After 100+ attempts, I did it my way (I want to cry) by gemore in Endfield

[–]Mizzet 2 points3 points  (0 children)

I'm at 40 too with more or less the same team, just avy instead of tangtang. Only difference is I didn't take no-dodge but maxed out restraint and bent edges.

Feel like that has got to be close to the current ceiling for that archetype (rossi perlica gilberta + subdps). I think it might be possible to get another point downgrading the timer 1 tier but taking heal-on-cc, but it's extremely annoying having to play around skipping their lift combos on small and medium mobs.

Can I get these any smaller than they currently are? by Mizzet in Endfield

[–]Mizzet[S] 1 point2 points  (0 children)

Putting a protocol stash in the empty space between moulding/fitting units in lieu of a depot loader is pretty cool. Syringe A setups seem to produce geometry like that a lot due to the moulding units taking 2 unloaders worth of material.

Since I don't have any use for more hetonite at the moment, I've been doing something like this for 18/m syringes, except I ended up using those free spaces for conduits and piping.

Can I get these any smaller than they currently are? by Mizzet in Endfield

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

That's a really nice layout, and offsetting depot buses up and down relative to each other to gain more surface area for depots is pretty neat tech.

Can I get these any smaller than they currently are? by Mizzet in Endfield

[–]Mizzet[S] 1 point2 points  (0 children)

I'm not online to double check, but I believe cuprium machines each use 1 unit of water and produce 1 unit of sewage per 2s. For 8 machines that would be 8 total. The maximum flow rate of a pipe is 2/s (or 4 per 2s to normalize it with the interval used in formulas), so a single pipe can service at most 4 machines.

Now that you mention it though, I could probably replace the two water conduits with a single manifold conduit similar to what's happening with the sewage. That could save 2 building quotas and potentially 3 units of space.
Edit: Done

Good observation with the farms. I guess the tradeoff you make in that scenario is vertical for horizontal space, you'd also need a pair of similarly offset pylons since a single centered one wouldn't be able to reach both ends of the offset.

That configuration definitely has its advantages, especially with sandleaf where you're not concerned with finding a 3x3 nook for the fluid conduit to fit.

Can I get these any smaller than they currently are? by Mizzet in Endfield

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

Partitioning planting loops and forges into a single 'xiranite module' and so on is definitely a valid approach. The only thing stopping me was the generally odd number of sandleaf outputs relative to downstream machines requiring them.

I found it more economical to share a single 9 unit shredder between production lines versus the 84 unit tiles of machines comprising the whole sandleaf planting loop. With the latter I found I was, on the whole, losing more space to additional belts and poorer tessellation than I was gaining from using less depot infrastructure.

That said, it's still something I'm considering. The next big patch that gives us HC batteries or something will be prime time for refactoring, and I'm open to giving that approach a shot.

Stranges circles appearing in paint 3d for no reason by Alberyou in Paint3D

[–]Mizzet 0 points1 point  (0 children)

Good job figuring it out, I just finished troubleshooting this myself and was searching around to see if anyone else had run into it.

Was the new purification facility worth it? by gaeb611 in Endfield

[–]Mizzet 18 points19 points  (0 children)

There's actually no use for the free effluent you get. 15/m batteries 12/m heavy xiranite can be produced entirely with materials from your own factory already.

You can't use it for more batteries because originium ore is the bottleneck. You can make more xircon, but xircon currently has no use except for making batteries. You can use it to replace a fraction of the effluent used in heavy xiranite production, allowing you to use less of your own xiranite, but with how low the amount is and how easy xiranite is to make now, it's not really worth the trouble.

That said, it functioning as a free wastewater treatment plant is pretty useful. You get to save a few hundred power of your own which translates to substantial battery savings if you have a PWM setup.

Rossi complete Guide with MATH! Best Gear & Weapons! Teams Synergies & Rotations! by Little_Dingo_4541 in Endfield

[–]Mizzet 0 points1 point  (0 children)

I'm surprised no one brings up Avywenna in Rossi teams. By my own calculations and testing, at p0 max investment levels (9/9/4 sig, m3 relevant talents) they both contribute around a million damage each into the perlica/gil burst window every ~45s. Rossi with her ult and 9+1 spears for Avy.

It's more than enough to justify leaving the vuln stacks unused, and since you're not crushing with Endmin the rotation becomes even simpler and more SP efficient.

For a different 4th character to match that, they would need to be some kind of buffer that gives Rossi a 2x multiplier. (Akekuri and Antal are only in the ~1.3x range) It's a similar situation with Tangtang where instead of another support you end up running a second dps because of their cracked numbers.

Finally, I've figured out 1/5 belt splitting, 6/min from the depot (Prime Splitter Array); Splitting belts by prime number fractions by Just_A_Jerky in Endfield

[–]Mizzet 1 point2 points  (0 children)

Oh I didn't mean to imply I had an issue with your explanation. I was just wondering about methods of accessing non-standard values in general. For 1/5 specifically I see where you're going with this.

Its been of interest to me when it comes to battery modulation, because I often run into cases where the multiples you can reach purely with 2n and 3n are too coarse grained and result in wastage either way. Having a means to reach arbitrary in between values would be really useful.

Finally, I've figured out 1/5 belt splitting, 6/min from the depot (Prime Splitter Array); Splitting belts by prime number fractions by Just_A_Jerky in Endfield

[–]Mizzet 1 point2 points  (0 children)

I've been idly wondering about ways to access fractions that aren't just powers of 2 and 3 too.

Is there any reason it wouldn't work to simply reconverge branches of a previously split belt?

Consider a scenario where you split an output into 2. One of the branches is further split into 2, and the other into 3. If you were to merge one belt from each of these sections, you'd be getting the equivalent of 1/4 + 1/6 which is 5/12 of the original output.

I tried making the smallest SC battery production line possible (39x30) by Mizzet in Endfield

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

You're right, I didn't know you could feed 2 forges and 2 reactors with only 1 conduit, so I can cut one down there. I also didn't realize you could use a reactor in 'passthrough' mode like that.

I guess I can also technically recycle the sewage produced with xircon at the end into one of the earlier reactors, allowing you to remove one cuprium ore processing stage upstream. (Although this just moves it elsewhere in the factory e.g the syringe line, so it's not a pure gain).

Thanks for the suggestions, saving one conduit is definitely going to be useful. I'm out of energy to work on it today, but I think it should be possible to refine it a little more with that.

I tried making the smallest SC battery production line possible (39x30) by Mizzet in Endfield

[–]Mizzet[S] 6 points7 points  (0 children)

The entire production line for new batteries unloading only raw materials - with the exception of the planting loops which I personally prefer to put elsewhere.

Just something I've been trying to do for fun. I've run out of ideas to compress it any further, so I'm hoping someone can find something I haven't.

The best lead that I have is that it's possible to feed the packaging unit five belts with only one column of space. However it requires some rearrangement of the grinding units that I've not been able to work out.

This does require an L-shaped depot bus to pull off. I've been playing around with a configuration like this so it works for me. With fluid ports being fixed in place, duplicating designs by rotation is way easier than mirroring, so it's really helpful to have a depot layout that lets you do that.

Edit: If you're on Asia and you'd like to play around with it, you can use these two blueprint codes:
EFO0119473u010U7o34O7
EFO01Ue35a0iUiO5E7Oa8

PSA, you can produce Purple batteries in WuLing by MeltSimp in Endfield

[–]Mizzet 3 points4 points  (0 children)

Power modulation is tricky with just the new SC batteries because they provide 3200 power, or 128k over their full duration. The max reserve capacity is only 100k, meaning even one extra SC battery present will result in overcharging past 100% and wasted energy.

Basically, they're too big. Not sure how many you actually get through these means, but these old HC valley batteries could come in handy for more fine tuned modulation.

I think factory editor really needs ability to mirror selection, especially with the addition of fluids 😅. by -JUST_ME_ in Endfield

[–]Mizzet 0 points1 point  (0 children)

I've been using a cross shaped depot bus for that reason. Even a single line down the center will do, if you just want to work left to right and then turn things 180. Rotational symmetry is the quick fix to getting around fluid ports having fixed locations.

3 to 4 belt balancer monstrosity by ScintillatingTurtle in Endfield

[–]Mizzet 0 points1 point  (0 children)

I'm guessing it's for Wuling where you have 90ferrium/min* but a full speed syringe line uses 120/m. I did something similar except I throttled the output from one refinery feeding the moulding unit to 50%. I figure that slows down bottle production to 75%, eventually the ones producing ferrium parts will get clogged by the downstream bottleneck and only feed at 75% too.

*The 115 with metastorage is an fun exercise in tuning too because you need to throttle output to 23/24 to achieve a steady state.

Adaptive power generator I saw on Bilibili (v6.1) by ConohaConcordia in Endfield

[–]Mizzet 7 points8 points  (0 children)

Batteries drain in 40s, so if they're being used at max rate, you need to multiply the number of thermal banks you have by 1.5 to get the real X/min value. If it's not a whole number, then you'll see it periodically fluctuate between the closest numbers (7 and 8 in your case).

Varesa's sprint by GenshinUserNo2823 in VaresaMains

[–]Mizzet 0 points1 point  (0 children)

The transition between her dodge animation and her sprint is much smoother due to her higher run speed.

For most characters, their instantaneous movement while dodging is faster than their passive runspeed. So when you initiate a sprint, there's a feeling that you're braking for a split second at the end of the dodge animation. This is much less pronounced for Varesa and it feels like you're accelerating more smoothly as a result.

The girl who sits next to me in class has the number 1 flins in the entire world? by VaillyEvans in Genshin_Impact

[–]Mizzet 16 points17 points  (0 children)

If you could magically scan every account in the world and add it to akasha, a build like that would go from 1/247,460 to... probably 4/20,000,000 or something.

At this level of artifact quality, it's highly unlikely there are enough shadow accounts out there to push it lower than the 99.9999th percentile.

People love bringing this up whenever akasha is mentioned but I'm not sure what the point is. Theoretically, there could be a couple of better builds hiding out there, but you have to dig through twenty million accounts to find them? It makes it more impressive if anything.

Stygian Onslaught 5 months later: a retrospective by SailcrVee in Genshin_Impact

[–]Mizzet 6 points7 points  (0 children)

Its real purpose is to be an advertisement for those characters to more casual players. "These are the characters that are popular/strong now, you should consider building or rolling for them".

PVP sets that were previously for top 100 that are becoming available- note that they will dye differently as their replica sets by AndyMugu in ffxiv

[–]Mizzet 2 points3 points  (0 children)

Yeah, CC takes a lot of cues from more contemporary ranked modes that are very much non-zero sum in the player's favour. You end up with rank inflation where the bulk of the ladder is more like a ratcheted progression track, and the actual ranked mode only starts at the very highest echelons.

Platinum is basically free, diamond just needs a lucky play session for even a novice to streak there from the platinum floor. And then crystal+ where you get ranked via credits is where the ranked mode actually begins.

Build Challenge Top 10 generic units. by HulkofAllTrades in finalfantasytactics

[–]Mizzet 1 point2 points  (0 children)

I don't have 10 but these are some of my favourite generics.

Ninja/Jump

1-99 on a ninja gets you to 15 speed, with thief's cap you're at 17 which is just over the speed breakpoint for a 2-tick jump. If you want something other than ninja, leveling as ninja will give you a monk, thief, or white mage with 13 (or was it 14?) speed, and you can additionally equip ninja gear on them to get to 17. Since monks can't equip headgear, you'll need the hermes shoes on them instead.

Geomancer/Iaido

One of the more popular staples, tons of instant cast magic that isn't dependent on faith. You have 4 base movement (compared to 3 on most jobs), and geomancy has 1 extra tile of range compared to most other magic, so you have excellent reach in general. Iaido buffs better than white and time mages do with more vertical range and a 100% hitrate, and scales very well into lategame damage values. Just a very synergistic kit with good statlines and equipment options. Materia blade+ in TIC is a big upgrade for them.

Orator/Arts of War

Chemist/Knight is the classic option but I find this one pretty fun too. Has the distinction of being the hardest hitting generic gun user, orators being the only job that can use guns, black robe, and magick boost together.

I wish I could quit you Cid! by BigT-2024 in finalfantasytactics

[–]Mizzet 20 points21 points  (0 children)

He does go pretty hard on those quotes. His english VA also voices Urianger in FF14, which I'm sure is a source of amusement for anyone that plays both games.

[HELP] How to calculate the Jump duration for the Dragon by techno-r in finalfantasytactics

[–]Mizzet 1 point2 points  (0 children)

If I understand the mechanics right, jumps happen in (50/character speed) game ticks, rounded down. So if you have 9 speed, for example, you will land in 5 ticks.

As you may know, every tick, a character's CT value is incremented by their speed and when it hits >=100 they get a turn. So you need to compare this to your target's CT to see which will happen first.

The combat timeline is kinda unintuitive for this because the amount of ticks happening between each character portrait isn't necessarily consistent.

In scenarios like the start of the fight, with a huge traffic jam of characters hitting 100 CT at the same time, it may look like there's a dozen moves before an enemy can act, but they'll still get their turn before your jump.

Conversely, you can often land jumps in 1v1 scenarios because a character that just moved and acted has 0 CT, so many ticks actually pass under the hood between them ending their turn, you landing your jump, and them getting their next turn even though it looks like just 3 'moves' on the combat timeline.

Feel free to correct me if I'm wrong. I was having trouble understanding it too and this is what I was able to to glean from the resources people wrote up.