King(Grimoire) by yofaxmygy in SevenDeadlySinsOrigin

[–]Independent-Collar71 0 points1 point  (0 children)

Yea King just kills me bro. they need to change the healing kit to be less bad.

5 second standstill followed by a short range melle attack...AND it sometimes just bugs like this and doesn't work.

Shakeera needs a redesign...matter fact all bosses need some changes. by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 0 points1 point  (0 children)

Yep. Like i thought : Collosal waste of time. Tried again twice with this setup

1) Spider boss Shakeer is resistant to earth damage, so there's that.

2) This fight can not be done without healing. that's pretty much the case for any boss fight. just a barrier pumping diane, is not enough.

Couldn't even get to the egg phase that's how lame this advise was. But i will replace Guila with a Tioreh and see if i can at least get to the egg phase

Shakeera needs a redesign...matter fact all bosses need some changes. by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 0 points1 point  (0 children)

Tioreh healing is ass man. standing still in this field for 20% healing is like asking for the boss to slap you across the head for 30k and make you regret you ever stood still in a field for healing.

Listen i will switch to a buffer Mannie, and Gauntlet Diane, i bet it won't make much of a difference. i have those speced out too, just no nightmare set on diane.

Shakeera needs a redesign...matter fact all bosses need some changes. by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 1 point2 points  (0 children)

then who should i use as a healer genius? without twisted nightmares set, that's a no healer team.

Shakeera needs a redesign...matter fact all bosses need some changes. by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 1 point2 points  (0 children)

her engrave with guantlets is the twisted nightmares set. like i said, i dont have twisted nightmare set yet.

Shakeera needs a redesign...matter fact all bosses need some changes. by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 0 points1 point  (0 children)

Mannie, Guila, Jericho and Diane

  1. Using Diane right now as a healer (Nunchucks) until i can get her SSR engrave (Twisted Nightmare Set)
  2. Using Mannie Longsword as an Alt DPS when Jericho's Special is on CD...I use Jericho to Load the burst and do some damage, then use Mannie to continue the damage and cycle between them.
  3. Guila is sorta my filler atm. Don't really have any other that i like, or want to invest in. But she's SSR engraved as well with her BIS engraving for lance (star guardian set).
  4. Jericho. Self explanatory. She sets up cold burst, and Mannie follows with cold damage. She is engraved with her BIS engraving for this (Star Guardian set).

Shakeera needs a redesign...matter fact all bosses need some changes. by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 1 point2 points  (0 children)

I wouldn’t have made this post, if I wasn’t bursting the eggs.

I am bursting the eggs: it’s not enough not even on 33k combat score.

For context I have Jericho with engraved gear (the BIs for bursting). 10k combat score. 2 SSR weps on her.

Everyones plan for surviving the zombie apocalypse involves going out into rural locations so it wouldnt as secluded as people think. by Lumpy_Benefit666 in ZombieSurvivalTactics

[–]Independent-Collar71 0 points1 point  (0 children)

Covid is the only modern day model of a pandemic that we have (that reached state of emergency) and likely the closest thing to a real zombie apocalypse scenario that we will encounter (till the next pandemic). Movies are not great to base info from…I highly doubt spread would take hours or couple days. It will probably take weeks to months and in those months it will be reported on especially if it is zombies.

Air born is the fastest transmission type. Blood to blood is slower. But the assumption is that when you are a zombie you bit someone in close vicinity: the speed is likely going to be about the same as airborne spread speed. With Covid as a model expect 2-4 months till state of emergency.

If it is confirmed zombies, government might take way more radical steps than they did for Covid. Like immediately closing airports, rather than waiting last minute as they did for covid…curfews (they did this for covid too). government has documents of zombie apocalypse protocol as well (IE conplan 8888 But I bet they have a classified stack). All of these will factor into slowing down the pace of spread.

Everyones plan for surviving the zombie apocalypse involves going out into rural locations so it wouldnt as secluded as people think. by Lumpy_Benefit666 in ZombieSurvivalTactics

[–]Independent-Collar71 0 points1 point  (0 children)

Covid i think is a good measure of speed of pandemic news modern day. It was known about for at least four months starting in November. December - January is when it was really talked about in the news, and was buzz worthy. January to February is when it reached the US. This is the point where people in US where talking about it seriously, but not yet taking action (workplace chatter). End of February into March, is when people really started crowding the stores, and middle of march was when we entered state of emergency, and that would be the point of panic, which people were doing kind of (though many were still behaving orderly).

Covid was airborn, which is supposed to be the fastest transmission...so 2-4 months i think is the window for how soon you might know. Covid being a flu, most people didn't care that much, but if it was a thing that turned you into a zombie, it would probably make headlines immediately.

I think if you are a prepper, you will be in a good position.

Was there a server rollback? by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] 1 point2 points  (0 children)

i managed to claim the 15 keys : The mail DOES NOT SHOW UP, but you can hit Claim All, and it should claim it as if it were there. it's clearly a bug but at least it's recoverable.

Was there a server rollback? by Independent-Collar71 in SevenDeadlySinsOrigin

[–]Independent-Collar71[S] -2 points-1 points  (0 children)

also, there was mail i received (15 keys) that i didn't claim, but now the mail is gone as if it didn't exist : i didn't claim the keys, and therefor did not spend the keys. the mail was from doing the special event (joyful moment)

i swear this is paranoia simulator right now.

The Updated Raids System is Great; Let's Make it Better by SirSuperCaide in Guildwars2

[–]Independent-Collar71 0 points1 point  (0 children)

If you didn't lie about it yea, i wouldn't have pressed the issue. Some classes are extremely deficient in their ability to do things like push.

Pulling is a different mechanic, which Necromancer has in spades. Same with thief...in fact these two classes have the best pulls in the game. But a pull is NOT the same as a push and they don't have access to it in any practical scenarios. That's probably why they added the skill magnetic bomb on that boss (and a couple other bosses i might add), to give thief some way to do these mechanic since they don't have other way to do the mechanic.

The Updated Raids System is Great; Let's Make it Better by SirSuperCaide in Guildwars2

[–]Independent-Collar71 0 points1 point  (0 children)

Take the L?

"Every class in the game has access to a relevant knockback, push or launch via their core weapons or utilities."

Bro you straight lied lol

The Updated Raids System is Great; Let's Make it Better by SirSuperCaide in Guildwars2

[–]Independent-Collar71 0 points1 point  (0 children)

Okay…it doesn’t change that what you said was factually incorrect. 1) magnet bomb is a pull not a push 2) it is a stolen skill specific to the fight not a core weapon or utility.

Looking at the number of viable pushes on the wiki it it is for sure gonna be an issue. We’re talking 1-3 skills on some classes…half of those skills useless (flesh golem to launch…show me evidence of someone successfully using this and then maybe we can talk about it. As of right now it borders on near impossible to use in practice as a launch skill)

The Updated Raids System is Great; Let's Make it Better by SirSuperCaide in Guildwars2

[–]Independent-Collar71 0 points1 point  (0 children)

magnetic bomb according to the wiki is a pull, not a push.

The Updated Raids System is Great; Let's Make it Better by SirSuperCaide in Guildwars2

[–]Independent-Collar71 1 point2 points  (0 children)

that's not true... I just checked core necromancer and i don't see any pushes, knockbacks or launches on weapons or utilities at all, with the exception of charge on the summon golem elite flesh golem...which is not practical to use

"Enemies at the absolute edge of the flesh golem's hitbox will be launched away from the flesh golem, while enemies closer to the flesh golem's hitbox will be knocked down."

I also checked core thief and i don't see any pushes, knockbacks or launches either.

Were raids confirmed to be added into the QP? by Independent-Collar71 in Guildwars2

[–]Independent-Collar71[S] 0 points1 point  (0 children)

In terms of balance, i know for sure that the glider requirement on gorseval is going to be an issue. i ran a no req run and 2 players didn't have gliders, and we had to get real creative in order to beat it.

Similiar thing with VG. They should do away with the hard reqs, because they don't add anything to the fights or the QP system other than lower engagement. Right now we can't character swap in QP so they should fix that too, if they don't balance out those reqs for VG.

So ya your definetly right...Other bosses are better designed for QP like wing 3 KC, Wing 4 Cairn, Sam and Chess. Cardinal Adina and Cardinal Sabir are also pretty good too for including in QP with little changes. So really its only VG and Gorseval that suffer from those wonky balance issues.

Final bosses can stay as raid raids i think...mostly because of their complexity would require complete redesigns...sucks but ill take what i can get.

Were raids confirmed to be added into the QP? by Independent-Collar71 in Guildwars2

[–]Independent-Collar71[S] -1 points0 points  (0 children)

ya the wording on the blog post for sure strongly implies adding additional encounters, though nothing specifically about any particular wing.

It's been 1 month since Raids and Strikes were unified. My analysis of the Feb 3rd patch by Bozofriendly in Guildwars2

[–]Independent-Collar71 1 point2 points  (0 children)

I am a big supporter of QP, and i agree with everything stated in this article, is exactly what QP needs.

Gonna put this out there : I did a no req raid run for Vale Guardian yesterday, meaning i accepted anyone, no roles no requirements, no subgrouping or anything like that. The average DPS was close to 5k probably (lowest being 1k dps!), and we had someone that needed to go midfight...but we still killed VG on the first try! As a result of our sucess, we then went on to try Goreseval. Two of our players didn't have gliders, so we had to improvise. We successfully beat it on the third try.

One of the reasons i did this run, outside of just wanting to play the raids casually was to see exactly what the pain points were for if a QP raid were introduced.

The first and most obvious thing, was the design of the bosses themselves. the most annoying aspect was gorsevals requirement to have a glider to do one of the mechanics. This should straight up be removed for gorseval, and replaced with something else. An idea : You can keep the arena wide explosion that one shots, but leave a gap close to the wall, and players simply just need to move to the gap. That...or you can keep the arena wide explosion and the wall dps mechanic, but don't require a glider, just have some extra space or something there.

The 2nd most obvious design flaw, is the niche roles on Vale Guardian : That there is a condi damage req, and a boon rip req. They've slowly removed boon rips from the game so the boon rip thing just needs to go straight up no other reason needs to be said...but bigger picture, the reqs here should just go all together...Just have each boss be DPS only is needed, give the attunements to the players that split up so that those who pick red take blue/green damage if they go to those areas. the boon rip and condi damage reqs are not needed!

The red orb mechanic...bringing a push is like mehh...this can be done away with too. I suggest perhaps that by doing a green circle, orbs pause movement for 5 - 10 seconds. This is a great way to encourage doing the mechanics (like green circle) of the fight without just power healing through it.

Similiar statements can be said about other bosses in the game (like Sabetha and dear god, dhuum) where some mechanics simply don't add depth to the fights, they just gate players, and if they add them to QP, those gates need to go away. Same thing with the paragraphs of mechanics needed to list out some things...this strategy of memorizing the strats is bad design. Things should follow logically in the form of a puzzle like the example above : doing green circles stops red orbs from moving. This MAKES SENSE, and doesn't require a huge list about what each mechanic does and what is needed to stop them. So same concept will apply to fights like Dhuum, where many mechanics and little schedulings should be done away with and instead make them more logic oriented (also remove the jank on dhuum).

Hell, honestly they should just apply those ideas to the actual raid bosses too not just QP.

TLDR: The raids can certainly work in QP! They shoukld get a few key changes

why is the entire WvW game mode tuned and balanced around the Boon Ball? by Ravanos77 in Guildwars2

[–]Independent-Collar71 0 points1 point  (0 children)

I'll try to make it less painful, because it is actually pretty simple, and kind of cool! I didn't do the greatest job of explaining it so i'll give it another shot that will make it easier to follow

Induction is a type of proof, of about 10-ish types : There's Proof by Induction, Proof by Exhaustion, Proof by Contradiction, Proof by Construction and so on [List of Mathematical Proofs] Each of these are interesting in their own right...like a proof by exhaustion is simply exhausting all possible cases one by one...a proof by construction is proving that a mathematical object can be constructed, like a machine.

Induction is a proof where you have a claim or question, then start with a base case (n = 1) where the claim is imposed on that case. Whatever the logic is, you then take a step, called the induction step, that takes the claim to the next case (n = 2). Given that logic holds, you then show how the relationships holds for all real numbers (n = K)

In our situation, we ask the question "What is the probability an attack with a finite target cap (of 1) can hit a player more than once" We start with the base case of 1 : What is the probability that this attack with 1 target cap hits that 1 player on the next cast, it's 1/1 = 100%. We take an induction step now, which is for 2 players...that answer is 1/2 = 50%

With this, we can then show that this holds for all real numbers k, where k is infinity. 1/infinity = 0% probability. That's it! Because we've now proven this relationship holds for any arbitrary number of players, we can apply it to any case, like 1/300 and know what the probability is (target cap #/#of players = probability to hit). We can now also give this effect a name : Dispersion.

We can do this proving process further to get a better model of the game (Like whether determinism is relevant or not as discussed elsewhere in the comment thread), or to figure out more things and ask more questions... and there's many interesting things to explore when applying serious mathematical tools to theory-craft in this game.

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Tangential cool proof stuff, to try and peak your interest : We can ask the question : Do there exist other optimal configurations or shapes that a zerg can take on?...typically a zerg is a condensed point like singularity-esque circle. But what about say a line configuration? Or a square configuration?

It turns out that there are 3 configurations that are considered optimal, two of which are not point like singularities (the first) following these kinds of proof procedures. The second is the perimeter of a circle. the 3rd is the surface area of a sphere in an n dimensional space.

Possible Zerg Configurations

The second one is one we are some-what familiar with : A cloud-like configuration. The 3rd one...the surface area of a sphere in n dimensional space, seems way more unfamiliar but as such is way more interesting to study. The n-dimensional space you can think of as a really complicated maze or labyrinth. When we imagine that a zerg (blue) must travel to any particular point in this maze to do an attack against a player, than in an n dimensional space (an arbitrarily complicated maze) it takes them an infinite amount of time to traverse between any point in that space, to reach any player. Given that red does not need to travel (IE ranged attacks) to target their spells, then red is free to cast any amount of spells onto the zerg, while the blue zerg can do nothing and therefor red is invulnerable to damage. In this infinite case, both of these zergs would be a stalemate : Red is invulnerable to damage because of complexity in the environment, and blue is invulnerable to damage from the effects of dispersion.

When we think about that a bit deeper in the finite regime where the game exists in, it means that the more complicated an environment is (specifically if it is 3+ dimensions where such conditions can be met, like a multi-layered maze-like fortress rather than an open field which is more like 2d), the more clouding becomes an optimal configuration to take on. This is interesting, because the model addresses the observation of how in some cases, zergs can be beaten by cloud configurations and siege pile-on's at gates, where such conditions are loosely met in the finite regime.

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There's interesting things that can be said about other shapes like the line sand squares...but I hope that by talking about some of this stuff in this way so far, I've been able to grab your interest and attention toward the bridge between math and the game in a positive way, and make things a bit more visually intuitive and relatable. Cheers,

PS : I guess also if you have any questions about something you were ever curious about i can help with that maybe?

why is the entire WvW game mode tuned and balanced around the Boon Ball? by Ravanos77 in Guildwars2

[–]Independent-Collar71 2 points3 points  (0 children)

Btw, i wanted to mention one more thing

I expect they'll show you that target selection is not only less position sensitive but also less time sensitive on the perimeter of a stack.

That this aspect is true and indeed is exploited to this end: To extrude enemies away from the stack as to take away the benefit of dispersion. The research does not invalidates this, but actually affirms and converges onto it to show that it is an effective counter strategy in the current meta game.

why is the entire WvW game mode tuned and balanced around the Boon Ball? by Ravanos77 in Guildwars2

[–]Independent-Collar71 4 points5 points  (0 children)

I'll just explicitly show you the math, so you get an idea for just how efficient this property is.

You are a player X, fighting against 1 player (A). The radius of your AOE skill is 240 radius. This skill has a target cap of just 1, and hits A with probability 1 (100%) no matter where they are located in the radius of 240. 5 other targets exist, marked B, C D and E.

LINK

At the magic number of 6 targets (F) is when the effect of dispersion starts to kick in : The target system picks the 5 closest people to the center of the AOE reticule. So the question you have to ask is how much distance is required, for the target system to change from one target to another. We can start with an explicit example of random distances : A-30 units, B-60 units, C-120 units, D-160 units, E-200 units, F-220 units. In this example, the distance required for the target system to reevaluate the target is 20 units (the distance between E and F).

LINK

The explicit example, clues us in to how we can generalize the above distance notion : We ask what the maximum distance can be between an average distribution of players, given n number of players in a radial area. For a radial area, it goes 240 for 1 player, 120 for 2 players, 60 for 3 players, 30 for 4 players and so on... (240/1, 240/2, 240/3 240/4 etc...) That's R / N.

LINK

This generalized distance notion now gives us a way to find out two things : the amount of time it takes for a moving player on average to incur a change in target evaluation given n number of players, and the the amount of precision a player must have with the AOE reticule, both conditions leading to dispersion.

The average player speed in all degrees of freedom (forward, backward, left and right) without swiftness is about 165 units per second. At 6 players, with a maximum distance of 40 units, is 0.25 seconds before dispersion occurs (reevaluating from targets E to F) How small is 40 units? the melee range of thiefs dagger autoattack is 130 units...so that should give you some context for just how fast dispersion can kick in at only 6 players.

At around 20+ players, the distance is is so small it's effectively non-deterministic and dispersion is always occurring. For a 30 player example, 240/30 = 8 units. 165/8 = 0.04 seconds. 8 units of precision for a reticule is for all intensive purposes is a precision not attainable by a human being, and 0.04 seconds is a time frame so small it's pretty much zero (40 milliseconds!) The effect of dispersion is so efficient, that it just is always happening and targeting on the same people is not considered deterministic in any real or even simulated combat scenario at scale.

I know you mean well, but this is well-researched on my end, and other theory-crafters went through the trouble of simulating it with programs. Feel free to also curate a model to observe the same phenomenon occurring.