FL gives a huge bonus on maps which are hard to aim. I am tallking about a 36% increase. However if the movement of the map you played is not that complicated, then even FL won't be able to pull it up by much. I've already been considering to increase FL's bonus even further in the past, since it makes aiming so much harder.Kert wrote:
http://osu.ppy.sh/b/269963?m=0 - random DT gives more points than
http://osu.ppy.sh/b/96095?m=0 with HR
http://osu.ppy.sh/b/49067?m=0 gives way too much points, cosnsidering it's a lot easier than any of the above
In general I feel that DT gives qute a lot more than it should and HR on really small circles isn't as rewarding
And also FL?
FL is not favoured at all?
http://osu.ppy.sh/s/18156 - this must be one of my top plays, yet it's nowhere close
(my assumption is results are ordered almost in the same way as in tp)
As for the HR rank vs your DT rank. I believe they are both very good and will keep tweaking the difficulty algorithm. It's hard to calll one of them both better than the other with good reasoning.
This has been considered, but there are just too many cases where the scoring system fails in my opinion. Even having a small contribution could be fatal for some scores. As I said earlier, I am already thinking about way to increase the vallue of FlashLight without making it "overpowered" on harder maps. Pattern difficulty is not yet implemented but definitely planned.Ziggo wrote:
I agree to everything you've said. Also, I believe the actual rank of a score should be considered as well. This would indirectly increase the value of mods like FL and getting good accuracy on maps with complicated patterns.