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.
- Nerf wide angle stream (circle stream), since it's much easier in relax.
- Nerf velocity bonus in acute angle calculation, since relax is not so that sensitive with velocity.
- Include relax rhythm evaluator
- Nerf velocity bonus in wide angle stream calculation, since relax is not so that sensitive with velocity.
- Remove all post calculation from ppy formula.
- Include all post calculation from akatsuki formula.
- Remove SPD calculation in relax.
- Apply rhythm evaluator to narrow distance objects in AIM.
- Nerf overall narrow distance (<200mm) streams in AIM.
- Nerf round stream in wide angle bonus.
- Nerf velocity bonus in acute angle bonus.
- Adjust multipliers to bonus VELOCITY_CHANGE and SLIDER.
- Bonus scores that doesn't enable DT.
- Inflat the final performance value.