I'm not sure if this should be implemented since just like AR, the OD of a map doesn't "change" when you put on DT or HT. It just seems different relative to the base. The
apparent AR of 9 + DT is 10.33 based on the AR calculation formula, but the actual AR value doesn't change.
AR calculationBase AR scales by 150 ms per point above AR 5, which is 1200 ms.
Therefore, AR 9 is 1200 - 150(9 - 5) = 600 ms
DT makes the apparent AR 1/3 faster. 2/3(600) = 400 ms
If you solve for x in 1200 - 150(x - 5) = 400, you will get 10.33
This number is used as a comparison to actual AR values. However, the actual AR will always be between 0 and 10.
Similarly, OD 8 + DT relative to actual OD values is 9.75, but it's actually just 8.
OD calculationBase OD scales by 6ms per point. OD 0 is 79.5 ms.
Therefore, OD 8 is 79.5 - 6(8) = 31.5 ms
DT makes the apparent OD 1/3 harsher. 2/3(31.5) = 21 ms
If you solve for x in 79.5 - 6(x) = 21, you will get 9.75
This number is used as a comparison to actual OD values. However, the actual OD will always be between 0 and 10.
Since this is the way the game currently treats AR and OD, the values shown in the difficulty settings don't change, but have an arrow next to them. This means the internal AR and OD values will remain the same, which explains why the hit error bar doesn't change. This could probably be changed, but I'm unsure if it's really worth the effort.