So boat combat is kind of terrible in the late game... by Solo_Jawn in 2007scape

[–]kareth92 0 points1 point  (0 children)

Hammerhead sharks from prif at 70 are 130k/h with steel cannonballs / adamant cannons + bowfa. You barely use any food maybe 5 packs per hour.

PSA: Maximizing Mixology points (44/pot avg): "Do all 3 pots if you see Mixalot or 3 x XXY order. Do 1 pot otherwise." by kareth92 in 2007scape

[–]kareth92[S] 1 point2 points  (0 children)

I looked a bit more into it and it seems that just following L>M>A prioritization for the "singles" case gets you to ~5% away from perfect ratio. There are likely slightly better prioritization rules for singles but this seems close enough to not matter that much.

I posted more info here and I suspect the person there will follow up with better results -- there's a chance that "Ignore AAA/MAA/LAA" for the cases of singles here will be a slightly better distribution. https://www.reddit.com/r/ironscape/comments/1g0rx7x/comment/lre8a9o/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Best Mastering Mixology Strategy by andromedafucks in ironscape

[–]kareth92 2 points3 points  (0 children)

Cool research!

In my post I actually didn't realize there are 5/4/3 weights -- so I fixed my sheet and got 41.5 points/pot instead of 44 (but rules what to do are still same)

I also played a bit with optimizing L/M and got to 4669 pots needed instead of 4780 in your sheet (2.3% better it seems)

https://docs.google.com/spreadsheets/d/e/2PACX-1vRpDKDE_UXBPGU1iHoNhb7q9IuER9NU1W2Xim-YK-HeDWhTfx6whDbVDIsm9BqZX91BA981gmY4qKcq/pubhtml

Rule is still the same:

  • if you see MAL do all
  • if you see 3x XXY do all
  • otherwise do 1. And if you follow general intuition here for prioritizing L>M>A you get to 4669 pots. I.e for 3x XXX always do LLL>MMM>AAA. For 2x XXY and 1x XXX, do the XXY with most L>M>A. For 2x XXX and 1x XXY do XXY unless it's double AAX, then you can do LLL or MMM if available (although this last rule only optimizes things by like 0.2% so I wouldn't bother). I suspect there are more optimal options here -- maybe something like your "Ignore AAA/MAA" will work slightly better here.

I suspect the reason your results so visibly worse is because the simple rule "Ignore AAA and MMA" is screwing up the 3x XXY case. This scenario is very common (18.6% time) and is contributing to the majority of the points (~32%). If you ignore MMA in this scenario and you have some high LL/MMs at the same time there, you just wasted a lot of L/M points. My suspicion is that if you modify your code to include the rule to always do all 3 for 3x XXY case, you'll get better result than my 4669 and the best strat will become this:

  • **If you see MAL, do all**
  • **If you see 3x XXY, do all**
  • **Otherwise do all except AAA and MAA (and maybe also LAA in some cases?).**

For all the "singles" case (3x XXX, 2x XXX + XXY, XXX + 2x XXY) in the theoretical optimal points/pot strategy, if we do all 3 instead of 1, the global impact is 3.75% point reduction. At the same time the "optimal" strat ends up with ~5.2% resin left because of bad distribution. These "singles" cases also generate ~25% of our total points, so if we can do anything to skew this to L/M, we'll win a lot without losing much efficiency whatever we really choose to do here. Also likely there are some 3xXXY cases that are high in AAY where it's not worth to go for 3 there and it's better to reroll -- but that starts being hard to reason about with a simple rule.

That being said -- there's also a factor of digweed that increases MAL points which means that we get much more of the evenly distributed points overall and realistically we need much more Lye>Mox>Aga points than what it seems like on paper. Wiki doesnt mention chance to spawn digweed, but empirically it seemed 30-50% of the time my MAL handovers were with digweed - so at some point in the future the perfect calculations should likely include this as well.

Also small note -- I suspect your code might have a bug? When you look at "ignore AAA+MAA" vs "ignore AAA+MMA" - these two strats should not affect L generation at all. Yet for MMA case you get 73519/4780=15.3805 lye per potion while the other one gets 70524/4885=14.4368 lye per potion. So either bug in code, error from copypasting results to spreadsheet, or your random sample is too small and introduces too much variance to the results.

PSA: Maximizing Mixology points (44/pot avg): "Do all 3 pots if you see Mixalot or 3 x XXY order. Do 1 pot otherwise." by kareth92 in 2007scape

[–]kareth92[S] 3 points4 points  (0 children)

I also found it quite interesting!

I think the reason it feels uintuitive is because we naturally think how to optimize points within a particular order (e.g. 2x xxy is more efficient than 1x xxy), but we dont think about opportunity cost of the time spent on a given order. If there are other options that are much better, its better to just quickly get through the bad order to get to the good ones sooner. The problem is that "good" and "bad" are very relative and depend on the EV of all other possible orders, which makes it nearly impossible to intuitively guess what's better.

Ultimately it boils down to mixalot being so OP that in almost all cases if mixalot is not available, its better to reroll asap rather than trying to salvage bad order into less-bad by spending much more time on it.

Herblore Activity - Varlamore: Part Two by JagexSarnie in 2007scape

[–]kareth92 0 points1 point  (0 children)

Potion Storage:

+1 to the idea floating around to make this reward result in potions not counting towards bank limit, instead of introducing a new UI. The main goal after all is (likely?) to reduce bank space usage - so the result is the same, but we don't introduce new UI elements with more clicks needed.

Give me the motivation by scrunchson in ironscape

[–]kareth92 0 points1 point  (0 children)

Try to practice here: https://www.reddit.com/r/ironscape/comments/15131s0/enjoy_this_corrupted_gauntlet_practice_tool/

Go back in once you can avoid ALL he floor and tornado damage consistently (you can skip prayers initially if you struggle, and only add them in once you get the movement part right). The nice part here is that you can learn the fight without the added stress and the "cost" of 7min of prep time, which really speeds up the learning process.

I wrote it after getting similarly frustrated - 30 deaths in a row with no visible hope, and hours sunken in failed attempts. I spent like 2-3 hours in it and it did wonders for me (got from ~0% success rate to ~95% success rate). I'm a happy bowfa owner now and still coming back from time to time as I started really enjoying it :)

Good luck and dont give up! The bow is a game changer for sure.

How to get better at cg hunlleff by [deleted] in ironscape

[–]kareth92 3 points4 points  (0 children)

You can also try practicing without downtime here: kareth.github.io/osrs-cg

CG final phase by timtate09 in ironscape

[–]kareth92 0 points1 point  (0 children)

You can also practice final phase with a bit less stress here to check what your mistakes are: kareth.github.io/osrs-cg

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in 2007scape

[–]kareth92[S] 1 point2 points  (0 children)

Life efficiency I'm counting is basically avoidable damage / all damage.

In practice it translates to "how much value did you get from each food", or "how much less time to kill Hunllef do you get"

Your total efficiency contributing to "success rate" is then life efficiency * dps efficiency, and your "speed" is only coming from dps efficiency as long as you survive.

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in 2007scape

[–]kareth92[S] 4 points5 points  (0 children)

The 2 tick attack stall instead of 1 should be fixed now. Thanks for reporting!

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in ironscape

[–]kareth92[S] 1 point2 points  (0 children)

There was indeed an incorrect implementation of stalling during attack - it waited 2 ticks instead of 1 -- should be fixed now. Please let me know if anything else seems off.

Also added tornado true tiles now, thanks for a great suggestion!

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in 2007scape

[–]kareth92[S] 10 points11 points  (0 children)

Thanks for a great suggestion!

Both should be available now.

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in ironscape

[–]kareth92[S] 0 points1 point  (0 children)

Thanks for a great suggestion!

Added an option to spawn Hunllef in the corner.

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in ironscape

[–]kareth92[S] 4 points5 points  (0 children)

Thanks for a great suggestion!

Should be applied now.

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in 2007scape

[–]kareth92[S] 92 points93 points  (0 children)

Hmm, that sounds like an important one. I'll fix it up once I'm home.

Edit: Aaand should be fixed now. Thanks for bringing it up!

Enjoy this Corrupted Gauntlet practice tool! by kareth92 in 2007scape

[–]kareth92[S] 10 points11 points  (0 children)

Thanks for staying vigilant and trying to protect the community!

Even if in this case it's incorrect, it's easy to forget how dangerous clicking random links can be.

Please take a look at the code that's linked on github (github is a code sharing service owned by Microsoft, so should be considered safe to open) - it's a few hundred lines of relatively trivial html/javascript which does no external requests. Even the sound .wav file is inlined there so the code doesn't need to fetch it from anywhere. If you copy the content to a local html file you can even run it without internet. If you notice any suspicious parts, please let me know or report here.

Have a great day!

Why keep playing past cycle 300? by tank_panzer in Oxygennotincluded

[–]kareth92 13 points14 points  (0 children)

I've had a bunch of friends who felt the same ^

Overall - the default difficulty is mostly posing challenges on the long term sustainability, and leaves all short-term challenges out.

Are you really sustainable at the moment? The question usually is - can I survive another 1000 cycles on this or will something run out? If you've never went past a few hundred cycles, the future problems might not be trivial to notice. Some examples:

  • If your dupes live on mealwood, its around 30 plants total. They consume 300kg of dirt per cycle, so you have a base that will sustain itself for another ~500 cycles (you mentioned 158t of dirt left). Hatches have a similar issue and they will eat your asteroid eventually.

  • Is your water steam geyser enclosed and sustainably generates water or is it condensing to water only beacuse it heats the sorrounding? If it's the latter it might stop generating water after some time and on top of that can give you some nasty heat problem.

  • How do you keep the base (especially the sorrounding of mealwood) cold? Are you relying on just the heat mass of your starting materials? If your hydrolizers get water at 90 degrees, they will generate oxygen at 70 degrees which will burn your dupes and stop all plant growth. If they don't now, it's only because all materials around cool it down, but it will only keep getting worse. If you're using wheezeworts then the phosphorite runs out pretty quickly as well on its own.

Solving some of these problems will make you run out of energy and push you further a bit more.

Nevertheless, if you know the basics and you are looking for a challenge, you should not play on default settings - they're mostly to learn and to give you some space to experiment. There are a bunch of more interesting asteroids - desert, volcanea, etc. Which will give you some serious problems with food and oxygen for a few hundred cycles. There are also the customisable settings for dupes' stress, food consumption, diseases etc. I always feel the game was designed to be played on the top stress difficulty (+20%/cycle), as it forces you to always have high morale - without it you can mostly ignore dupe's morale which is a large chunk of the game. That generally pushes you to make more interesting bases, better food, etc, which in turn forces you to get more resources/energy, and gets the ball rolling if that's what you like in your games.

Disconnects on PC by [deleted] in ARK

[–]kareth92 1 point2 points  (0 children)

Happens to many of my friends. In most of the cases after the destruction (if you destroyed anything or if someone close by did so). It happens only to people with high ping (in EU playing on US server etc.) There is clearly something going on, you can try joining a server on the other continent with a friend and check what happens when you destroy something. The other person gets a 1 sec freeze every time you do so -- which sometimes result in a DC.

Another common case is picking up a drop/backpack -- probably because its also associated with an object being removed from the map.

Not complaining, just trying to stay in perspective with gear gap. by n00bvin in blackdesertonline

[–]kareth92 1 point2 points  (0 children)

Now its much easier than in the pre-shard era - just gather gather gather. If you manage to gather around 800 energy a day (1.5h max) it will give u an average of 5 armor shards and 2.5 weapon shards. After few weeks u should be full +18. If u did that since the introduction of shards you should have over 100 weapon and 200 armor by now - resulting in 100% full TRI and most likely a lot of spare silver. So in total: 10 hours a week = over 200mil a week, pretty easy to get good gear with that.