I no longer agree with this post.
March 2019 Version of this Post
Multiple mods have weird and over complicated calculations. My idea is an easier and MORE SENSICAL way of going about Scoring, Star Rating, and pp spreading maps with these difficulties.
In osu!, mods change one or more variables that can be set in the mapmaker.
What I say is simple and easy to understand. If I were to play a map half-time, I would receive a 0.3x multiplier on my score. Okay. But if I got (let's say) 10,000 score on a map with half time and then compared that to a modified version of the same map where I manually changed the map files and settings to where it was exactly the same as playing said map on HT and played it the exact same (making the exacts same cursor and keyboard movements) I would get a COMPLETELY different score! What I say is this. If a player plays a map with a mod, score, pp, ect. should be exactly the same as playing it with said modifications applied manually.
Basically, treat maps that are faster as if they were mapped in that way. A map with Nightcore enabled should be no different from a map of a Nightcore song.
Multiple mods have weird and over complicated calculations. My idea is an easier and MORE SENSICAL way of going about Scoring, Star Rating, and pp spreading maps with these difficulties.
General Concept
In osu!, mods change one or more variables that can be set in the mapmaker.
What I say is simple and easy to understand. If I were to play a map half-time, I would receive a 0.3x multiplier on my score. Okay. But if I got (let's say) 10,000 score on a map with half time and then compared that to a modified version of the same map where I manually changed the map files and settings to where it was exactly the same as playing said map on HT and played it the exact same (making the exacts same cursor and keyboard movements) I would get a COMPLETELY different score! What I say is this. If a player plays a map with a mod, score, pp, ect. should be exactly the same as playing it with said modifications applied manually.
Example per Mod
- EZ (Easy) - Maps should be treated as if every setting was halved with the exception of HP Drain which should be halved, then divided by 3 to reflect the 3 health bars received in EZ.
- NF (No Fail) - Maps should be treated EXACTLY THE SAME if the health bar never reaches 0. If the health bar does reach 0, take every bit of HP the would have gone negative (if that was possible) and treat map as how much Health Drain would be required to make a play like that possible without EZ.
- HT (Half Time) - Treat map as if it was 75% it's actual speed, and all other settings were slightly lower. I would be more specific but the wiki is very unclear as to what else HT does.
- HR (Hard Rock) - Maps should be treated as if CS was raised by 30%, all other settings were raised by 40%, and the map was flipped over the X-axis.
- SD (Sudden Death) - NO CHANGE
- PF (Perfect) - NO CHANGE
- DT (Double Time) - Maps should be treated as if maded 150% faster, and all other settings were slightly slower. I would be more specific but the wiki is very unclear as to what else DT does.
- NC (Nightcore) - SAME AS DT
- HD (Hidden) - Can't really say about this because this is a lot more complicated than everything else. Could be treated as if the Approach Rate was much shorter or something.
- FL (Flashlight) - SAME AS HD
- SO (Spun Out) - Could be treated as if spinner was missed when it comes to score and such, but no punishment to HP and % and stuff.
TL:DR
Basically, treat maps that are faster as if they were mapped in that way. A map with Nightcore enabled should be no different from a map of a Nightcore song.