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@buyaspacecube
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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 strains such that total 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 for effectiveMissCount

@Lawtrohux
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@ppy/pp-maintainers could we please get a sheet for this?

@stanriders
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!diffcalc
RULESET=taiko
OSU_A=https://github.com/ppy/osu/tree/pp-dev
OSU_B=#34327

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@buyaspacecube
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looks right to me

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@Lawtrohux Lawtrohux left a comment

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happy

@buyaspacecube buyaspacecube requested a review from a team July 28, 2025 08:29
@buyaspacecube buyaspacecube moved this from Pending Review to Pending Maintainers Review in Difficulty calculation changes Jul 28, 2025
@tsunyoku tsunyoku enabled auto-merge (squash) July 28, 2025 13:37
@tsunyoku tsunyoku merged commit 803e30f into ppy:pp-dev Jul 28, 2025
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@github-project-automation github-project-automation bot moved this from Pending Maintainers Review to Pending Deploy in Difficulty calculation changes Jul 28, 2025
@buyaspacecube buyaspacecube deleted the consistency-from-objects branch August 2, 2025 11:31
Finadoggie pushed a commit to Finadoggie/osu that referenced this pull request Aug 18, 2025
* Calculate consistency factor from object strains

* Use `totalDifficultHits` in performance calc

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Co-authored-by: James Wilson <[email protected]>
@stanriders stanriders moved this from Pending Deploy to Deployed in Difficulty calculation changes Oct 29, 2025
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4 participants