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Bring back convert nerf to fix overweighted taiko difficulty
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osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs

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@@ -87,6 +87,15 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
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double starRating = rescale(combinedRating * 1.4);
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// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
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if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
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{
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starRating *= 0.925;
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// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
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if (colourRating < 2 && staminaRating > 8)
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starRating *= 0.80;
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}
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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