diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index bb67015d60ae..67e711fdc785 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -203,15 +203,15 @@ private double combinedDifficultyValue(Rhythm rhythm, Reading reading, Colour co peaks.Add(peak); } - // We are taking 20% of the top weight spikes in strains to achieve a good perception of the map's peak sections. - List<double> hardStrains = peaks.OrderDescending().ToList().GetRange(0, peaks.Count / 10 * 2); + // We are taking 1% of the top weight spikes in strains to achieve a good perception of the map's peak sections. + List<double> hardStrains = peaks.OrderDescending().ToList().GetRange(0, peaks.Count / 100); // We are taking 20% of the middle weight spikes in strains to achieve a good perception of the map's overall progression. List<double> midStrains = peaks.OrderDescending().ToList().GetRange(peaks.Count / 10 * 4, peaks.Count / 10 * 2); // We can calculate the consitency factor by doing middle weight spikes / most weight spikes. // It resoult in a value that rappresent the consistency for all peaks in a range number from 0 to 1. - totalConsistencyFactor = midStrains.Average() / hardStrains.Average(); + totalConsistencyFactor = peaks.Average() / hardStrains.Average(); double difficulty = 0; double weight = 1;