From 2616df3953c577e2cdfaf995144cd03bce3783bd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Burgelin=20=28Zyf=29?= Date: Sun, 31 Dec 2023 12:43:35 +0100 Subject: [PATCH 1/2] Lazer Gameplay differences: Small fix about slider-ends combo --- .../Lazer/Gameplay_differences_in_osu!(lazer)/en.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md b/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md index 653c88ed50c4..24a5d3e57e65 100644 --- a/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md +++ b/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md @@ -138,7 +138,7 @@ Until lazer, sliders have only required the accuracy of a 50/MEH judgement to re Missing a slider head (either by not hitting it or hitting it during its miss window) would previously break combo but not cause a MISS judgement, and a judgement could still be received for the missed slider by completing the rest of it. This allowed players to get scores with low max combo while technically having no misses. -In lazer, not hitting the slider head will give a MISS judgement for the whole slider. After missing a slider head, combo, score, and accuracy can still be gained from slider ticks and repeats, while only score and accuracy can still be gained from the slider end. +In lazer, not hitting the slider head will give a MISS judgement for the whole slider. After missing a slider head, combo, score, and accuracy can still be gained from slider ticks, repeats and ends. | | | | :-- | :-: | From 4e5c4704707ac63e1646285f09dc572640d380c8 Mon Sep 17 00:00:00 2001 From: clayton Date: Sun, 31 Dec 2023 16:43:33 -0800 Subject: [PATCH 2/2] Serial comma --- .../Lazer/Gameplay_differences_in_osu!(lazer)/en.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md b/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md index 24a5d3e57e65..c682d8a88b21 100644 --- a/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md +++ b/wiki/Client/Release_stream/Lazer/Gameplay_differences_in_osu!(lazer)/en.md @@ -41,7 +41,7 @@ This is mostly due to changes to the judgement system. For example, Geki and Kat ### All game modes except osu!catch use the same grading system -In stable, the accuracy (and judgement) requirements for each [grade](/wiki/Gameplay/Grade) are as follows: +In stable, the accuracy (and judgement) requirements for each [grade](/wiki/Gameplay/Grade) are as follows: | Grade | osu! / osu!taiko | osu!catch | osu!mania | | :-: | :-- | :-- | :-- | @@ -138,7 +138,7 @@ Until lazer, sliders have only required the accuracy of a 50/MEH judgement to re Missing a slider head (either by not hitting it or hitting it during its miss window) would previously break combo but not cause a MISS judgement, and a judgement could still be received for the missed slider by completing the rest of it. This allowed players to get scores with low max combo while technically having no misses. -In lazer, not hitting the slider head will give a MISS judgement for the whole slider. After missing a slider head, combo, score, and accuracy can still be gained from slider ticks, repeats and ends. +In lazer, not hitting the slider head will give a MISS judgement for the whole slider. After missing a slider head, combo, score, and accuracy can still be gained from slider ticks, repeats, and ends. | | | | :-- | :-: |