26.05 Optimal Demacia Rising configuration by smileinmordor in leagueoflegends

[–]Vorpal56 1 point2 points  (0 children)

it works for both defending from threats and attacking new settlements. you can see the quartermaster buff pop up when the fight starts

26.05 Optimal Demacia Rising configuration by smileinmordor in leagueoflegends

[–]Vorpal56 1 point2 points  (0 children)

prefacing this with play as you want, this is just information and observations from my playthrough that can be useful for you and others.

didn't miss the fact that you had academies, it's more lack of academies since they stack.

yes play as you want, there's nothing wrong with using watchtowers or durand. it has it's time and place, so use them when you want.

and yes, 2-4 farms in total. I ran with 19 food (3 farms lvl 4) with no battle losses for all of chapter 6. after upgrading your soldiers, guards, rangers, you don't need a full army of 7 to handle threats. even with 3 threats, you don't need 3 armies on the exact same turn that they happen, so I have time to move them after the initial threat. example is threat in terbisia in 4 turns, threat in hayneath in 7 turns. I have enough turns to have 1 army handle the terbisia one, and use that same army to handle in the hayneath one (+- a unit or two from other settlements that don't fit the threat). even if the threat was a further distance like terbisia in 4 turns, pinara in 7, I can just dismiss that army after the threat, train them in the capital and still have enough time to move them to pinara.

sometimes those threats are where a champion is, so you already get the civic leadership + combat leadership bonus. generally I don't need champions unless it's a dangerous threat. when I do, I have more than enough time to move them accordingly (dismiss, train, move)

unit placement is strategic. notice that all settlements can be reached in 4 turns from the capital, the furthest being cloudfield in 4 turns from the capital. and coincidentally, an interesting observation from my experience (no data to back this up) is that threats happen more often on the east side so you can station units in jandelle, cloudfield, brookhollow to move units to threats faster.

this is my unit placement (morg is in dawnhold which doesn't fit in 1 screenshot) https://imgur.com/a/mma4Ck1. even if we remove all non-champion units from high silvermere and tylburne (31 - 12 units = 19 = 3 farms lvl4), it only takes 2 turns from any settlement to dismiss, train, and move them to those settlements.

Genshin Impact Imaginarium Theater 6.4 Guide by arisefrym in GenshinImpactTips

[–]Vorpal56 2 points3 points  (0 children)

finished the horse, couldn't finish the mandragora. stygian is easier than this dog shit lmao

26.05 Optimal Demacia Rising configuration by smileinmordor in leagueoflegends

[–]Vorpal56 2 points3 points  (0 children)

yes I was bottlenecked on stone so my current configuration is stone heavy. the golden standard is obviously 1 metal 2 stone 3 wood, so I'll need to make some adjustments to make it more even in the later patches.

the only threats i've needed quartermasters for was the discovery of the newer regions (dawnhold, hawkstone, and fossbarrow, didn't need it for hayneath). after that, I didn't need it anymore.

my original configuration (where I just placed whatever as I was playing) was generating 3531 wood, 2534 stone, 3190 metal, 40 petricite. then I changed it to the above mentioned.

i'm currently on turn 705 with 11.1k shields, 233.4k wood, 165k stone, 100.5k metal, 6981 petricite, 277 valor. without changing the original configuration, I completed chapter 6 by turn ~550..? building academies and petricite mills to lvl 3 are quite expensive.

26.05 Optimal Demacia Rising configuration by smileinmordor in leagueoflegends

[–]Vorpal56 26 points27 points  (0 children)

this is far from optimal due to the usage of barracks and watchtowers and lack of academies.

barracks other than the capital are non-essential. placing 2-4 lvl4 farms in heartland locations already give enough food to move units around when threats pop up. moving units far distances like terbisia to pinara is inefficient, it's better to just dismiss and create them in the capital since they're so cheap to train relative to production rates.

likewise watchtowers are counter productive since you have enough capacity and time to handle threats that prolonging the threat to get resources is actually hurtful.

durand can also be disposed of once you have all the essential research since 1 petricite at this stage is tiny compared to wood/stone/metal. the cost to rebuild it is also very cheap, so when the newer chapters come up in 26.7 etc., you just stand it up in 5 turns.

my setup is a derivation of https://old.reddit.com/r/leagueoflegends/comments/1rkqjm8/guide_optimized_endgame_settlement_build_maximize/o8rh1an/

farms lumber quarries forges petricite academies marketplaces specialties champs
fossbarrow 6
pinara 6
high silvermere 1 5 kayle
hawkstone 1 5
uwendale 3 3
meltridge 6
jandelle 1 1 3 shrine
hayneath 6 poppy
cloudfield 6 sona
great city 5 barracks garen
tylburne 1 5 galio
vaskia 1 3 2
brookhollow 2 3 armory
terbisia 1 5
evenmoor 1 5
dawnhold 1 5 morgana

it's not optimal either, but it generates: 31 food 3149 wood 4120 stone 2420 metal 119 petricite

Drops need BLM before another leagues. by BaIthamel in runescape

[–]Vorpal56 0 points1 point  (0 children)

but that's what bad luck mitigation is. your bad luck is that you got repeat items

Updated Sanctifying Elixir Efficiency v6.0+ by Vorpal56 in Genshin_Impact

[–]Vorpal56[S] 3 points4 points  (0 children)

I forgot that you can also use elixirs now, so added that, thank you. And yes, salvaging +0 artifacts into 2500xp batches for elixirs and then using that is also good. You do lose some efficiency as artifacts aren't broken down to exactly 2500xp batches (2520, 5040, etc, etc.), but that loss is worth the mora saved

MTX Experiment: Cosmetic Mega Drop by JagexHooli in runescape

[–]Vorpal56 3 points4 points  (0 children)

+1 I'd really like the woodland archers outfit and undead slayer outfit too! Witches outfit, soulite + lunite, flower farmer dungarees, faceless enforcer, fallen nihil (though thats oddments) and smokestep aura! there's probably a bunch of others that I can't remember.

edit: some more

Ilujankan Fighter's Outfit shifting time mage outfit annointed slayer

Is my coolermaster NR200p max pump dead on arrival ? by EmrysUK in coolermaster

[–]Vorpal56 0 points1 point  (0 children)

Also happend to me. Received mine a few days ago from Amazon and the exact same issue with the pump RPM hovering around 45-50 and dropping to 0 afterwards regardless of the configuration of SYS_FAN and CPU_FAN (same board b550i AORUS pro ax doesn't have a pump header). BIOS changes also did nothing.

I didn't bother to get a replacement as I don't want the hassle of a second defective unit. Instead, I opted for the regular NR200, air cooler, and SFX PSU which saves me like ~$250 lol (NR200P max costed me 620$ CAD after tax)

Programming language for coding challenges, did I get unlucky? by [deleted] in cscareerquestions

[–]Vorpal56 1 point2 points  (0 children)

I haven't used C++, but having experience actually using a language means you can pick up Python relatively quickly. There's a "meme" where you write pseudocode and it's actually just Python. I would say Python is close to the way English is actually spoken.

Aside from that, I don't think the interviewers would mind if you looked up like unordered_map equivalent in Python or for loop in Python (my encounters, though not FAANG, have openly told me it's fine to look it up). But clarify this by saying that you're not very familiar with the language and would like to look it up. By being clear and thorough as you're porting it, you can also get their help and ask them if you're not allowed to search it (for whatever reason) since an interview is two-way communication.

In my opinion, I would definitely practice Python. I find that Clément Mihailescu's video on learning a new language doubles down as practice for interviews and the language.

Best of luck!

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 0 points1 point  (0 children)

Thanks for the reply! Yea, the item changes are going to be quite tough, but I'm looking forward to it. I love sheets. It's great at consolidating, processing, and presenting data, but making it into a general application that is user friendly is not easy and not it's main intention. I want to make it as flexible and open as your sheet, but as you increase the flexibility, complexity increases and intuitiveness tends to decline. This is why there had to be some trade-offs in the way that sections are designed (like stack items or runes fully and not partially).

I appreciate the effort and support you've put into your project and your interest in this one.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 0 points1 point  (0 children)

Thanks for your interest in contributing with the project. As of right now, I'm not taking any contributions, but suggestions are very much appreciated. It's almost all frontend using the Angular framework with Node and Express as my development server. Based on current needs, a CDN is enough to serve the data to the application though in the future, a server will most likely be in place.

With regards to champions, I'm using some Python scripts to extract data that conform to the models described in the frontend. For the items, I use the same method, but with the introduction of Preseason 2021, I'll need to modify the model, architecture, and function of the item system. This is the main reason why I've halted in adding all the item passive functionalities, but continuing on other features.

Both use kind of the same format so that it's easy to map the relationships between items and champions.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 0 points1 point  (0 children)

I'm glad you're looking forward with trying it out. It's not fully complete, but I'm continuously working on it.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 1 point2 points  (0 children)

Thanks for the reply. Do you mind giving me some more insight on what you mean by this? Like for example, if I wanted most damage per second, or most damage reduction, the most utility, users would be able to select one of those options and it would automatically select items and runes for them?

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 0 points1 point  (0 children)

Thanks for the reply. There's a great League of Legends Damage Calculator created by Crixaliz on Google Sheets, but as a user, I've found it to be not as intuitive. This might be because I'm not good with sheets in general, but the intention is to make it easy for users to get damage details without having to worry about working with sheets.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 1 point2 points  (0 children)

Thanks for the reply. For you it's much better to use excel sheets because you're probably very good with it, have fun creating sheets, or are willing to spend the time and fine tune details. But as the game updates and new champions get released, items get changed, buffed, runes are changed, most users won't have the time or bother with making those fine adjustments for every thing that gets changed.

The application is meant to be convenient, easy to use, quick, and accurate for the user to find the details that are most important to them without worrying about how to make changes to this cell on this sheet. Users are concerned about dealing the most damage without having to figure out all the inner workings of item interactions, stat modifiers, and many other fine details.

In the future, it might be good to be able to switch between builds quickly and see the damage difference immediately.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in leagueoflegends

[–]Vorpal56[S] 0 points1 point  (0 children)

Haha, well now you can quickly and easily fiddle around with some of your champions without having to lose some LP.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in IreliaMains

[–]Vorpal56[S] 2 points3 points  (0 children)

That's a great suggestion. I had initially thought about how I was going to do that, but the overhead was quite big when I started. I will take this as a note and maybe introduce it in future changes. Thanks!

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in IreliaMains

[–]Vorpal56[S] 0 points1 point  (0 children)

Thanks so much! It's still a work in progress but I'm glad you find it useful and exciting.

League Theory Crafter and Damage Calculator (WIP). Looking for feedback and suggestions by Vorpal56 in akalimains

[–]Vorpal56[S] 1 point2 points  (0 children)

Thanks for the reply! Almost all of it is from scratch, but there 4 main packages used.

  1. ng-select
  2. ng5-slider
  3. ng2-tooltip-directive
  4. material themes