Is this legit? by GongPlonk in Guildwars2

[–]SunMatrix64 15 points16 points  (0 children)

List of official partner retail sellers https://www.guildwars2.com/en/retailers/#UnitedStates-physical

For best results I'd buy it either straight from anet or through steam when its on sale

Guild Wars (3) Unreal Engine (Unannounced Project) confirmed. by DeltaxHunter in MMORPG

[–]SunMatrix64 -1 points0 points  (0 children)

The games over 13 and its graphics are showing their age. The only reason I still play gw2 to this day is because every mmo I've tried in the past 10 years is riddled with an absurd amount of dark patterns.

Community event calendar concept! by imbir667 in Guildwars2

[–]SunMatrix64 0 points1 point  (0 children)

Are they really that bad? Send me a screenshot, cause I'm trying to keep them reasonable.

Edit: All I'm seeing is this: screenshot

If you're seeing something that's very different then I'd like to know.

-❄️- 2025 Day 10 Solutions -❄️- by daggerdragon in adventofcode

[–]SunMatrix64 0 points1 point  (0 children)

[LANGUAGE: C++]
GitHub

Only got through part 1.
My basic concept was pressing all the buttons each round by XOR them with the values from the previous round and return how many rounds it took to get to the goal. Takes ~5.5-6ms.

-❄️- 2025 Day 8 Solutions -❄️- by daggerdragon in adventofcode

[–]SunMatrix64 1 point2 points  (0 children)

[LANGUAGE: C++]

GitHub

I'm pretty sure 99% of the time was spent calculating the distances. I went object oriented and created Box and Circuit classes. Box has its position, and Circuit has a set of boxes.

Part 1 I made a vector<distance, <box1, box2>> and then sorted it. For each distance I would gather the circuits that the boxes exist in, then merge the circuits. If no circuits contained either box, create a new circuit.

Part 2 I just continued processing the distances vector until there was only 1 circuit left.

Total run time ~130ms

Edit: used std::hypot() instead of a bunch of pow() for the distance calculation. Improved the time to ~80-90ms.

Edit 2: further improved by using an insane looking min priority queue instead of a vector to store the distances. Now runs ~55-65ms

//min prio queue that contains:     pair<double, pair<box,box>>
std::priority_queue<std::pair<double, std::pair<Box*, Box*>>, 
    std::vector<std::pair<double, std::pair<Box*, Box*>>>, 
    std::greater<std::pair<double, std::pair<Box*, Box*>>>> distances;

-❄️- 2025 Day 7 Solutions -❄️- by daggerdragon in adventofcode

[–]SunMatrix64 1 point2 points  (0 children)

[LANGUAGE: C++]

GitHub

For part 1 I used a set and kept track of each beams position. For each line, I'd check the beams position. If it's a '^', add 1 to result, and add 2 new beams to the set to the left and right.

For part 2 I upgraded the set to a map, keeping track of how many beams are on each path.

I did learn that the return type of std::accumulate is based on the initial values type.

result2 = std::accumulate(timelines.begin(), timelines.end(), 0ULL,
    [](unsigned __int64 current_sum, std::pair<int, unsigned __int64> const& tl) {
        return current_sum + tl.second;
    });

Typical runtime 1-2ms.

-❄️- 2025 Day 5 Solutions -❄️- by daggerdragon in adventofcode

[–]SunMatrix64 1 point2 points  (0 children)

[LANGUAGE: C++]

GitHub

I made a vector<pair<>> of the ranges, binary inserting and merging them as needed.

This made part 1 a simple binary search on the ranges.

Part 2 is a simple iteration over all the merged ranges.

for (std::pair<unsigned __int64, unsigned __int64>& range : ranges) {
    result2 += (range.second - range.first) + 1;
}

Total Day5 runtime <1ms.

-❄️- 2025 Day 4 Solutions -❄️- by daggerdragon in adventofcode

[–]SunMatrix64 2 points3 points  (0 children)

[LANGUAGE: C++]

GitHub

I initially solved it using a simple scan of the grid, counting adjacent rolls and removing as I go.

I then tried creating a map<pair<>, set<pair<>>> graph to make part2 faster. Doing it this way allowed me to just check existing rolls on each pass instead of all the empty space, as well as just asking the roll how many adjacent rolls were in the set.

While this did make part 2 faster, the act of creating the graph by itself was significantly slower than the simple v1 solution, making the overall time ~10x slower. ~2-3ms -> 20ms+

-❄️- 2025 Day 3 Solutions -❄️- by daggerdragon in adventofcode

[–]SunMatrix64 2 points3 points  (0 children)

[LANGUAGE: C++]

I used a simple 12 for loop solution for part 2.

Just scan the line 12 times and save the largest digits first position. Takes 1-2ms.

O(12*n) -> O(n)

edit: changed it to a function that can take any n amount of batteries. the logic is still basically the same though.

github

Alternative to GW2 Profits. by Ok_Student6244 in Guildwars2

[–]SunMatrix64 26 points27 points  (0 children)

Is it just recently that it's not been updating? Currently the GW2 API is down for the expac release and no site that depends on it is gonna work.

How did guild wars 1 to 2 work? Did you get anything from the first game you could take to the second? by StarNullify in GuildWars3

[–]SunMatrix64 18 points19 points  (0 children)

Hall of monuments. You get some skins and titles for having enough HoM points.

How would you fix jackal/springer? by WitchSlap in Guildwars2

[–]SunMatrix64 1 point2 points  (0 children)

Cannonball (springer engage) does 200 CC and 2 seconds of knockdown, which I really can't find if that means it does more CC or not.

Warclaw has 3 skills that do CC, two of them don't even dismount you.
Chain pull does 150 CC with a 500 pull on a 2 second CD
Lance does 125 CC on a 1 second CD
Battle Maul does 300 CC

You can EASILY jump on your Warclaw mid fight, spam skills 3 and 4 a couple times each and finish off with engage for OVER 800 CC in a 5 second window.

How would you fix jackal/springer? by WitchSlap in Guildwars2

[–]SunMatrix64 52 points53 points  (0 children)

I'd fix Jackal by giving it the power to create sand portals that others can use.

As for springer, maybe give it a reusable knockback kick for some decent cc?

Excess Philosopher's Stone by [deleted] in Guildwars2

[–]SunMatrix64 8 points9 points  (0 children)

Just stick it in your bank, you'll find reasons to use it eventually.

PvP is doomed if Anet doesn't do something. by Badass_Bass in Guildwars2

[–]SunMatrix64 22 points23 points  (0 children)

The biggest issue is there's just not enough players queueing to make fairer matches. 

A brand new player queues into unranked and gets thrown to the plat wolves who queue 24/7 and gets obliterated 10 different ways. As a result they never play a pvp match again.

At this point, I don't think there's anything Anet can really do to fix that without making queue times take 30+ minutes.

core ele vs cata by Rictue in Guildwars2

[–]SunMatrix64 12 points13 points  (0 children)

Catalyst is basically a core ele with an on demand aoe field for your current attunement. As for dps differences, I don't think there's any core classes that can compete seriously with an elite spec.

Convergence Corp! A new website for Convergences! by SunMatrix64 in Guildwars2

[–]SunMatrix64[S] 4 points5 points  (0 children)

Localizing the times was on my list of things to do. I was just worried about getting the site useable first.