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Basic tl-tapping consideration for stamina #20558
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looks fine to me. in the future when more skills are worked on we can hope that converts and their respective playstyles don't continue to need special consideration.
…t/osu into stamina-available-fingers
@smoogipoo can we get a smoogisheet for this build with converts enabled please? |
SR/PP sheet added to the description. |
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reapproving as smoogisheet was just to double check unseen values.
what i will say is that some loved converts gain absolute stupid sr, but this solely due to them being impossible maps in the first place, however this issue is past this fix/buff/nerf to things so ill leave that up to discretion having a significant amount of 10* - 40* converts.
So just to confirm, it's intended that https://osu.ppy.sh/scores/taiko/151614379 gains 300pp and becomes the new pp record? |
In regards to other scores gaining, this is justified. Converts were previously fixed nerfed 20% by the nature of the code, and are in a better place now then before. While tweaks still need to be made, this is planned for the next large pr within the coming week containing the rewrite of the rhythm skill. |
private static int availableFingersFor(TaikoDifficultyHitObject hitObject) | ||
{ | ||
DifficultyHitObject? previousColourChange = hitObject.Colour.PreviousColourChange; | ||
DifficultyHitObject? nextColourChange = hitObject.Colour.NextColourChange; | ||
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if (previousColourChange != null && hitObject.StartTime - previousColourChange.StartTime < 300) | ||
{ | ||
return 2; | ||
} | ||
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if (nextColourChange != null && nextColourChange.StartTime - hitObject.StartTime < 300) | ||
{ | ||
return 2; | ||
} | ||
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return 4; | ||
} |
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Why is it 2 or 4 fingers, instead of 1 or 2 fingers?
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mechanically, normal taiko players have 2 fingers available to hit each colour, with the TL playstyle, they use four and above fingers solely to hit the single colour.
2 fingers refers to the normal count, while 4 refers to the new count if the threshold is reached.
foreach (var hitObject in monoStreak.HitObjects) | ||
{ | ||
hitObject.Colour.MonoStreak = monoStreak; | ||
} |
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Isn't it functionally equivalent to add:
hitObject.Colour.AlternatingMonoPattern = monoPattern;
hitObject.Colour.RepeatingPattern = repeatingHitPattern;
In this loop? Just to reduce the amount of looping.
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Yeah it should be, will apply this when I'm back
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Applied in 122064d
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Smoogisheet seems to feature mostly converts (which I agree is the main goal of this), and PR does a fair job in tackling this issue.
I would like to see the results for mode-specific maps (we should expect minimal changes) before making any call on this though (can't seem to find many in the smoogisheet).
Added to OP. |
Updated the spreadsheets in the description because they were generated incorrectly (see ppy/osu-queue-score-statistics#102). Please re-check. |
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lgtm! the new values actually look better as per the accuracy issue
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I believe I've raised in the past that it would be useful to run it through a sample of "known" maps as a benchmark, even if just to confirm that the change is minimal.
If I am right in assuming that maps not showing up is indicative of minimal change (ie. <0.1* SR), approved.
Correct, it only shows SR differences >0.1*. |
I'll just quickly state that while the comment in the detection of rulesets is indeed temporary in regards to specific multipliers. It is planned to be used in a couple of others ways in future PR's, meaning that the related PR's to assist with this are not for a temporary function. |
5448c02
@@ -43,6 +43,9 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s | |||
if (totalSuccessfulHits > 0) | |||
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; | |||
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// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked. | |||
bool taikoSpecificBeatmap = score.BeatmapInfo.Ruleset.OnlineID == 1; |
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Would it be better to call this isConvert
similar to everywhere else?
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That's a fair point.
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Seems fine code-wise
Prereqs:
SoloScoreInfo.ToScoreInfo()
#20984The main aim of this PR is to improve difficulty calculation for patterns with extremely fast and long mono patterns. In this case, the player can use more than 2 fingers to press the same keys (known as tl-tapping), making the original assumption of 2 fingers available for each colour false.
Difficulty Calculator Changes:
Performance Calculator Changes:
rulesetTaiko
bool, which applies previous bonuses strictly to the taiko ruleset as a way to combat easy-to-memorise converts. This is temporary until the reading skill is implemented.SR/PP spreadsheets:
With converts: https://docs.google.com/spreadsheets/d/1eS4BBq7Ku7oY62nHtOnRBbrnhSTiMphLiHpwyWwEcwA/edit#gid=686072955
Without converts: https://docs.google.com/spreadsheets/d/12tejBO5JFGvOfuAKnayHHcWv5MWxOfH591eT6Vhk0h4/edit
As of 9065cb0