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RELAX.md

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Terms

strain_time: the real delta time(ms) between two hit objects. e.g. 300BPM Jump: 60 / 300 * 1/2 = 100, 200BPM Stream: 60 / 200 * 1/4 = 75.

hit_window: overall_difficulty, representing the hit range that players should follow.

Ideas

  1. Nerf wide angle stream (circle stream), since it's much easier in relax.
  2. Nerf velocity bonus in acute angle calculation, since relax is not so that sensitive with velocity.
  3. Include relax rhythm evaluator
  4. Nerf velocity bonus in wide angle stream calculation, since relax is not so that sensitive with velocity.

Changes

  1. Remove all post calculation from ppy formula.
  2. Include all post calculation from akatsuki formula.
  3. Remove SPD calculation in relax.
  4. Apply rhythm evaluator to narrow distance objects in AIM.
  5. Nerf overall narrow distance (<200mm) streams in AIM.
  6. Nerf round stream in wide angle bonus.
  7. Nerf velocity bonus in acute angle bonus.
  8. Adjust multipliers to bonus VELOCITY_CHANGE and SLIDER.
  9. Bonus scores that doesn't enable DT.
  10. Inflat the final performance value.