Change osu difficulty attributes to use performance scaling #36110
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Use performance as a base difficulty attribute to ensure that they all have the same scaling and to avoid unnecessary conversions.
Potentially
CalculateDifficultyRatingfunction could also be removed and instead - it would be a part of rescale formula inPerformanceValue.Relax multipliers change:
Aim: 0.9^3 = 0.729 -> 0.7 (slight nerf)
Flashlight: 0.7^2 = 0.49 -> 0.5 (slight buff)
Autopilot multipliers change:
Speed: 0.5^3 = 0.125 -> 0.125 (no change)
Flashlight: 0.4^2 = 0.16 -> 0.15 (slight nerf)
Touch Device multipliers change:
Aim: x^0.8 -> x^0.8 * 1.3
Flashlight: x^0.8 -> x^0.8 * 1.9
Those multipliers result in almost the same values as currently. Made them accurate because it's a ranked mod and I don't want any out of scope big balance changes.
I haven't adjusted Magnetised and Deflate multipliers. In order to make them match live - you need to raise them to the power of 3 and 2 accordingly, but I don't sure this is needed, as from my testing current values are too harsh (8 star aim drops to less than 5 star on 0.5x, despite spacing being only being decreased in 2 times at most).