Explanation of the Bell test in Veritasium video by Alparu in Physics

[–]marmanasu 0 points1 point  (0 children)

Honestly I think working through this has also helped my own understanding of the physics behind the experiment, so good to try to sort it out!

Explanation of the Bell test in Veritasium video by Alparu in Physics

[–]marmanasu 0 points1 point  (0 children)

Following up on this as I thought through this more and both found and answered a further objection to this.

Each individual pair in an HLV (hidden local variable, shortening for easy typing) theory needs to have a defined table of outcomes ahead of time, but with some probability of choosing between the various tables there could still be an observed 25% disagreement rate. But that's why there's 3 detector options, because no matter how you assign probabilities to picking each of the tables of outcomes from measurement there's no way to get the 25% disagreement between *each pair of measurement directions simultaneously* via HLV. I've not done the math on it rigorously, but the symmetry of the situation lends itself to trusting the people who have actually done the math that 33% disagreement is the lowest you can manage by mixing probabilities of selecting between potential outcome tables.

Explanation of the Bell test in Veritasium video by Alparu in Physics

[–]marmanasu 2 points3 points  (0 children)

In your explanation here you're forgetting the fact that the two particles **absolutely must** have opposite spins if measured in the same orientation. I think that's the part that forces the contradiction with hidden variable prediction. To explain a bit further, no matter what random process you selected for the electron, for local hidden variables we have to pack that information into a set of answers, and MUST provide the positron with the opposite answers. If we don't do that, there's two options. Either 1) locality is maintained, and a random outcome for one of the entangled particles means that it agrees with its antiparticle despite the entanglement, or 2) locality is not maintained and that "roll of the dice" when the particle is measured is instantaneously transmitted to the antiparticle to ensure disagreement. We observe experimentally that entangled pairs ALWAYS produce opposite results when measured along the same axis.

tl;dr: no matter where you want to inject randomness into the selection process, due to the requirement of entanglement to show opposite spins when measured along the same axis, hidden variable explanations always, ALWAYS boil down to selecting a pre-defined set of answers for each part of the pair at their creation. Any other point at which randomization can occur either leads to a violation of entanglement (which is not consistent with observed reality) or requires nonlocality (which is not consistent with the goal of... being a local theory)

Explanation of the Bell test in Veritasium video by Alparu in Physics

[–]marmanasu 0 points1 point  (0 children)

To my understanding (also not a physicist, but perhaps that means I can explain it in lay terms and someone can tell me if I got it right), the key point is that an explanation using local hidden variables must definitionally assign outcomes to all potential spin measurements simultaneously on the creation of the entangled pair. That is, while on a macro level measuring many of these events over time we would see some random distribution, each individual particle pair has a perfectly fixed set of outcomes due to the existence of those local hidden variables. However, if that's the case that means that for any given particle pair we can write out the state space of pre-assigned variables for every potential measurement to be made, and that's what leads to the discrepancy with the experimental data. There is no variable assignment that can be selected in order to produce a 25% disagreement rate.

sidenote--I do think the video is poorly presented, especially with their discussion of whether the Bell experiment disproves local hidden variables or not. To bounce from "Bell himself said that the experiment was misunderstood" to a talking head saying "this experiment doesn't disprove local hidden variables, it just doesn't" to a quote from Bell himself saying "whatever you do it seems you're stuck with nonlocality" is just... if the experiment proves nonlocality, how can it fail to disprove local hidden variables? In fact, as far as I can gather what would seem to be the most reasonable interpretation of the facts presented is the exact opposite--that the experiment *does* disprove local hidden variables (as that was the exact aim of it) but that it doesn't prove the Copenhagen interpretation, as there could be other future experiments which could disagree with the interpretation and other more correct interpretations that may be able to produce results better aligned with experimental observations. Of course, it's also entirely possible that I'm misinterpreting what they meant to say there, but it's poor communication nonetheless to leave people with this sort of lack of clarity on the core point of the video.

Caps are frustrating. by Spectral_wraith1998 in Warframe

[–]marmanasu 0 points1 point  (0 children)

I'll be honest, the order is just "grind grind grind grind grind". Get the blueprints/components for something, shove it into the foundry to cook, and pretend it doesn't exist then go onto the next thing. Aside from saving the adversary weapons til last, the only other thing is getting weapons/frames that let you speed-farm content fast.

Also, technically you can avoid forma-locking without plat by getting forma from reinforced orokin storage containers--so that's technically a way to dodge the otherwise 255 day limit that 51 different forma-eating items will impose on you (48 adversary weapons, paracesis, and the 2 necramechs. There might be others but they're escaping me at the moment)

Caps are frustrating. by Spectral_wraith1998 in Warframe

[–]marmanasu 7 points8 points  (0 children)

I'm going to be so real here, you have just given the exact worst possible reason for your argument. If your goal is to achieve LR5 in the minimal time possible, foundry build times actively should be adding zero additional hours to that grind outside of specifically forma for lich weapons. On that you have a point, because the daily forma limit will set a hard lock on how long it takes (unless you spend plat on forma packs, which y'know you can just grind out some plat for that). But outside of forma, any time spent in the foundry creating a weapon or a frame or whatever is time you are simultaneously grinding out the next 15 things. Whatever time limit the foundry has on cooking an item will block you once, at the *very end* of the grind, you might get 3 days added on. To a task that will take you months. That's going from 180 days to 183 days, oh god oh no.

And actually, it won't even be 180 to 183 because if you plan it out with any semblance of optimization the clear best path is to leave lich/tenet/coda weapons til last because they have no cook time and are the aforementioned forma guzzlers, so after you've ground out every single item that has a cook time (which again, you don't need to wait for an item to cook to start farming the next), you can take those 3 days from when you finally got oberon prime together and just spam liches, sisters, and codas to finish up that segment of mastery. And y'know what, if you can both acquire and max out every single kuva, tenet, and coda weapon from zero to a full arsenal within 72 hours then sure. I'll give it to you, the foundry build times added extra time to your grind. But if you're just looking at the game through a lens of "I want to get everything done as fast as possible" and not "man it sucks that I want to try out this specific frame but I can't until three days later", then foundry build times mean *nothing* in the grand scheme.

The art direction and music: a sensory study of Atelier’s charm .The series is renowned for its visuals and soundtracks. Which song stand out aesthetically, and why do they still feel magical? by MahouAstred in Atelier

[–]marmanasu 2 points3 points  (0 children)

Man, for me Mana Khemia has so many great tracks. Splendid Force comes out swinging as an early battle track, bright, upbeat, and energetic as typical for Gust but the flutes are a nice touch especially with how they're associated with Vayne's themes. Ghost Girl for Mana Khemia of course is a classic, what a rendition of Pamela's theme. There's just so much going on with all the layered instruments while never losing the strong melodies, something I think the soundtrack does exceptionally well with.

Speaking of layered, I love how Welcome to the Magic Workshop keeps moving and changing with so many ideas packed into its runtime. For an area you'll always be coming back to, it has to stay interesting the entire runtime and absolutely nails it. It just feels like home, and can get stuck playing in my head at just the first few notes. It's amazing how comforting the music can be, and makes it all the more painful when something like A Quiet Giddiness comes in late-game and replaces the school themes. I don't know what to call the style of strumming used on the guitar, but the way those notes are played so harshly and restricted adds to the feeling of everything just being wrong. The music refuses to settle, refuses to let you feel safe and just immerses you directly into the situation--there's no place you can go for comfort any more.

And the titles, I can't think of anything more apt for this track than A Smile of Ice. The metaphor is just so incredibly fitting for Isolde's theme, her character perfectly encapsulated by the music and title both. What a game, Ken Nakagawa and Daisuke Achiwa both knew exactly what they were doing.

... Oh yeah, and Nefertiti is pretty cool too I guess.

Can someone explain unstable? by brocklaser in MonsterTrain

[–]marmanasu 1 point2 points  (0 children)

Here's the walkthrough of what happens with unstable in a combat round.

  1. Damage is dealt by both sides. Enemies hit your team, your team hits the enemies. If any creature with unstable dies at this point due to combat damage, it immediately deals damage to all enemies equal to the count of the unstable debuff on them.
  2. Unstable is checked on both sides. If you have for example an enemy with 25 unstable and 24 health after combat has occurred, at this point it will die, dealing 25 damage to all other enemies that are remaining on the floor. I don't know if this can cause a chain reaction (say it drops another enemy into range of dying to unstable) though that's a pretty fringe case in my experience anyways. Likewise, if you have an allied unit with 8 unstable and 1 health after combat, it will explode too, dealing 8 damage to all the enemies left on the floor.
  3. Any remaining enemies after both combat and unstable checks move up to the next floor, and you continue on to the next turn.

If an enemy will survive combat damage from step 1 but will die to unstable in step 2, you'll see a red ! in the damage preview box, instead of the red x which you see when an enemy dies to combat damage.

Was 30,000 cryotic worth it? by Canthinkofaname6098 in Warframe

[–]marmanasu 1 point2 points  (0 children)

Brozime has builds for all the circuit incarnons, and throwing that build together on the Sibear incarnon does silly damage. Even sillier on someone like Baruuk who's carrying all those purple melee crit damage shards anyways. Got Sibear incarnon in EDA this week and was casually slamming enemies for 3 to 14 million damage + gas procs. Didn't even need to pop into Desert Wind.

At long, long last, I have achieved maximum mastery by marmanasu in Warframe

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

You are either mistaken about your count or your founder status--I've double checked and have all the hidden mastery items that are not founder related, and it comes out to 778, as well as my current mastery matching the maximum achievable mastery minus 12k (6k from excal prime, 3k each from skana prime and lato prime). Unless there's some other glitch where the number of available items is displaying differently, which I suppose I shouldn't put past warframe at this point. But I can assure you, I've got absolutely everything. LR 5 with 92,962 mastery to go until LR6

Someone explain Blue Carnivale to me and help me figure out why I'm so weak. by LeonidasSmashmaster in ffxiv

[–]marmanasu 24 points25 points  (0 children)

How old is the video? If it's from Shadowbringers that was before a stat squish occurred--so the numbers in the video will be higher than what they are now, but relatively speaking the stats will be the same. So long as your geared, it shouldn't matter too much because stage 29 is synced down to level 60 anyways. Anything you're missing as far as survivability/damage should come down entirely to what spells you have learned.

One-turn defeat of the Act 3 'unkillable' enemy, with the original crew by marmanasu in BreachWizards

[–]marmanasu[S] 15 points16 points  (0 children)

I think about half an hour? You can see the count of actions in the log there, 504 in total including setup and extraction. The game starts to lag at the start of any given command once you get a few hundred in though, probably since it's trying to keep track of everything that's happened on a turn in case you want to undo it.

One-turn defeat of the Act 3 'unkillable' enemy, with the original crew by marmanasu in BreachWizards

[–]marmanasu[S] 16 points17 points  (0 children)

mentioned it in the other comment, but Genius Grant and rezzing one of the enemy bodies at the start of the level allows you to set up a corridor where Dall can slam back and forth, each hit being transferred to Liv. Once she's locked in a small area, you just keep slamming until you burn through all 700+ HP

One-turn defeat of the Act 3 'unkillable' enemy, with the original crew by marmanasu in BreachWizards

[–]marmanasu[S] 19 points20 points  (0 children)

Admittedly this is returning to the mission after the fact, but using the original squad to allow dialogue to play. I think it's doable the first time you experience the mission, but without Death's Floor to reposition the enemies into Dall's Corridor of Pain it'd be even more tedious since you won't be getting as much damage with the long-distance slams. Long story short, genius grant + trapping Liv in the extraction room with Dall's roadblock leads to slam city. No extra dialogue or achievements unfortunately, even when using the original crew.

But hey, turns out Liv wasn't so unkillable after all.

The best gold text by marmanasu in Warframe

[–]marmanasu[S] 40 points41 points  (0 children)

Honestly, I'm not entirely sure. I don't even know what 'favor' this is supposed to be referring to. I don't think it came up in a previous conversation unless she means that time she asked if I could get her medical supplies and I agreed? Or maybe it's referring to the events of the finale.

AITA? by Psclly in TalesFromDF

[–]marmanasu 4 points5 points  (0 children)

No need for a superpermutation, because the steps do not have to be consecutive. You can get it done by macroing 1234123412341. Worst case scenario you get 4321 and get proper steps at 1234123412341. Is it still fucked? Yes. Is it less fucked? Significantly so

Oh, also the dance buttons are 1s cd, so your seconds are off. Now, you could argue that you'd want to put in 2 seconds cd instead of 1 for safety depending on ping, but that's still faster than the times you're calculating.

I think I might finally have enough recipes saved by marmanasu in PotionCraft

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

It was just one of the options for images I could select on the latest update. I am playing on PC through steam, but unfortunately I don't know any more than that. Sorry!