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Original file line number Diff line number Diff line change
Expand Up @@ -28,10 +28,10 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
if (current.BaseObject is Spinner || current.Index <= 1 || osuLastObj.BaseObject is Spinner)
return 0;

const double wide_angle_multiplier = 9.67;
const double wide_angle_multiplier = 10.0;
const double acute_angle_multiplier = 2.41;
const double slider_multiplier = 1.5;
const double velocity_change_multiplier = 0.9;
const double velocity_change_multiplier = 1.0;

// WARNING: Increasing this multiplier beyond 1.02 reduces difficulty as distance increases. Refer to the desmos link above the wiggle bonus calculation
const double wiggle_multiplier = 1.02;
Expand All @@ -58,7 +58,8 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
double snapDifficulty = currVelocity; // Start difficulty with regular velocity.

// Penalize angle repetition.
snapDifficulty *= vectorAngleRepetition(osuCurrObj, osuLastObj);
if (Math.Max(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime) < 1.1 * Math.Min(osuCurrObj.AdjustedDeltaTime, osuLastObj.AdjustedDeltaTime)) // If rhythms are the same.
snapDifficulty *= vectorAngleRepetition(osuCurrObj, osuLastObj);

if (osuCurrObj.Angle != null && osuLastObj.Angle != null)
{
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4 changes: 2 additions & 2 deletions osu.Game.Rulesets.Osu/Difficulty/Skills/Aim.cs
Original file line number Diff line number Diff line change
Expand Up @@ -56,8 +56,8 @@ protected override double StrainValueAt(DifficultyHitObject current)

private double calculateAdjustedDifficulty(DifficultyHitObject current)
{
const double skill_multiplier_snap = 70.9;
const double skill_multiplier_agility = 2.35;
const double skill_multiplier_snap = 70.6;
const double skill_multiplier_agility = 2.25;
const double skill_multiplier_flow = 242.0;

double snapDifficulty = SnapAimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skill_multiplier_snap;
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