not have a lot of slider rhythm.