
[21 July 2026] Relax osu!standard PP Recalculation
1 replies
#1Jul 21, 2026, 05:21 AM
Hey everyone,

We recently discovered and fixed a bug affecting PP calculation for relax osu!standard. This post explains what happened, what we changed, and what to expect on your end.
What was wrong
Certain map and mod combinations, particularly Double Time/Nightcore combined with Hard Rock, were producing PP values far higher than intended. In some cases this meant a play with lower accuracy could end up worth more PP than a play with higher accuracy on the exact same map and mods, which obviously isn't how PP is supposed to work.
What we did
We fixed the underlying aim and speed difficulty calculation used for relax osu!standard, then recalculated every relax std score on the server against the corrected formula. This was not a quick patch. It also included rebuilding the leaderboard and stats from scratch afterward to make sure everything stayed consistent.
What this means for you
Your relax std PP may have changed as a result, either up or down, depending on the maps and mods you've played. Plays using DT/NC combined with HR saw the largest corrections since that's where the bug had the most impact. As a consequence, some leaderboard positions have shifted.
To be clear, this was not a blanket nerf. The goal was to make PP consistently reflect actual skill (accuracy, combo, and map difficulty) rather than let certain mod combinations produce disproportionate results.
Feedback
We're continuing to monitor this closely. If you notice a score that looks clearly off, whether too high or too low, after this change, please report it in this thread so we can take a look. If the overall PP curve feels too harsh once the dust settles, we're open to adjusting it further.
Thanks for your patience while we got this sorted out.

We recently discovered and fixed a bug affecting PP calculation for relax osu!standard. This post explains what happened, what we changed, and what to expect on your end.
What was wrong
Certain map and mod combinations, particularly Double Time/Nightcore combined with Hard Rock, were producing PP values far higher than intended. In some cases this meant a play with lower accuracy could end up worth more PP than a play with higher accuracy on the exact same map and mods, which obviously isn't how PP is supposed to work.
What we did
We fixed the underlying aim and speed difficulty calculation used for relax osu!standard, then recalculated every relax std score on the server against the corrected formula. This was not a quick patch. It also included rebuilding the leaderboard and stats from scratch afterward to make sure everything stayed consistent.
What this means for you
Your relax std PP may have changed as a result, either up or down, depending on the maps and mods you've played. Plays using DT/NC combined with HR saw the largest corrections since that's where the bug had the most impact. As a consequence, some leaderboard positions have shifted.
To be clear, this was not a blanket nerf. The goal was to make PP consistently reflect actual skill (accuracy, combo, and map difficulty) rather than let certain mod combinations produce disproportionate results.
Feedback
We're continuing to monitor this closely. If you notice a score that looks clearly off, whether too high or too low, after this change, please report it in this thread so we can take a look. If the overall PP curve feels too harsh once the dust settles, we're open to adjusting it further.
Thanks for your patience while we got this sorted out.
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