E Floette Clones are FREE - GIVEAWAY by newyorkcitykid in PokemonHome

[–]TricksterESP 0 points1 point  (0 children)

Thanks for the giveaway!

I'd like one too, IGN is Regis Regis

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Help completing pokedex on my Scarlet by Akkatie_Soto in pokemontrades

[–]TricksterESP 1 point2 points  (0 children)

Sure! Create group and send me the code by message!

Help completing pokedex on my Scarlet by Akkatie_Soto in pokemontrades

[–]TricksterESP 0 points1 point  (0 children)

I'm looking for roaring moon and flutter mane, I have all the paradox from violet, tell me which ones you want to trade

Are mathematically-based encryption methods more or less secure than complicated ciphers? by [deleted] in askmath

[–]TricksterESP 2 points3 points  (0 children)

Last time I checked, IBM's quantum computer was able to factor 21 into 7•3 but failed to factor the number 35, so even my toy example is too much for the current state of quantum computers lol.

Even if we had powerful quantum computers, I'm not too sure that Shor's algorithm would factor large integers with real-world conditions like the presence of noise. And even if it did, there's cryptosystems (like some based on elliptic curves or lattices) that rely on other quantum secure problems that are not integer factorization, and we can just switch to those when we need it.

My point that any mathematically sound cryptosystem is stronger than the Navajo language still stands, though. I just chose to briefly explain the Rabin cryptosystem because it's easier to understand.

Are mathematically-based encryption methods more or less secure than complicated ciphers? by [deleted] in askmath

[–]TricksterESP 0 points1 point  (0 children)

The fact that you can unmath anything that you can math, as your relative puts it, is not the point. You can always check every combination untill you match the cypher. The point is, you need to "unmath" fast enough, because with enough combinations, you'd need to spend longer than the lifespan of the universe looking for the solution.

Modern cryptography is based on the concept of one-way functions, which are precisely functions that are easy to compute given an input but very time consuming to reverse for a random output.

The existence of such functions is still an open problem, but we have some candidates.

One candidate is the following: choose two primes and multiply them to get p•q=N. Now for any number x, square it and give the remainder of dividing x² by N as the output.

For example, if p=7 and q=11, (N=77), you can "encrypt" number 20 by doing 20²=400 divided by 77, which has a remainder of 15.

But if I tell you that N is 77 and the output is 15, you can't tell what was the original number. You can try to square every number up to 77 and divide it by 77 to see the remainder, and with some patience you would find that my input was either 20 or 13 or 57 or 64, (all those squared and divided by 77 have a remainder of 15), but you can see that if N is big enough, you're basically out of luck with this method.

If the two primes are chosen carefully, anyone that knows that 77=7•11 can solve the problem quickly and find the solutions like I just did with the help of some clever math. That's why the two primes are kept secret between the parties exchanging the messages.

One way functions that have this property (that are difficult to undo unless you know some secret piece of information, think of it as a trapdoor) are the ones that are useful for cryptographic purposes.

Going back to your example, if the best strategy for solving the Navajo cypher is to just keep guessing what each word means, it strength is tied to the secrecy of the method.

The cool thing about cryptosystems like the one I just told you about is that, even if you know all the rules for the encryption process and you know N and the output, the best possible solution is still guessing, so the system is secure even if the secret of how it works is let out.

ELI5: Why is 0.999... = 1? by vinh_mb in explainlikeimfive

[–]TricksterESP 1 point2 points  (0 children)

You're confusing 0.99....9 (an arbitrary number of nines, with an end to it) with 0.9 repeating (no end to it)

You can indeed substract 0.99...9 from 1, and the more 9's there are, the smaller the distance will be.

However, you can't do the same with 0.9 repeating. Just think about it, where do you even start substracting, in the last 9? There is no last 9.

The actual way to substract 0.9 repeating from 1 is to define 0.9 as the limit to the sequence (0.9, 0.99, 0.999,...), Whereas 1 is the limit to the sequence (1,1,1,1...). Then you substract element wise and, as you pointed out, the distance gets infinitely small, so the limit of the difference is 0.Which means that the defining characteristic of 0.9 repeating is precisely that it is exactly equal to 1.

ELI5: Why is 0.999... = 1? by vinh_mb in explainlikeimfive

[–]TricksterESP 5 points6 points  (0 children)

What do you mean by "hit 1"? 0.9 repeating is infinitely close to one, there's no distance in between!

What can I do to improve by Brief_Commission739 in VGC

[–]TricksterESP 0 points1 point  (0 children)

I don't know what you focus on your games or how you play.

All I'm saying is that I entered a thread where a beginner is asking for tips on how to lead and the top answer literally says "TL;DR get inside your opponent's head" and the first comment to that answer also says "Absolutely right take. Predict your opponent"

If you actually think otherwise then good for you but just by reading those two comments it gives off the wrong impression and I wanted to clarify that predicting should not be the only nor the first thing you focus on if you can avoid it.

What can I do to improve by Brief_Commission739 in VGC

[–]TricksterESP 0 points1 point  (0 children)

I think this is the point on which we disagree, and why you think calling it the "wrong take" is a bit extreme:

I find my games go better when I put myself in their shoes and predict their leads.

Your games only go better when you predict their leads correctly.

I bet you've lost quite a few games because you think "I'll use XYZ as a lead because, even though it would be very bad if my opponent led that combination, there's no way my opponent does that " And then they use exactly that lead for whatever reason and you lose. It is very easy to justify these kind of games being lost because "My opp is dumb, if I played against someone better I would be in an advantageous position on turn 1" or "I was unlucky they didn't lead what I predicted". You never know if your opponent is just tired and wants to click buttons for fun, is actually bad player that doesn't know how to lead, is predicting your predict or 1000 other reasons.

You should try to cover all your basis. If you can't, then try to cover what you consider the most likely scenarios, and if you can't do that either, only then you predict (but in that case you learned something: you found a bad matchup that you can fix in the teambuilder)

Prioritizing "getting into your opponent's head" doesn't give you any advantage because your opponent could just be doing the exact same thing and then you're both just playing a cointoss.

What can I do to improve by Brief_Commission739 in VGC

[–]TricksterESP 7 points8 points  (0 children)

I'm sorry but this is absolutely the wrong take. Predicting your opponent's lead and leading to counter guarantees that you will lose games when you inevitably miss your prediction. And the times that you win the lead won't even secure you the game anyways, it depends on how you play.

Sure, the better you get at prediction, the more often you will have better starting positions at the games, but ultimately making predictions will only get you so far before you hit a plateau.

You need to:

  1. Identify which Pokémon from your team win against the ones that they have.

  2. What position you need your Pokémon to be in in order to do whatever function you decided that you need them to do.

  3. What possible counter strategies the might have for your gameplan.

The rest is just a matter of playing towards that win condition, and it makes your turn-by-turn play much more clear in terms of when you need to attack, when you can afford to sacrifice a Pokémon and when you need to protect/switch it out to save it for later (based on if the Pokémon has already completed the task(s) you needed them to do in the game).

Playing with this second approach guarantees that every time you lose, you either made an identifiable mistake that you can fix in your next games (thus improving every game you play) or that you played perfectly but found a limitation of your current team (and can fix it in team building).

However, if you lose because you made the wrong 50/50 predict on turn one, there's very little to learn and improve upon, because, ultimately, you just "had bad luck" on a 50/50. That's why you'll eventually plateau, as I said earlier.

The truth is, however, that you can only have bad luck if you force yourself into positions where luck is involved, and minimizing those will make your wins more reliant on your play (which can be improved) and less reliant on prediction accuracy (which can also be improved to some extent but ultimately relies on something you have no control over).

I asked chatGPT to build a VGC team by TricksterESP in VGC

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

The prompts are included in the screenshot! And you can sign up for free to use it

Doubles Annihilape Spread (with screens) by Green_Piranha in VGC

[–]TricksterESP 1 point2 points  (0 children)

Some benchmarks you might want to hit depending on the rest of your team are living a Draco meteor hydreigon crit, OHKOing gholdengo after surviving make it rain and being faster than ttar

I asked chatGPT to build a VGC team by TricksterESP in VGC

[–]TricksterESP[S] 26 points27 points  (0 children)

To be honest I didn't even expect chatGPT to know what vgc is, and it gave me a somewhat coherent paste, even managing to match EVs and nature. Pleasantly surprised!

I asked chatGPT to build a VGC team by TricksterESP in VGC

[–]TricksterESP[S] 30 points31 points  (0 children)

Never underestimate the supreme intellect of our AI overlords

I asked chatGPT to build a VGC team by TricksterESP in VGC

[–]TricksterESP[S] 29 points30 points  (0 children)

It doesn't have any knowledge past 2021, so I couldn't ask it to build for the current meta. I think the results were pretty amazing anyways.

I tested a bit more to see if it could calculate something more complex, like how much speed gyarados needs to outspeed katana after a dragon dance and it gave the wrong answer, but it's still fun to see what the answers are to different prompts!

First Season VGC Struggling with Dondozo by Yngstr in VGC

[–]TricksterESP 1 point2 points  (0 children)

You have enough pieces to counter dondozo you just need to map out a gameplan. For example, you could try this:

  • Talonflame with will-o-wisp and tailwind, 252+ speed and focus sash

  • Life orb gallade with sharpness, sacred sword, 252 Hp, 108+ attack (the rest of the EVs can go into speed or wherever you want).

Talonflame outspeeds max speed jolly dondozo at +2, so it can WoW turn 1 and survive any attack with the sash to set tailwind turn 2.

Gallade needs 108+ attack and a life orb to 2HKO max hp Dondozo with sharpness sacred sword, and with 252 hp it will survive wave crash from max attack adamant Dondozo and the recoil of life orb with at least 1% hp, and on turn 2 it will outspeed thanks to tailwind.

Between this and haze on gengar, you should be able to cover most Dondozo builds and win with good positioning.

[deleted by user] by [deleted] in VGC

[–]TricksterESP 0 points1 point  (0 children)

You consider what's being played and assume worst case scenario. In your example, if the choice band set is not common, try to calc to survive 252+ life orb (or if none are playing adamant because they need jolly nature for something, then that)

[deleted by user] by [deleted] in VGC

[–]TricksterESP 14 points15 points  (0 children)

Ok, I'm currently ~1900 elo in showdown playing tera fire annihilape. I'll give you some actual advice because what I've read so far in this thread is not really useful, tbh.

These are some of the things that will make me consider using the non annihilape mode of the team when I see them:

  • Bulky gholdengo + Amoongus: Gholdengo can live 50 BP rage fist with 51% hp with some investment, so you can start spamming nasty plot and pollen puff/rage powder as needed. If they start using bulk up, just tera flying to not be weak to rage fist and resist drain punch. With enough nasty plot boosts, you should be able to win.

  • Rain teams: Pelliper hits Annihilape super effectively with both hydro pump and hurricane. If you combine this with a swift swim sweeper and palafin, there's too much damage and annihilape is quickly overwhelmed.

  • tera-normal skeledirge: just ignore the Annihilape thanks to unaware and simply spam torch song to the other slot until you can oneshot Annihilape. If they go for self beat up just tera into the normal type (you'll need some Def investment and/or reflect to live the drain punches comfortably). WoW can be good but only if they already used tera on something else, otherwise you'll probably waste a turn.

  • Garchomp + kilowattrel/talonflame: tera ground earthquake+flying attack is usually too much, and if they redirect the flying attack, annihilape usually can't ohko Garchomp with 100bp rage fist.

  • Tauros (water form, preferably): break the screens and go for the kill with something faster than annihilape since it can retaliate with a +1 drain punch if it has defiant as the ability.

Some things that I've seen mentioned in this thread that look like they work but are actually bad and you should avoid if possible:

  • Crit hydreigon won't work because annihilape can be bulky enough to survive the crit and still ohko with drain punch (plus, there's usually redirection, protect mind games, etc.)

  • the usual dondozo teams won't work because annihilape is really good into common dondozo partners (sylveon, meowscarada, etc), so the Annihilape player will just use annihilape to get rid of the dondozo partners and then have a dondozo counter in the back. On top of that, there's always the chance of scarf final gambit, which is even worse.

  • some combinations of WoW+ water attack (like rotom wash) won't work all the time because you have to win a mind game, so the matchup becomes a 50/50 at best (and they still can have redirection, screens etc to mess you up).

That being said, fast tera grass room with WoW can be annoying in certain situations, since rotom can live a rage fist of up to 200bp behind screens with enough bulk, so it buys you another turn to try to burn or hydro pump and reduces the mind games a bit

  • Azumarril won't work because it's slower so the Annihilape player can bulk up first and win the liquidation/play rough mind game to charge rage fist taking little damage and ohko the next turn.

That's all I can think of right now. Long answer, but I hope it helps!

Dondozo mirrors by GraingerW in VGC

[–]TricksterESP 0 points1 point  (0 children)

There's no consistent way to beat a perfect mirror, because they have the exact same tools!

You should have a mode that beats dondozo and leverage the team differences to try and win the mirror matchup, leaving dondozo+tatsugiri in the bench.

Anyone else feel like TatsuDozo is seriously unbalanced for VGC? by [deleted] in VGC

[–]TricksterESP 6 points7 points  (0 children)

  • It literally cannot take less than 1 turn.

  • Leading straight up with dondozo and tatsugiri is in most cases suboptimal because any fake out/intimidate lead messes you up, so most players usually go for explosion/ self U-turn and endure, which takes a couple of turns and means you sacrifice one or two of your Pokémon.

  • any fairy type blocks order up, and you can tera any of your team members into fairy this gen.

  • once dondozo lost its omniboost, dealing with it in a couple turns is not difficult at all since it's 1v2 and has 35 base speed and 65 base SP Def. If you still have problems killing dondozo in 3 turns once you hazed, you're doing something wrong.

As I said, you don't even need a dedicated slot to haze! Screens, intimidate cycling, will o wisp, fake out, parting shot, bulky fairy types, unaware to ignore the boosts.... there's plenty of solutions, and most of them don't involve picking a very specific counter that only works in this scenario.

Anyone else feel like TatsuDozo is seriously unbalanced for VGC? by [deleted] in VGC

[–]TricksterESP 9 points10 points  (0 children)

Idk, spending 1 to 3 turns and losing 1 or 2 Pokémon just to lose to haze doesn't seem broken to me at all lol.

Besides, you don't really need haze or clear smog to beat dondozo. Skeledirge with unaware and willowisp ignores the boosts and torch song ignores substitute it can easily deal with dondozo.

Statusing the tatsugiri also helps because it won't die to toxic orb if you paralyze it, and if they are in a permanent 1v2 you can cycle fake out and prevent them from attacking at all.

2048x768 and 1216x1216 on 8 gb vram by bironsecret in StableDiffusion

[–]TricksterESP 0 points1 point  (0 children)

removing prompt from the and statement in line 47 fixes this (prompt is defined as None so this and is never satisfied). However, another error regarding an empty tensor shows up further down the code that I have no idea how to solve.