Comments (2)
Hi there, these maps actually used to be treated identically, indeed!
The reason a slight boost to smaller-circle difficulty was added was a large amount of community feedback.
I can somewhat justify it like this: the equivalence stops as soon as smaller-circle maps aren’t confined to the center of the screen anymore. Then you won’t be able to build equivalent larger-circle maps anymore due to the circles poking out of the screen.
Admittedly, one could try designing the function of jump difficulty in terms of distance such that this effect is captured, but I had a hard time coming up with a working formula. The human visual/motor system just doesn’t seem to be sufficiently scale invariant in these cases. (With smaller-circle jumps with smaller distances seemingly being overproportionally harder than their larger hypothetical counterparts that would be bigger than the screen.)
In the end, it’s a lot of hardcoded fudge, though, so definitely worth being revisited.
from osu-performance.
That makes sense, my first thought would be to try non-linear distance scaling where increases at larger distances are worth more, and compensation nerfing aim speed for non complex patterns.
I admittedly should try such changes on my own and produce data to see what results such a change would bring however the codebase for osu performance is a bit daunting to comprehend before I know fully what impact my changes would have.
from osu-performance.
Related Issues (20)
- Scaling miss penalization according to the number of hitobjects in a map HOT 2
- Addition of pp to slider based on Slider Velocity HOT 13
- Stop score overwrite if pp of the play is lower HOT 6
- An addition of SD(ObjectSpacing) to aim_pp with the goal to compensate high variance stream maps HOT 23
- Drop frame when I miss in taiko mode HOT 1
- Hitoffsets in score data
- Simple buff for low AR HOT 20
- Support unconditionally re-computing the pp across all rulesets HOT 2
- Cap bonus pp at a certain amount of plays HOT 10
- High AR HDFL aim pp HOT 9
- osu!mania NF multiplier in code doesn't match live HOT 7
- Split pp into separate skill values
- osu!mania pp calc : scoreMultiplier ignoring NF mutliplier seems contradictory HOT 1
- Adjusting pp lost on a miss based on location of miss within the map HOT 2
- Statistical osu SR & performance calc HOT 12
- Acc based on Statistical Accuracy
- Markov Model Probability of FC HOT 2
- The high AR Bonus is faulty (With possible solutions) HOT 5
- Remove rhythm change bonus from taiko SR HOT 4
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from osu-performance.