osu!taiko consistency factor changes using object strains #34327
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With how the consistency factor is currently used, adding easy strains can nerf a map's length bonus and miss penalty. These changes fix that by calculating the consistency factor using
object strainssuch thattotal difficult hits(total hits * consistency factor) will never decrease when easy objects (outside the top 5% of object strains) are added. I factored out the peak combining code in TaikoDifficultyCalculator to avoid duplication but the diffs are really confusing, I recommend looking at the file itself if necessary. This also eliminates the need foreffectiveMissCount