diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs index 2919f1816417..7d2528ba7108 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/Aim/FlowAimEvaluator.cs @@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators.Aim { public static class FlowAimEvaluator { - private const double velocity_change_multiplier = 0.52; + private const double velocity_change_multiplier = 0.5; /// /// Evaluates difficulty of "flow aim" - aiming pattern where player doesn't stop their cursor on every object and instead "flows" through them. @@ -90,11 +90,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with // Scale with ratio of difference compared to 0.5 * max dist. double distRatio = DifficultyCalculationUtils.Smoothstep(Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity), 0, 1); - // Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing. - double overlapVelocityBuff = Math.Min(OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25 / Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime), - Math.Abs(prevVelocity - currVelocity)); - - flowDifficulty += overlapVelocityBuff * + flowDifficulty += Math.Abs(prevVelocity - currVelocity) * distRatio * overlappedNotesWeight * velocity_change_multiplier;