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Replace recently-added HP drain density calculation with combo-end bonus #26083
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if (result.HitObject is not IHasComboInformation combo) | ||
return getHealthIncreaseFor(result); |
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I guess this is for safety but this branch should be 100% dead...? OsuHitObject
implements IHasComboInformation
.
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I suppose so. Imo there's nothing wrong with being safe. Might eventually move this to the base implementation if it works well too.
if (IsSimulating) | ||
return getHealthIncreaseFor(result); |
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So the simulation run that determines the drain rate does ignores the existence of the end combo bonus entirely?
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Yeah. This is not how stable does it but adding the combo bonus during simulation still makes it harder than it should be. Perhaps it could consider the lowest possible combo result, but let's get some feedback on how this feels the way it is first.
break; | ||
} | ||
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||
// The tail has a special IgnoreMiss judgement |
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...or SmallTickMiss
, if classic mod is active. But the condition below appears to cover both, so it's fine.
I'm unable to review the actual balance part of this and I'm not even sure it's productive at this point. Just pointed out things that seemed strange. |
When maps have very consistent density, HP drain is as harsh as it can get to the point that it feels like if you miss a note you can never regain HP.
I don't know how to maths enough to fix this just from just the hp increase / hp drain side of things, so I'm taking another approach by adding combo-end bonuses similar to stable.
Stable gives one of three bonuses at the time combo:
The slider tick/slider tail cases are a bit special in lazer due to judgement differences from stable.
Replays.zip (5. is most relevant to this PR)