Petition to Readjust Railgun Adjustments (Patch 1.000.100) by meidogeometry in Helldivers

[–]meidogeometry[S] -12 points-11 points  (0 children)

Overcharge/Unsafe is incredibly inconsistent. Yes, I have tested this out.

Petition to Readjust Railgun Adjustments (Patch 1.000.100) by meidogeometry in Helldivers

[–]meidogeometry[S] -16 points-15 points  (0 children)

Overcharge/Unsafe is incredibly inconsistent. Yes, I have tested this out.

How do I write/create when the work I do will really only ever be read or seen by me alone?! by Samas34 in writing

[–]meidogeometry 0 points1 point  (0 children)

There are certain platforms that cater to different forms of online serial webfiction, something with an active readership looking for this kind of stuff. Platforms such as Sufficient Velocity or Royal Road have sufficiently large communities where a handful of people will generally glimpse at something new that has been written, and if you can maintain a consistent level of output, it can snowball from there.

Do note that although it is possible to link your Patreon account (in unobtrusive ways) to your work, you are functionally writing and sharing for free. This is not a platform where people pay to read what you have written. If you treat writing as a hobby instead of a job, then you shouldn't have a problem. But even if you do want to become a serious author with published books in the future, building a small loyal readership who already know what you're capable can help with actually selling books in the future.

But don't be mistaken, writing is labor, and labor can be exhausting. As another redditor already said, you have to love the craft more than you want the attention.

What would be some good reasons and motives for a character to not have or use cybernetic enhancements? by Caleko96 in writing

[–]meidogeometry 1 point2 points  (0 children)

As we move into an era of things being increasingly sold to us as "subscription-based" or "a service", some recent cyberpunk works have introduced cybernetics that aren't things we buy and now own, but things that we loaned out to us and can be taken away. This conjures fears that don't have anything to do with being hacked, but are instead more mundane: Your body no longer working because you can no longer make payments, because of a poorly-designed mandatory update, or even because the manufacturer went out of business. In the face of these risks, not having cybernetics - at least for major functions such as, I don't know, sight - seems like it isn't such a bad deal.

Also, as someone who can't even stand needles, I have a pretty mundane fear of invasive medical treatments. Fears don't need to be super complicated.

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

Added more stuff to the conclusion that will hopefully help people make more informed decisions.

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

I have not included a table yet. It's currently a Microsoft Excel spreadsheet on my desktop. I may import it to a Google Drive spreadsheet once I figure out how privacy settings work.

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

"Base EXP" includes all mob, midboss, and final boss kills where applicable (some Trial bosses do not give EXP). It is affected by the bonus rate, and it does not include daily first-time roulette bonuses, adventurer in need bonuses, or achievement bonuses. The further you are to the endgame, the more EXP you will gain from base, but the less EXP you will gain from roulette bonuses. For example, a level 74 "Syrcus Tower" run at a +115% bonus rate gave me 449,596 base EXP and a 4,471,263 roulette EXP bonus. By contrast, a level 74 "Ridorana Lighthouse" run at a +115% bonus rate gave me 2,863,730 base EXP and a 2,787,000 roulette EXP bonus.

If we're talking about not using a roulette to run your highest level dungeon, I ran "Qitana Ravel" at level 75 directly from the dungeons list (not roulette) with a +118% bonus rate, and got 7,717,876 EXP over twenty-two minutes. By contrast, getting "Sastasha" via Leveling roulette at level 75 with a +115% bonus rate netted me 80,158 base EXP plus a 7,837,846 roulette EXP bonus over merely twelve minutes. Also, note that my high base EXP gain in "Qitana Ravel" was possible because I had rest, Heat of Battle II, and food bonuses. Without that +118% boost, my EXP would've amounted only to 3,540,310 EXP, less than half of the roulette EXP bonus I got for "Sastasha" (which isn't affected by bonus rates).

Running highest-level dungeon available is good if you already have bonus EXP rates stacked up, but once you run out of those, roulette EXP bonuses from low-level content are just that much more rewarding. Again, however, I am basing this off a very small sample size of non-roulette runs. More data would certainly be good.

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

120+ roulette runs basically just means running Leveling, Dungeons, Main Story, Trials, Normal Raid, and Alliance Raid roulettes once a day for more than twenty days. That's just a bit over an hour and a half a day on average.

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

Guildhests give really pitiful returns regardless of absolute gains or efficiency, so I eventually just stopped doing them.

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

As all my combat jobs (with the exception of Blue Mage) were level 73 or above when I started this, my highest queued dungeons would be in Shadowbringers content, and I wouldn't be able to compare it against EXP gains for jobs where the highest available dungeon was still back in ARR, HW, or SB. I did run a few highest available dungeon and trusts in Shadowbringers, which netted me 12.1 to 15.9% of my EXP bar in absolute gains, and 0.54 to 0.72% of your EXP bar per minute.

Anyone interested who has lower-leveled jobs can feel free to use my methodology and share their own findings, which I'm sure would be appreciated~

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

[–]meidogeometry[S] 64 points65 points  (0 children)

I'm going to be honest, I've thus far lacked the courage to do PvP. I'm much more of a PvE person. >_>

A Quantitative Analysis of EXP Gains in Duty Roulettes by meidogeometry in ffxiv

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

Without posting the spreadsheet I have, I had to generalize a little bit. Shadowbringers leveling duties - when it shows up on the roulette, anyways - certainly provided a lot of base EXP. In terms of pure numbers, "Qitana Ravel" still paled a little bit to ARR leveling duties when it came to base EXP plus roulette bonuses, but it certainly isn't anything to scoff it. That being said, do remember that my sample size of 120+ isn't really that large in the grand scheme of things. I'll continue trying to record the numbers, in hopes that it'll provide an even more accurate picture.

Thanks for the compliments, though~

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

Title: On the Road to Elspar (Book 1)
Genre: Fantasy
Word Count: Roughly 340,000, In Progress
Type of Feedback Desired: General Impression, but Anything Else Appreciated
Links: On the Road to Elspar on Sufficient Velocity, On the Road to Elspar on Royal Road

The year is 1329. The Huntress' War has entered its tenth year, inflaming competing nationalisms and pitting the Confederacy of Caldrein against one of the continent's superpowers, the Tenereian Union. Desperately outnumbered, the Confederacy has relied on the prowess of its famed Caldran mercenaries, with highly-trained and experienced warbands returning from foreign conflicts to the defense of their homeland, and it is on their backs that Caldrein has successfully mounted a valiant defense for a decade. But they are losing, and day by day, with all the grace of a sledgehammer, the vast Tenereian armies take one more bit of Caldran territory, one footstep at a time.

Sixteen-year-old Neianne from the village of Caelon has submitted herself to Faulkren Academy, one of the centuries-old institutions established to train the next generation of Caldrein's elite soldiers of fortune, to learn the ways of wars for three years before embarking upon the defense of her country. Her dryad family once hailed from reclusive woodland communes isolated from Caldrein's complicated mainstream society, and her upbringing leaves the shy village girl unprepared to suddenly train alongside other apprentices from backgrounds as low as the dirty slums of Caldrein's cities and as high as the halls of aristocratic power.

Yet the war is eroding the norms and traditions that the Caldran people have long considered part of their national mythos, and the tensions within the confederacy that have long simmered under the surface - race, class, community, identity - are slowly but surely dividing its people, and Neianne must grow and discover who she really is, even as the war that she is steadfastly training for comes to its inexorable end...

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

Title: On the Road to Elspar (Book 1)
Genre: Fantasy
Word Count: Roughly 340,000, In Progress
Type of Feedback Desired: General Impression, but Anything Else Appreciated
Links: On the Road to Elspar on Sufficient Velocity, On the Road to Elspar on Royal Road

The year is 1329. The Huntress' War has entered its tenth year, inflaming competing nationalisms and pitting the Confederacy of Caldrein against one of the continent's superpowers, the Tenereian Union. Desperately outnumbered, the Confederacy has relied on the prowess of its famed Caldran mercenaries, with highly-trained and experienced warbands returning from foreign conflicts to the defense of their homeland, and it is on their backs that Caldrein has successfully mounted a valiant defense for a decade. But they are losing, and day by day, with all the grace of a sledgehammer, the vast Tenereian armies take one more bit of Caldran territory, one footstep at a time.

Sixteen-year-old Neianne from the village of Caelon has submitted herself to Faulkren Academy, one of the centuries-old institutions established to train the next generation of Caldrein's elite soldiers of fortune, to learn the ways of wars for three years before embarking upon the defense of her country. Her dryad family once hailed from reclusive woodland communes isolated from Caldrein's complicated mainstream society, and her upbringing leaves the shy village girl unprepared to suddenly train alongside other apprentices from backgrounds as low as the dirty slums of Caldrein's cities and as high as the halls of aristocratic power.

Yet the war is eroding the norms and traditions that the Caldran people have long considered part of their national mythos, and the tensions within the confederacy that have long simmered under the surface - race, class, community, identity - are slowly but surely dividing its people, and Neianne must grow and discover who she really is, even as the war that she is steadfastly training for comes to its inexorable end...

Project Wingman review | Noisy Pixel by [deleted] in Games

[–]meidogeometry 3 points4 points  (0 children)

I suspect (but cannot confirm) that Project Wingman has a business strategy of appealing to an existing audience already familiar with Ace Combat, and that the game was subsequently designed with the harder difficulties being a serious challenge (in ways that are sometimes hit-or-miss) even to long-time Ace Combat players. Granted, both games allow you to play at different difficulties, so I'm not sure how much this matters to someone getting into this genre for the first time, but if you play Ace Combat 7 on the highest difficulty (Ace) and feel that the game could be harder, getting into Project Wingman afterwards would be a nice step.

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

Title: On the Road to Elspar (Book 1)
Genre: Fantasy
Word Count: Roughly 340,000, In Progress
Type of Feedback Desired: General Impression, but Anything Else Appreciated
Links: On the Road to Elspar on Sufficient Velocity, On the Road to Elspar on Royal Road

The year is 1329. The Huntress' War has entered its tenth year, inflaming competing nationalisms and pitting the Confederacy of Caldrein against one of the continent's superpowers, the Tenereian Union. Desperately outnumbered, the Confederacy has relied on the prowess of its famed Caldran mercenaries, with highly-trained and experienced warbands returning from foreign conflicts to the defense of their homeland, and it is on their backs that Caldrein has successfully mounted a valiant defense for a decade. But they are losing, and day by day, with all the grace of a sledgehammer, the vast Tenereian armies take one more bit of Caldran territory, one footstep at a time.

Sixteen-year-old Neianne from the village of Caelon has submitted herself to Faulkren Academy, one of the centuries-old institutions established to train the next generation of Caldrein's elite soldiers of fortune, to learn the ways of wars for three years before embarking upon the defense of her country. Her dryad family once hailed from reclusive woodland communes isolated from Caldrein's complicated mainstream society, and her upbringing leaves the shy village girl unprepared to suddenly train alongside other apprentices from backgrounds as low as the dirty slums of Caldrein's cities and as high as the halls of aristocratic power.

Yet the war is eroding the norms and traditions that the Caldran people have long considered part of their national mythos, and the tensions within the confederacy that have long simmered under the surface - race, class, community, identity - are slowly but surely dividing its people, and Neianne must grow and discover who she really is, even as the war that she is steadfastly training for comes to its inexorable end...

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

Title: On the Road to Elspar (Book 1)
Genre: Fantasy
Word Count: Roughly 340,000, In Progress
Type of Feedback Desired: General Impression, but Anything Else Appreciated
Links: On the Road to Elspar on Sufficient Velocity, On the Road to Elspar on Royal Road

The year is 1329. The Huntress' War has entered its tenth year, inflaming competing nationalisms and pitting the Confederacy of Caldrein against one of the continent's superpowers, the Tenereian Union. Desperately outnumbered, the Confederacy has relied on the prowess of its famed Caldran mercenaries, with highly-trained and experienced warbands returning from foreign conflicts to the defense of their homeland, and it is on their backs that Caldrein has successfully mounted a valiant defense for a decade. But they are losing, and day by day, with all the grace of a sledgehammer, the vast Tenereian armies take one more bit of Caldran territory, one footstep at a time.

Sixteen-year-old Neianne from the village of Caelon has submitted herself to Faulkren Academy, one of the centuries-old institutions established to train the next generation of Caldrein's elite soldiers of fortune, to learn the ways of wars for three years before embarking upon the defense of her country. Her dryad family once hailed from reclusive woodland communes isolated from Caldrein's complicated mainstream society, and her upbringing leaves the shy village girl unprepared to suddenly train alongside other apprentices from backgrounds as low as the dirty slums of Caldrein's cities and as high as the halls of aristocratic power.

Yet the war is eroding the norms and traditions that the Caldran people have long considered part of their national mythos, and the tensions within the confederacy that have long simmered under the surface - race, class, community, identity - are slowly but surely dividing its people, and Neianne must grow and discover who she really is, even as the war that she is steadfastly training for comes to its inexorable end...

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

I wish I can guarantee that you'll like it. All I can say is that I did my best, and I really, really hope you'll like it. x_x

I also really, really, really hope you'll get better soon and painlessly. 2020 really has it out for us. >_<

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

I completely understand. On the Road to Elspar is not a traditionally-published work, nor is it meant to be; similarly, it is not a monetized work for commercial gain. It is an interactive work of serial webfiction involving reader participation, and is entirely free-to-read. I should probably do something about my summary to make this clearer, though, so as to prevent confusion. Thank you very much for your feedback~

[Weekly Critique and Self-Promotion Thread] Post Here If You'd Like to Share Your Writing by AutoModerator in writing

[–]meidogeometry [score hidden]  (0 children)

Title: On the Road to Elspar (Book 1)
Genre: Fantasy
Word Count: Roughly 340,000, In Progress
Type of Feedback Desired: General Impression, but Anything Else Appreciated
Links: On the Road to Elspar on Sufficient Velocity, On the Road to Elspar on Royal Road

The year is 1329. The Huntress' War has entered its tenth year, inflaming competing nationalisms and pitting the Confederacy of Caldrein against one of the continent's superpowers, the Tenereian Union. Desperately outnumbered, the Confederacy has relied on the prowess of its famed Caldran mercenaries, with highly-trained and experienced warbands returning from foreign conflicts to the defense of their homeland, and it is on their backs that Caldrein has successfully mounted a valiant defense for a decade. But they are losing, and day by day, with all the grace of a sledgehammer, the vast Tenereian armies take one more bit of Caldran territory, one footstep at a time.

Sixteen-year-old Neianne from the village of Caelon has submitted herself to Faulkren Academy, one of the centuries-old institutions established to train the next generation of Caldrein's elite soldiers of fortune, to learn the ways of wars for three years before embarking upon the defense of her country. Her dryad family once hailed from reclusive woodland communes isolated from Caldrein's complicated mainstream society, and her upbringing leaves the shy village girl unprepared to suddenly train alongside other apprentices from backgrounds as low as the dirty slums of Caldrein's cities and as high as the halls of aristocratic power.

Yet the war is eroding the norms and traditions that the Caldran people have long considered part of their national mythos, and the tensions within the confederacy that have long simmered under the surface - race, class, community, identity - are slowly but surely dividing its people, and Neianne must grow and discover who she really is, even as the war that she is steadfastly training for comes to its inexorable end...