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Bring back convert nerf to fix overweighted taiko difficulty #30456

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Nov 4, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -87,6 +87,15 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
double starRating = rescale(combinedRating * 1.4);

// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
{
starRating *= 0.925;
// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
if (colourRating < 2 && staminaRating > 8)
starRating *= 0.80;
}

HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);

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