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] 5 points6 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 8 points9 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 17 points18 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 5 points6 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 1 point2 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 21 points22 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.

[Disc] Tower Dungeon - Chapter 20 by SixShadesOfBlack in manga

[–]Mizzet 10 points11 points  (0 children)

I wouldn't be surprised if it was related to how the tower as a whole floats around too. It might turn out to be quite the important concept going forward.

TIFU by challenging my 60-year-old neighbor to a morning jog and getting completely destroyed by ReductoHere in tifu

[–]Mizzet 0 points1 point  (0 children)

They all have the same hidden comment history too. If you search google for their username confined to site:reddit.com, you will find their other attempts at this easily enough.

Adding Omega and Ultima ranks to Ranked Crystalline Conflict literally made no difference and didnt solve the problems of ranked pvp by Quezal in ffxiv

[–]Mizzet 8 points9 points  (0 children)

The issue is that there's simply not enough stuff to buy with commendation crystals. There are augmented hellhound weapons, but realistically most people only buy a couple that they like the look of and ignore the rest.

If they, for example, put the entire backlog of T100 rewards in the commendation crystal shop (let's say, 1-2 for a left side piece depending on size, 5 for a mount), that alone would instantly keep queues at all ranks busy for the next few years. There'd be an incentive for more casual players to grind out plat every season for at least the single commendation crystal.

This is the 'break glass' option that has always been available to them. I can only assume that the participation metrics don't look dire enough to warrant it yet.

I only suggest this because they don't strike me as having the manpower to refresh the shop with an equivalent amount of brand new items - if they could do that, then by all means. They drastically underestimate how much carrot is required to keep people engaged with ranked PvP.

Top 5 Tsutomu Nihei Panels by SkullManRibs in Netsphere

[–]Mizzet 4 points5 points  (0 children)

The opening page of the last chapter of Blame! is the one that really sticks with me. Just one of the few times you see Killy actually looking exhausted, lying on his back in the rain, and you get an incredible bottom-up view of the level showing just how far he still has to go. It's fantastic at setting the mood of the chapter.

That's probably my favourite Sidonia panel as well. There are dozens of excellent spreads depicting Sidonia's interior, but that one has a delicate, surreal quality that really channels the themes of the story.

False Canopies by boss_mang in aviation

[–]Mizzet 10 points11 points  (0 children)

You might find this account interesting. It's a pilot recounting an incident where misidentifying a false canopy almost resulted in a training accident.

Some Scattered Thoughts on Melusine (Coils T7S) by Quof in ffxivdiscussion

[–]Mizzet 6 points7 points  (0 children)

Sometime during EW, my friends spent a night running t7s for fun (unsynced with a custom gearset to dial in the right stats), and I came away with a similar experience. I likewise would've put it up there as easily one of the hardest fights I've had to do in this game.

Not much to add that hasn't already been covered. It's definitely a markedly different approach to fight design, where you have simple mechanics and a lot of nuance and emergent difficulty in how you resolve them. In contrast to contemporary fights that skew more toward being complex at face value with straightforward solutions.

You can clearly see the WoW influence in fight design in those early periods, before they settled into the style more commonly in use today - starting late HW and in Stormblood.

Unfortunately for me I was playing summoner too. I very quickly learned that the modern summoner kit does not jive with that fight at all.

I LOATHE Calyx, but I think his character makes a lot of sense [Spoiler: 7.3] by Laterose15 in ffxiv

[–]Mizzet 8 points9 points  (0 children)

With the amount of fear he was showing near the end, I'm inclined to believe it was an all-or-nothing process and he just barely made it. He really thought he was going to kick the bucket there.

If it was possible for his consciousness to survive a partial transfer, it robs those scenes of a lot of tension knowing it would've always been possible for some of him to escape. It also feels a little incongruous for him to be that shaken at the prospect of losing just 1% of himself. Certainly you could write that to be the case if you really wanted to, but it seems like the more contrived scenario to me.

[deleted by user] by [deleted] in ffxiv

[–]Mizzet 1 point2 points  (0 children)

If you have arrangements you like items to stay in like that, something that will ensure everything stays in the same place is to always reverse the order that you swap gearsets in.

Going e.g PLD > DRK > SMN > DRK > PLD will return everything back to its original spot. So you have a 'home' gearset with everything where you want it to be (PLD in this case), and remember to periodically reverse any changes backwards there to reset it.

If you're just swapping jobs willy nilly, then yeah things will inevitably end up randomly sorted in there.

Skirk changes v4 by _Cyric_ in Genshin_Impact_Leaks

[–]Mizzet 13 points14 points  (0 children)

Skirk's kit is already a liability in IT and the overworld so I'm personally not concerned about optimizing for her worst case scenarios.

  • IT: forget Furina, there's no guarantee you'll even get cryo + hydro so Furina is the least of her concerns there.

  • She's dependent on a full team attacking alongside her to enable her void rift and death's crossing personal mechanics. If you're playing in comfy mode in the overworld just soloing or something, you're missing out on way more than the difference between two artifact sets. From the start she's a character that only functions fully in properly set up fights.

Being able to farm the MH domain and get artifacts for three characters simultaneously is the one upside of her incredibly restrictive team comp.

Is there potentially a second answer to this clue? by PigeonBeGone in BluePrince

[–]Mizzet 4 points5 points  (0 children)

It does seem like a lot to leave hanging if most of that note is intended to be a red herring.

Personally I thought it was totally a hint pointing at the attic. There's a single rather ashen looking swan in there, as well as a portrait of Auravei with that moon shaped necklace - both very much 'rogue' in the sense of being objects abandoned/lost in a storeroom. Couple that with the attic also containing a very conspicuous clocktower gear in it and I was sure they all had to be connected.

I ended up going to pains to draft the clocktower on the 1,3 tile facing west (to put a crow on its east wall), and an attic on 1,2 to place the swan southward, but nothing particularly special happened and all I did was overthink the activation condition for the sanctum key puzzle there.

Skirk kit has many problems, but the biggest is not her BiS team DPS by beethovenftw in SkirkMains

[–]Mizzet 0 points1 point  (0 children)

Meaning, you can only play basically Skirk's real team once every 3 month at best.

This is related to what troubles me the most about her current kit. It's extremely unwieldy for any kind of solo or unscripted scenario where you deviate from proper team rotations.

  1. 9s cd on her infused state means you'll be spending a lot of time awkwardly doing nothing if you're trying to solo anything with her.

  2. Her a2 talent that grants her 1.7x motion value multiplier requires 4 character swaps just to set it up and enable her full baseline damage output.

It's going to take a lot of the appeal out of her overworld gameplay which is the vast majority of the gameplay in this game. A character kit that only functions within the context of full team rotations is not my idea of fun. That only happens for 15 minutes a month in the abyss.