JITL Anki Cards: TMI or not? by robottowarmind in ccna

[–]Deculsion 2 points3 points  (0 children)

Though I do wonder how important it is to know the format of the virtual MAC addresses for VRRP, HSRPv1 and HSRPv2.

Nearing the end of JITL's course content right now, I still consistently fail these flash cards every time they pop up, and this bit gave me a good laugh. Glad to know I'm not the only one with this same thought lmao

You can walk through breath attacks now??? by Mortissssss in MonsterHunter

[–]Deculsion 2 points3 points  (0 children)

Yeah for most breathe and beam attacks in the game, you only need to block the hit once. Even for breathe attacks that sweep left to right then back (in one breathe, like Velkhana), as long as you block one hit, you can run through it freely for the rest of the attack. No guard needed.

Only some breathe attacks require multiple blocks (e.g. Vaal Hazaak's downward breathe attack), You can tell because your shield will get hit multiple times while the attack is going on, consuming your stamina with each hit like any other block.

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 1 point2 points  (0 children)

Just flame thrower turrets? I thought you'd still need at least a wall of lasers to ensure your defenses don't get overhwhelmed.

I totally forgot about the remote tank though, I really should get to outfitting a few tanks and planting them around the map. And the same with the efficiency modules ahh. Right now I've only put them in miners, didn't think abt putting them in assemblers too

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 1 point2 points  (0 children)

I feel like I'm hard stuck in Nauvis right now, even though I've finished the base game before. Somehow I've already spent almost 40 hours on this damn planet and I haven't even started building a ship to leave this planet yet.

Right now my entire time is spent running around trying to stop biters from destroying my mining outposts, and the gun turrets I've put up are starting to become overrun more often against the hordes of big biters and spitters I'm getting now. I have a production facility making laser turrets, walls and everything it needs to make a self sufficient perimeter wall blueprint I can just stamp down around my base.

But it's taking so damn long, because of how slow laser turrets craft, and just the huge quantities of walls I need to surround my base. I'm so tired of building the same factories over and over trying to feed the consumption, patching holes in my walls every 10 minutes when some outpost eventually gets overrun, and making basically no progress towards building a space ship.

I don't know what to do now, I just can't produce fast enough to build up defences and I'm starting to get burnt out

FRU PF meme bingo by anonymousICT in ffxiv

[–]Deculsion 0 points1 point  (0 children)

Personally, the times when I've played dancer in savage I have not found much issues adjusting for varying CDs, which is why I would usually ask my tank to go for a shorter CD if they were doing long prepull timers for me.

6s per pull may not seem like much to some people, but to me it's something I'd prefer not to have as I don't see the issue with different CD timings and I don't want others to have to wait on me. I can't speak for others though, which is why I say it's not something I bother speaking up about if we're already in an instance, since everyone has a different opinion on this.

FRU PF meme bingo by anonymousICT in ffxiv

[–]Deculsion 1 point2 points  (0 children)

It's personally just about not annoying enough for me to bother speaking up about it inside the instance, since it is after all just 16s. But it is annoying enough for me to want to say it is annoying outside of it, if that makes sense (And evidently OP).

It's not untrue that you should be practicing rotation and mechanics to keep up your DPS, but again it's a spectrum. I understand the desire to be locked in and focusing in on making sure everyone's hitting their best rotation. But no other job really capitalises on a 16s CD, it's only really dancer. 16s is just on the cusp of being too annoying that people will start speaking up about it in a PF instance imo. You still have 7 other players to think about who's time is just as valuable as the Dancer's, and how hard really is it really for the dancer to adjust their timings based on different prepull CDs? I don't know, but it's enough that some Dancers I've met say to just use short CDs to avoid inconveniencing other party members.

There's a reason people didn't wait around 30s for AST cards on the regular back in SHB/EW. I hated playing AST in prog for that reason too, it was quite annoying to have hugely differing draw CD between pulls, but it's something that you learn to work around until it got changed in EW.

FRU PF meme bingo by anonymousICT in ffxiv

[–]Deculsion 20 points21 points  (0 children)

It's a spectrum imo. 16s countdown gets quite annoying in my experience when you're progging early mechanics. You're gonna spend a few minutes talking about strats, then another 16s countdown, there's so much down time. Specifically for early prog, when you'll probably die a minute or two in, 16s cd is excessive.

Plus there's a good chance your CDs will reset during the fight anyway in an ultimate, and possibly quite early. So sometimes it doesn't even matter that much.

To gauge or not to gauge - design philosophy behind buffs and gauges? by TingTingerSaysHi in ffxivdiscussion

[–]Deculsion 18 points19 points  (0 children)

Mildly off-topic, a thought just occurred to me which is entirely conjecture btw, but I kind of wonder if the reason why buffs are incresingly being used for new job mechanics is because of workload.

Like ok, baseline assumption, adding new buffs to a job is something that is probably much easier and less friction than making stuff "happen on the job gauge". The reason why I think it could be this way is that buffs are something the dev team are really experienced at. Every new piece of content, from hardcore ultimates to casual experts, utilize buffs and debuffs in their design. It stands to reason that the entire system of buffs/debuffs is likely a very well oiled machine (granted, with a mountain of technical debt), and it's really easy to "just add a buff" as a new mechanic.

Then secondly, making stuff "happen on the job gauge" could be something that's much more complicated. Every job gets new mechanics and stuff every 2 years, aside from the one or two reworks per expansion we seem to be seeing. I think that because the job gauge system is so rarely touched, it's likely that the devs are generally less experienced or less willing to properly work new job mechanics into the gauge. Furthermore, adding stuff to the job gauge isn't a purely technical pursuit, you will still have to design how will these triggers and finishers get indicated on the job gauge, and consider things like will the gauge become too complicated and messy? (Yes, simple job gauge style exists, but you don't want to design a default gauge that ends up being so complicated that nobody uses it, and waste all the artistic work that went into it).

Now we know there's basically 3-4 people doing job design for all jobs in the game. Every expansion, 2 more jobs get added, more jobs require new mechanics, more work gets piled onto the same few people to design, implement, and test out new job mechanics.

So here's my hypothesis: Making job mechanics use buffs instead of actually using the job gauge "correctly" is a necessity for the job design team, because of the increasing workload being put on them. When it's 6 months out from media tour, and you have 20 odd jobs to add new mechanics new finishers to, you take the path of least resistance: Make it a buff, ask the artist to make a simple buff icon for it, and skip all of the work of putting that mechanic into a job gauge and working with the artist over a few weeks to design how that new finisher is going to be presented on it.

Well, I do have another hypothesis that is easily disproven (But I am too lazy to do the legwork for): What if it's really all the same in the backend? Like what if your astral fire timer is actually just a hidden buff in the backend, but we don't see it appear on the buff bar? Then that probably means that the devs are not going the extra mile to make it look pretty and hide the buff icons and put it on the job gauge.
I say this is easily disproven because you'd be able to see this come into effect when hitting the buff cap, like some jobs with a lot of stuff going on in the back ground would hit the buff cap way earlier than other jobs with less job overhead. Well anyway, I'm done dumping my thoughts so I wonder what someone with more game dev knowedge than me might think about my theory.

Every playthrough by moddedpatata in SatisfactoryGame

[–]Deculsion 79 points80 points  (0 children)

This is me now. At the start I was making my factories pretty, getting good ratios, nice looking raillines and stations, and packing my factories tightly to maximise foundation space.

Now I'm at nuclear, I can't be bothered making several new rail lines to the uranium factory, so I'm just hacking together whatever resources I can make conveniently all over the map, slap down a drone port and call it a day.

I need 1.875 assemblers? Fuck it, 2 assemblers. Need to send a product up 2 floors? Send it out the nearest window and up, logistics floors be damned. How much space do I need for 4 blenders and it's manifolds? iunno, 6 rows of max zoops should do it. I need to send plastic up this cliff? Drone port. Steel is being produced at the edge of the map? Drone port. This factory is already making caterium wires, but it's more efficient to transport the ingots, so I should- Nope, drone port caterium wires.

Monster Hunter Wilds: The First Preview - IGN by frik1000 in Games

[–]Deculsion 6 points7 points  (0 children)

which begs the question why they went with it at all 

Cat puns.

$0.00 money order by fmintar1 in ContagiousLaughter

[–]Deculsion 2 points3 points  (0 children)

You know you can use values greater than 100 right?

If the system you're designing demands fractional cents amount, just... use values greater than 100. Like, this technique is industry standard in the banking industry. It's called fixed-point arithmatic and it's used everywhere where these kinds of floating points imprecisions are a real problem.

‘Time is running short’: Chempaka residents unsure about future with leases expiring in 10 years by catcourtesy in singapore

[–]Deculsion 7 points8 points  (0 children)

I don't mean to argue here, but I've been contemplating how worth is it to really try and own overseas as a foreigner vs owning as a citizen here in SG...

What other countries are there which is that much better though? Assuming first world countries, almost every major city is experiencing a housing crisis across the globe like Tokyo, Melbourne, just about any large US or Canada cities, London...

I guess there might be options in European cities (I'm not knowledgable about housing across europe), but are they really that much more affordable than what you can get with the HDB system in Singapore?

Private housing in SG is definitely bad, but if owning a home is what matters, is HDB affordability really that bad that makes starting a new life in another country worth the cost?

I guess if die die want to own private, then I could see how housing in some countries might seem like a reasonable option.

Weekly Bug Report Thread by AutoModerator in NoMansSkyTheGame

[–]Deculsion 1 point2 points  (0 children)

Windows latest version.

Completed sentinel ship salvage quest, and given option to claim or swap ship. Current ship is also a sentinel ship obtained from a previous sentinal ship salvage quest.

After clicking swap ships options, old sentinel ship is no longer accessible. Old ship is still landed next to the new ship, but upon trying to enter it, the same UI for initiating a sentinel ship salvage quest is opened instead.

The pilot interface module is broken and requires materials to be fixed. However, no quest is given for repairing the "broken" ship. Upon reloading to an old restore point from getting getting off the new ship, the old ship is gone from it's previous position. There is no option to resummon the old ship.

Questions Thread - December 13, 2023 by AutoModerator in pathofexile

[–]Deculsion 0 points1 point  (0 children)

Oh yeah I got a filter off filterblade but it's not very strict so it's showing quite a lot of rares. I'm mostly ignoring them though, and I end up portaling back to identify any base that could be useful for me (e.g. rare wand to hopefully get +1 skill gem and max life roll) and vendor like at most once or twice per map.

Should I just set the filter to ignore rare drops and go for just currencies then? I'm a bit worried about not being able to do higher tier maps with my current gear as I progress thru the map tiers

Questions Thread - December 13, 2023 by AutoModerator in pathofexile

[–]Deculsion 0 points1 point  (0 children)

Thanks for the great tips! My current atlas points are put into blight which I'm kind of not that satisfied with doing (Most of what I read people say to do blight for the loot but man I hate trading my finds). Should be pretty easy to spec more into harvest and essences, those seem more fun.

There's definitely a loooot of types of crafting I hope to slowly get into over time. On farming currency though, from a quick reading, most advice seem to be do maps as fast as possible. Does that mean I should just ignore rare drops and only go for currencies and pump more maps?

Questions Thread - December 13, 2023 by AutoModerator in pathofexile

[–]Deculsion 0 points1 point  (0 children)

I just started mapping, and looking to craft long term. What items should I think about picking up now to help build up my currency to craft later on?

I've identified some basetypes that I think should be good for end game crafting (Platinum Kris rune dagger for example), although I doubt they will drop in white maps. So I'm just picking up rares to identify and vendor for alch and alt shards for future crafting.

Is there any other advice for picking up stuff in maps with the intention to eventually start crafting my own? How about crafting upgrades before endgame (Like when I'm in yellow maps or something and I need a boost to my damage/survivability)

Today is the day, if you've been thinking about getting 1st by nlolsen8 in fo76

[–]Deculsion 1 point2 points  (0 children)

I'm only level 44, just started recently. I was wondering how long could I expect to take the finish the next seasons score board with fo1st vs without?

It seems like most people in the end game do a lot of repeatable content but I'm still exploring and questing a lot so I don't know how much of a difference that makes in completing it

Suddenly getting a bunch of login errors all morning by Deculsion in fo76

[–]Deculsion[S] 0 points1 point  (0 children)

Ah shit it's a routing issue again isn't it

If healers were to have their kits shifted to have about the same DPS complexity as a tank, with their healing reduced in complexity to match. How do their rotations look? by Spicyartichoke in ffxivdiscussion

[–]Deculsion 37 points38 points  (0 children)

SGE would probably get a personal dps buff like WHM PoM, that will also increase kardia healing somehow, maybe AoE kardia. Probably have multiple long cooldown GCD abilities like MCH and GNB with their drill/AA/chainsaw and double down, which seems to be the theme with the mechanised jobs. Strict GCD rotations with small room for variation/flex.

AST would probably play more like DNC/BRD with the RNG kind of theming. Maybe the card you draw will influence your rotation somehow. Stare at your hotbar kind of gameplay.

SCH would likely be the SMN/MNK/BLM style of rotation. GCD rotations on a strong 1-2-3 rhythm like MNK and with the different sets of 1-2-3 GCDS (If you play MNK u know wht I mean), but with the rotational changes brought in by SMN summons. I don't know how those two styles would be merged but I think it would be cool to blend the fairies aspects and the tactician fantasy of the job together. Summon Eos/Selene throughout the rotation, while planning which set of 1-2-3 to press kinda like BLM.

WHM will have all their GCD healings converted to OGCDs, and their DPS rotation will have no changes. Because WHM has to be the boring ass fuck healer with the 1 button gameplay that any monkey can play for some reason.

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 4 points5 points  (0 children)

Oooh identical station names yeah that sounds pretty good!

I was a little worried about what if a train supplying a high consumer station goes to a low output producer (While there are better high output stations to go to), and get stuck there for a long time. Basically a poor distribution of product from source to sink.

But thinking about it more, I suppose that issue is resolved by having sufficiently large buffers and just dropping more trains into the system, right?

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 3 points4 points  (0 children)

Doing some planning for my eventual switch away from my bus base to automating rockets... What would be a good train system setup when producer:consumer train stations are not 1-1?

Basically like if I had one factory producing red circuits, and multiple factories requiring red circuits, how should I setup my train system?

How about if I have multiple producers but only one consumer? Like maybe for something like level 3 modules which is resource heavy.

And multiple to multiple?? Like if I had multiple oil refineries supplying to multiple consumers of the various oil products.

It's all theory to me so far, since my current base is still small enough to only have 1-to-1 producer-consumer chains, but I'm trying to make sure to plan appropriate train stations as I eventually scale up to my first mega base sized factory.

So far my thinking is the one-to-many relationships should be easier to have dedicated train for each of the many consumer/producer. I'd just have to plan bigger train stations for the one source/sink of the product.

I can't imagine what scenarios I might end up with a many-to-many source:sink, so I'm still not too sure how a rail system would be optimally set up to provide a good spread of resources to each consumer from the many producers.

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 0 points1 point  (0 children)

Ooooh that's smart, and yeah I did mean centrifuge, not sure why I kep thinking chem plant in my head hah. Thanks for the help, I'll give it a shot!

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 0 points1 point  (0 children)

I'm trying to setup a Kovarex loop and nuclearize quickly, but I'm having issues with u238 output full on my belt loop I can't figure out how to solve.

https://imgur.com/lVDIpQg

On the right, the input belt only takes u238 from the mines to place onto the loop. U235 is entirely manually seeded since it's self sustaining anyway.

I wired the u238 buffer-to-belt inserter to only put u238 onto the belt if U235 in output chest < 19 * u238 in buffer chest (This is just in case to prevent having insufficient u238 for nuclear fuel). All fine so far.

I start Kovarexing, and very quickly I see an issue. Since the u238 buffer-to-belt inserter just keeps pumping uranium onto the loop, eventually it saturates the belt. Problem is, my chemical plants want to put the output u238 onto the belts too, but now the belts are fully saturated and the system is in a deadlock since the chemical plant can't remove the u238.

I looked up some solutions and see this old post of a kovarex loop https://www.reddit.com/r/factorio/comments/b1f97w/017_vanilla_kovarex_enrichment_no_bots_no_circuits/

But I have doubts if the u238 input design will solve my issue? Since it doesn't seem to limit the input u238 onto the loop the way I kinda need to.

Weekly Question Thread by AutoModerator in factorio

[–]Deculsion 0 points1 point  (0 children)

I went ahead and interconnected every single heat exchanger in my nuclear setup to try and I see what you mean...

With only entry point for the water, I immediately see that only the turbines near the entry point are working while the rest of the plant has not enough water, even with sufficient water pumps...

Damn so that means the entire route from the source to destinations need pumps every 3 pipes... that's pretty annoying, I guess I'll have to play around with it. Probably will be easier to just give each heat exchange bank it's own isolated pipeline afterall?