I actually believe that the multiplier should be at around 0.7-0.8x. Doing multiple multipliers for one mod is just a little too much, but wouldn't hurt to try. :/
Actually in reality multipliers should be the average difficulty ratio between the +Mod and -Mod. If the difficulty changes due to HP, so should the multiplier.dark_assassin16 wrote:
I actually believe that the multiplier should be at around 0.7-0.8x. Doing multiple multipliers for one mod is just a little too much, but wouldn't hurt to try. :/
Thats why I suggested score multiplier based on HP.GhostFrog wrote:
And on top of that, if you miss something that leaves you with the tiniest sliver of health that drains away before you can hit the next note, this mod would prevent the fail, whereas if you miss something that just barely removes the last bit of your health, this mod would not prevent the fail. The separation between passive and active hp loss isn't as clear as it seems.
Endaris wrote:
That's nonsense.
You still get HP for 100s and don't lose HP for 50s.
Which means that misses(I consider sliders you were so late on that you get a 100/50+combobreak misses too) are the only way to actually lose Health.
Which means that unless you're missing half of the map's circles there's no chance to possibly fail that map.
Even if anyone ever cared enough for this, the score multiplier should be the same as for NF.
Mappers can manually put in breaks so if there aren't any you have to assume that it's a behaviour intended by the mapper.dark_assassin16 wrote:
Or this could be an option during mapping that would cancel out any failing during that time period.
*cough cough* Happy30 spinners *cough cough*Endaris wrote:
Mappers can manually put in breaks so if there aren't any you have to assume that it's a behaviour intended by the mapper.dark_assassin16 wrote:
Or this could be an option during mapping that would cancel out any failing during that time period.
Drain is also relative to the note/combo-density of a map and brief pauses without giving the player an actual break will therefore lower the overall drain of the map making such spots very passable unless you mess up. But if you mess up there's no problem with you failing.
Exactly Or some maps that have a really high BPM with a high AR. This passive HP drain can cause high level players to fail if they play a map with, I don't know, HR + DT? I still keep my case.Baraatje123 wrote:
*cough cough* Happy30 spinners *cough cough*Endaris wrote:
Mappers can manually put in breaks so if there aren't any you have to assume that it's a behaviour intended by the mapper.
Drain is also relative to the note/combo-density of a map and brief pauses without giving the player an actual break will therefore lower the overall drain of the map making such spots very passable unless you mess up. But if you mess up there's no problem with you failing.
Improve your accuracy or play easier maps.dark_assassin16 wrote:
But still, this mod could be used to reduce difficulty on high HP maps.
Or maybe maps with very long streams. You can trip in the middle of the stream and you have to restart all over again, which makes it difficult for you if you can't pass that specific part.Failing without missing when every note in the stream gives you back a bit of health? I don't think so. If you're somehow getting all 50s for an entire deathstream and failing because of it, improve your accuracy.
Plus, using No-Fail just for one specific part and have your multiplier halved so that you could pass that one part, it just seems a little ridiculous.No, it doesn't seem ridiculous at all. If you can't pass the subjectively hardest part of the map, why reward you for being able to pass all of the easier parts? And if the hardest part of the map for you to pass is one in which you aren't missing notes, improve your accuracy.