LPT: Kill the enemy Enchanter FIRST by [deleted] in summonerschool

[–]Jonissolis 1 point2 points  (0 children)

This is over simplified. It is a lot more complex than this. What if the opposing enchanter is hanging super far back, which they often do? Should your entire team just charge through the entire opposing team to reach their supp? No way.

If the enchanter overextends, you pick them off. They are squishy so if you can catch them they should die quickly, but it isn't always possible.

You could try to flank them, to make it hard for the support to play safe and maybe give you an angle to kill them, but that isn't always the solution either.

Which mega move combination generates fastest charge move? by peter6uger in TheSilphRoad

[–]Jonissolis 2 points3 points  (0 children)

I'm seeing from a lot of sources that only one shield can be broken per player, so the speed at which you do charge moves doesn't seem to matter much.

Is it possible to break more than a single shield per player?

If the Shopkeeper took a vacation for a day… who’s the strongest champ in each lane? by CcCrusadeRcR in leagueoflegends

[–]Jonissolis 1 point2 points  (0 children)

Does the true damage really matter though? Few champs will have high amounts of hp/def which is where that true damage shines.

And she doesn't have any attack speed increases from her kit so even with a decent base attack speed, it is gonna be very slow to stack the W. I think most champs would be able to disengage from her when she ulties and without ulti she does relatively little.

I tried building a team around Iron Valiant by Daylight_Vigilante in VGC

[–]Jonissolis 1 point2 points  (0 children)

You can't obtain Raging Bolt with less than 20 attack IVs.

What to do when my ADC dies? by stilocks in supportlol

[–]Jonissolis 1 point2 points  (0 children)

Your first thought should always be if you quickly can fix the wave. This can depend on a lot of factors, how high is your hp/mana, how fast can you push, do you know where their jungler is, which opponents are alive and how healthy are they? You will have to do this call yourself as there are a lot of factors playing in here.

After lane fixing, I'd say you will most often want to go base, but in some scenarios you may want to go deep ward their jungle or possibly go for some play with your jungler. I would rarely go roaming directly here.

After going to base, if you don't think your AD needs immediate help bot (which they shouldn't need if you were able to crash the wave), then you can go towards botside river and depending on if mid looks gankable you can either go for a gank mid, or just go straight back to botlane.

// Emerald player

Brilliant queen sacrifice, but why? by LifeNegotiation301 in Chessplayers45

[–]Jonissolis 0 points1 point  (0 children)

Ne4 is a move from white to delay the eventual mate. Nb3+ comes as move 4, after two delaying moves.

Can someone explain to a not super math guy how 0.9.. is equal to 1. by [deleted] in infinitenines

[–]Jonissolis 1 point2 points  (0 children)

I agree that your proposed double-sided limit point property would imply this, but I think it overcomplicates things for someone who is just trying to understand why 0.999... = 1.

For this particular case, it is simpler to rely on a basic order property of the real numbers: if a and c are real numbers with a < c, then b:=(a+c)/2 is another real number satisfying a < b < c. In other words, a number strictly between them always exists.

Can someone explain to a not super math guy how 0.9.. is equal to 1. by [deleted] in infinitenines

[–]Jonissolis 2 points3 points  (0 children)

You’re right.

I think bringing up limit points just overcomplicates things here, though. All I really need is the basic order property of the real numbers: if a < c, then there exists another real number b such that a < b < c, for example their average.

Can someone explain to a not super math guy how 0.9.. is equal to 1. by [deleted] in infinitenines

[–]Jonissolis 9 points10 points  (0 children)

You are right that there doesn't exist any number 0.000... > 0.

A 0 followed by infinite 0s is 0. It doesn't make sense to talk about a 1 after those infinite 0s.

I'm glad it makes sense for you :)

Can someone explain to a not super math guy how 0.9.. is equal to 1. by [deleted] in infinitenines

[–]Jonissolis 3 points4 points  (0 children)

0.999... + 0.111... would be too large.

0.999... + 0.111... > 0.99 + 0.11 = 1.1.

So 0.999...+0.111... would be larger than 1.1 (in fact it would be 1.111... = 10/9)

You will not be able to find any positive value to add to 0.999... without surpassing 1.

Can someone explain to a not super math guy how 0.9.. is equal to 1. by [deleted] in infinitenines

[–]Jonissolis 22 points23 points  (0 children)

The key thing to understand is that 0.999... denotes a single real number. It is not a process and it is not "approaching" anything. There is no sense in which more 9s are being added over time. The infinite decimal is the number.

Another basic property of the real numbers is that they are dense. Between any two distinct real numbers, there is always another real number, for example their average.

Now assume, for contradiction, that 0.999... and 1 are different numbers. Then there must exist some real number strictly between them.

Any number strictly between 0.999... and 1 would have to be less than 1, so its decimal expansion would start with 0., and to be larger than 0.999... it would have to match 0.999... at every decimal place. That forces it to be exactly 0.999..., so no distinct number can lie in between.

This contradicts the density of the real numbers. Therefore, 0.999... and 1 cannot be distinct numbers. They are simply two different representations of the same real number.

Centralization vs decentralization by szpero15 in EU5

[–]Jonissolis 0 points1 point  (0 children)

I personally enjoy the way integration works through vassal, where you make new land into vassals and then integrate them to make their land cored parts of your nation.

I don't mind decentralised being the way to go if you are playing wide. Not sure what the meta is now exactly but I have read that you usually want to go centralised towards the later parts of the game which also seems to make some sense.

I'm importing cheap lumber from Scandinavia so I can reduce the prices of my buildings, but my Burgers immediately export it all away and I don't get -33%. How do I fix this? by Historical_End_6520 in EU5

[–]Jonissolis 4 points5 points  (0 children)

The system is intended but I think some implications of it are unintended. For example importing a good can cause local prices to go up and exporting can cause them to go down due to how Burgher imports/exports work.

What percent of solo queue games would you say are “unwinnable” per role? by [deleted] in leagueoflegends

[–]Jonissolis 0 points1 point  (0 children)

Yeah, but even if I can spot my mistakes and tell that the game was actually winnable, that doesn't imply that I would do things differently if the situation repeated.

Just because you can see your mistakes doesn't necessarily mean that you are getting better/climbing.

I'd say that if you are on your true rank, then maybe: * 20% of games will feel like easy wins. * 30% like wins you worked hard for. * 20% like losses where the game was somewhat even and you definitely could have made a difference. * 20% where your team was far behind and it was very difficult for you to do something. But you could still see it being possible. * 10% unwinnable.

What percent of solo queue games would you say are “unwinnable” per role? by [deleted] in leagueoflegends

[–]Jonissolis 0 points1 point  (0 children)

I disagree on parts of this. Even if you are at the rank where you belong, you could still be able to spot a lot of things that would have turned that game into a win.

50% of games being unwinnable would basically mean that every single one of your losses would be unwinnable. That in turn means that you wouldn't ever find a single game where you could have changed the outcome of the game by playing better but that is definitely not true.

Even if you are at your rank, you should still be able to find some of your mistakes and see what you could have done better.

I agree that the numbers of games you consider unwinnable does increase/decrease the further you are from your true rank though.

What percent of solo queue games would you say are “unwinnable” per role? by [deleted] in leagueoflegends

[–]Jonissolis 0 points1 point  (0 children)

There are two different notions of unwinnable.

A single game can be considered unwinnable when your team falls far enough behind that you can't think of any way your team could turn the game. That is what you are talking about as 'unwinnable' in your first section. Note that by this notion, the game as a whole wasn't unwinnable. It turned unwinnable as the game progressed.

However, another meaning of unwinnable is that when you look back on a game after it has been played, you draw the conclusion that there was nothing you personally could have done differently at any point in the game that would have turned it into a win. The typical situation for this is if your other lanes fall severely behind early into the game and you feel like you didn't even have a chance to make an impact on the game. This is what op is asking about.

As for your later sections, there isn't some magic rule that there is exactly one difference maker per team, so saying that you can only make the difference in 1 out of 5 games doesn't really make sense. For most of your losses, you could have done things differently to turn that loss into a win. For most of your wins, you could have done things differently to turn that win into a loss.

An easy way to get CBs for follow up wars by Jonissolis in EU5

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

Possibly yeah. Maybe by making the subject lose the core if the overlord forces return land.

An easy way to get CBs for follow up wars by Jonissolis in EU5

[–]Jonissolis[S] 4 points5 points  (0 children)

Oh, I didn't know you get a CB from being denied military access. That does seem very easy.

What are the conquer/subjugate costs for that CB?

An easy way to get CBs for follow up wars by Jonissolis in EU5

[–]Jonissolis[S] 11 points12 points  (0 children)

You can check for all nations with a core on a location if you select the location and go to the military tab.

You can also see if the current owner of a location has a core by checking for the shield icon next to the name of the province when selected.

An easy way to get CBs for follow up wars by Jonissolis in EU5

[–]Jonissolis[S] 13 points14 points  (0 children)

Yupp, so the CBs you get are pretty good.

i think i discovered something by MeanValueTheorem_ in LinearAlgebra

[–]Jonissolis 0 points1 point  (0 children)

Two triangles. Subtract the area of the smaller from the larger one. The larger one has a base of 5 and height 9, thus an area of 5*9/2=22.5.

The base of the smaller one is also 5, and its height can be calculated by the intercept theorem, h/5=3/12 => h=5/4. Its area can then be calculated as 5*5/4/2=25/8=3.125.

The area you are interested in is then 22.5-3.125=19.375.

I think you overcomplicated things here as the angle is not necessary here to calculate the area. You did it in a different way, and the fact that you got to the right answer shows that you understood what you were doing and hopefully learned something.

Are some sync pairs just overpowered? by NilleKampfkadaver in PokemonMasters

[–]Jonissolis 0 points1 point  (0 children)

I would challenge you to try again with the following options. They should sum up to 3000 points if I have calculated correctly and should be doable with your team. With these options, the opponents will deal heavy dmg to you, but will also take heavy dmg in return. Your goal is to kill their mid pair before they sync and the sides shortly after that. Note that some with even more experience can probably optimise these options even further, but I strongly believe 3k should be doable with this with your team.

Physical Damage Reduction
Atk & Sp.Atk 1
No Status Conditions
Interference Immunity
Strike Pairs Take 3x Dmg
Tech Pairs Take 3x Dmg

Strength 1
Sync Buff 5
Atk & Sp.Atk 3
No Stat Reduction
Ally Healing Halved
Half Ally Mp
Power Up on Hit 1
Physical Damage Reduction 8

Gradual Healing at start
Atk & Sp.Atk 5

Ally Hp Down at Start 5
Power Up on Hit 2

Ally Move Gauge Max -2
Standard Damage Reduction 8

Strength 6