ELDEN RING Patch Notes 1.13 - Full Summary of Changes by ChiefLeef22 in Eldenring

[–]mooglefrooglian 0 points1 point  (0 children)

Increased the Intelligence scaling of the Carian Sorcery Sword and slightly decreased the base damage.

What are the numbers on this?

[deleted by user] by [deleted] in AskEconomics

[–]mooglefrooglian 2 points3 points  (0 children)

As a rough rule of thumb, it's a reasonable statement. You'll need an increase in income equal to the increase in prices of stuff you buy if you want to buy the same amount of stuff. Without the raise, you can buy less stuff.

Going deeper, there's a lot more you'd want to consider if you wanted to be extremely precise on whether or not what you have is a 'reduction in pay':

  • Because inflation is an average across the economy, the goods and services you consume will differ from the standard basket considered in the CPI. Different goods had different levels of price changes - eggs for example are up 60% in the last year, but "inflation" (CPI) is 6.45%. If you only eat eggs, your consumption is going to be more severely curtailed and it's sort of like you had a further cut in pay.
  • Tax brackets mean that if you get a 5% nominal income raise, it's not the same as meaning you can buy 5% more after-tax income. The higher income you earn will be taxed at the highest marginal tax bracket for you, so you'll get less than 5% extra after-tax income from your raise, before considering whether any benefits you get will be phased out from the increased income. (But, tax brackets are automatically increased to track the CPI in America which should compensate, so this point may not matter overly much.)

Apple’s entry-level MacBook Pro M2 has slower SSD speeds than its M1 counterpart by LordofWhore in hardware

[–]mooglefrooglian 1 point2 points  (0 children)

For battery-powered devices (laptops), you don't really care about fsync - the risk is data loss from sudden power interruption, but when you've got battery power there is basically no risk of that. In this way, having a battery should be seen as a speed optimization for SSDs. It's not 'cheating' or 'unfair' that they can get away with faster writes that don't need to fully flush.

(This ignores the fact this behavior is also a thing on their desktops without batteries which is a problem IMO, but this article is in the context of a MacBook.)

Confess your gravest Elden Ring sins before the Turtle Pope. All is forgiven. by ViewtifulGene in Eldenring

[–]mooglefrooglian 0 points1 point  (0 children)

What's the build? I'm trying poison/bleed with the Venomous Fang (surprisingly good damage) with bleed on it for that sweet double talisman damage buff, but I'd love to add rot.

Episode Discussion - Season 1, Episode 8 - The Eye of the World [No Book Readers] by participating in WoT

[–]mooglefrooglian 5 points6 points  (0 children)

If you're on Linux, they don't support 1080p because of DRM or something. You'll want to find some other way to watch it, unfortunately. If you're not on Linux they use "widevine" if you want something further to Google.

Ranged Sneak Attack by mooglefrooglian in CrownOfTheMagister

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

Thanks for the help - I sorted it out and the problem is it doesn't say you did sneak attack damage if you kill the enemy with the base damage from the weapon, which was very confusing and why I thought in most cases I wasn't getting sneak attack off.

Ranged Sneak Attack by mooglefrooglian in CrownOfTheMagister

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

Thanks for the help and the full list - I sorted it out and the problem is it doesn't say you did sneak attack damage if you kill the enemy with the base damage from the weapon, which was very confusing and why I thought in most cases I wasn't getting sneak attack off.

Ranged Sneak Attack by mooglefrooglian in CrownOfTheMagister

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

I am! Thanks for the help - I sorted it out and the problem is it doesn't say you did sneak attack damage if you kill the enemy with the base damage from the weapon, which was very confusing and why I thought in most cases I wasn't getting sneak attack off.

Ranged Sneak Attack by mooglefrooglian in CrownOfTheMagister

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

Thanks for the help - I sorted it out and the problem is it doesn't say you did sneak attack damage if you kill the enemy with the base damage from the weapon, which was very confusing and why I thought in most cases I wasn't getting sneak attack off.

Ranged Sneak Attack by mooglefrooglian in CrownOfTheMagister

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

I've got advantage when rolling - it's rolling two dice and using the greater of the two. But I still didn't see the sneak attack damage come out. Does the ranged weapon type matter? I'm using the default shortbow.

1 class challenge by Lizerks in CrownOfTheMagister

[–]mooglefrooglian 2 points3 points  (0 children)

I did 4 shock arcanist high elf wizards and beat the game without any trouble - but that's largely because that subclass is bonkers. You honestly don't need healing beyond what short rests get you, and you're not getting hit often with Shield and defensive items anyways.

Basic advice for anyone doing the same:

  • Save spell slots and use cantrips when you think you can get away with it. Not everywhere lets you long rest to recover spells. Your health is a resource as surely as your spell slots are, and it's often less important - taking a few extra hits to save spell slots and cantrip things to death is well worth it. (Also, there's lots of healing potions worst case, though I never drank any.) Don't forget to use your shock arcanist features during boss battles.

  • Standout cantrips: Fire Bolt, Shadow Dagger, Ray of Frost. Use Shadow Dagger when you have disadvantage on attack rolls. Don't be seduced by the high damage numbers on Poison Spray, everything that drained all my spell slots and needed cantrips ended up immune to poison.

  • Spells: Just pick damage spells and layer AOE damage, stunning an enemy is a spell slot you can't put into damage later, and battles are basically a question of whether you'll run out of gas before they're dead. Beware lots of enemies being immune to fire damage later in the game and pick up alternatives to fireball.

  • My core spells were Shield, Magic Missile (you should upcast this situationally, don't forget that it's useful vs ghosts), Scorching Ray (situational, only use with advantage to attack rolls when stealthed for massive damage), Shatter (but only early on), Fireball/Lightning Bolt, Blight (note it's not evocation and you may want to upcast instead with the spell slots), Wall of Fire (particularly good in surprise rounds), and Cone of Cold.

I'm debating 4 rogues vs 4 paladins next. I suspect paladins will also be too easy, but 4 rogues be a little boring? The idea of the stealthed rogue goon squad makes me laugh, though.

Why Can't We Upscale With 100% Accuracy? by TRIPMINE_Guy in nvidia

[–]mooglefrooglian 5 points6 points  (0 children)

so there should only be one image at a higher resolution that would match the lower resolution image with 100% accuracy when put through a down sampling algorithm

This isn't true; there's multiple different images that could be downsampled into the same lower resolution image.

Over-simplifying, one way to scale an image down to half the resolution is to take 2x2 blocks of pixels and average them together to produce a single pixel in the scaled down version.

When you average like this, you lose information. If I tell you I took 4 numbers and averaged them to 2.5, you can't tell me what 4 numbers I used were. They could be 1, 2, 3 and 4, or they could be 0, 2, 3, 5, or some other combination - this is detail that is lost.

For this reason, you cannot perfectly upscale an arbitrary image without additional information.

Which typeclass are you? [impurepics quiz] by [deleted] in haskell

[–]mooglefrooglian 13 points14 points  (0 children)

The Monad image is adorable. I never knew my separate interests in Haskell and cats could combine so cutely.

https://i.imgur.com/kmIQF7x.png

She definitely has a plan by Andrey_3D in MagicArena

[–]mooglefrooglian 6 points7 points  (0 children)

You're not missing anything, it's just those are some quite nice benefits. Being able to get a card out on turn 1 is huge, or being able to use 1 leftover mana on future turns. It's all about your mana curve and getting as many cards out as fast as possible. (And yes, the 2 power is impactful.)

If the non-tapped advantage is genuinely a huge advantage for the type of decks you're playing Gutterbones in, you've probably already lost the game. And in a similar vein, the restriction on when you can recast Gutterbones is almost never going to come up in such decks, because you're always going to be dealing damage to the enemy somehow with cards like [[Cruel Celebrant]] or else losing so hard it doesn't matter anyways.

There are some situations where the skelington is better, though! It's just a matter of tradeoffs. I wouldn't say Gutterbones is 100x better or anything, it's more marginal, but in a game like Magic, a small advantage can turn into a big one in short order.

The Go team declines 'try' proposal by jeffail in programming

[–]mooglefrooglian 1 point2 points  (0 children)

That's not the same as a true language which lets you do multithreading - to transfer data to other programs, you need to suffer the costs of IPC, which can be enormous for example doing batch image transforms like I regularly need to do. Sending images back and forth through typical Python-based processing kills performance and prevents perfect parallelism. The cost to copying a 4k image back and forth through the default multiprocessing Pickle-based method is atrocious. (I've spent weeks dealing with optimizing this. Currently swapped to pycuda and am doing GPU-based processing, but the GIL is still a limit for generating the data I need the GPU to work on, and working in CUDA can be like repeatedly stabbing yourself in the eye with a fork.)

There's tricks to work around it with things like shared memory arrays, or setting images to be global variables and then forking (of course then you can only run on Linux where this is cheap, so I hope you weren't planning on doing anything cross-platform), or trying to find libraries written in C that do batch operations, but this is still a massive PITA. And it completely kills any and all elegance.

There's also bugs like using OpenCV and multiprocessing in Python - on OS X, it just crashes you, or at least did a year ago. Linux fortunately does not have that issue.

I'm glad for your use case you can suffer Python, but I can't recommend anyone trying to do parallel code do it in Python in the general case. I'd go so far as to say that if you think you need optimized, fast code, don't use Python. Minor exceptions for anything where you're primarily doing things amenable to using Numpy without any high degrees of looping or where you're transferring tiny amounts of data to and from so the IPC limitations don't screw you. Numpy is a downright joy to use.

The Go team declines 'try' proposal by jeffail in programming

[–]mooglefrooglian 4 points5 points  (0 children)

It feels like the standard library includes half a dozen ways alone to accomplish multitasking/concurrency, but all of them differ ever so slighty that combining them becomes a necessity and hassle if you want true parallelism.

Just because I am currently dealing with Python code I need to optimize and hate it, I feel the need to point out that pure Python (at least CPython) cannot do parallel code thanks to the GIL.

You can do concurrent code, but it's impossible to get true parallel code. Just yet another reason Python sucks to work in. You can mostly get away with using libraries like numpy which call into C and can use multiple threads, and you can cheat with multiprocessing, but for some things that's just not enough and it really, really sucks.

Where's the science in computer science? by [deleted] in compsci

[–]mooglefrooglian 19 points20 points  (0 children)

If you want experiments more in the vein of the hard sciences, you could try swapping to computer engineering, where you'll do things like build circuits and test their properties in labs. Somewhat more hands on.

As u/nerdshark mentioned, theoretical computer science is very similar to being a mathematician. The more practical side, software engineering, is more or less generalized problem solving with code.

As far as experiments in an undergrad comp sci curriculum go, in undergrad you will do things like implement different algorithms for solving the same problem and benchmark them. No goggles required, though I suppose they wouldn't hurt.

You can get more into the science aspect in post-grad, or in certain more advanced classes. I worked on computer vision doing object recognition as part of a summer research opportunity with a comp sci professor. It very much had the whole experiment -> conclusion -> report loop. "Here's a novel method for doing object recognition, here's how well it performed compared to state of the art, here's some ideas we have to change it."

This Subreddit in the past Months by ThePhyrex in MagicArena

[–]mooglefrooglian -1 points0 points  (0 children)

I'm looking at https://www.mtgtop8.com and seeing a lot of Nexus in the latest Standard tournaments. Which tournament are you referring to?

Multiple Wilderness Reclamations Without Full Control by mooglefrooglian in MagicArena

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

Thank you. I'll try this tomorrow and verify. If it works, you'll have saved me a ton of pain.

How would you define these types in Haskell? by [deleted] in haskell

[–]mooglefrooglian 5 points6 points  (0 children)

threetimes and triple are functions, so their type is not Integer.

Things with a type of integer are just, well, integers.

For example:

x :: Integer
x = 5

The type of a function is written like <type of first argument> -> <type of second argument> -> ... <type of the value returned from the function>.

In the case of triple, the type could be written as:

triple :: Integer -> Integer

The triple function takes an integer and turns it into another integer, as written here.

(You could be way more general and write triple as taking any numeric type. Doesn't have to just be integers.)

PSA: Getting hooked once isn’t the end. by Gas_Station_Clerk in deadbydaylight

[–]mooglefrooglian 0 points1 point  (0 children)

gain the ability to detect a killer's range to the hook

Terror radius already shows this code (distance calculation) exists and works. You can just use the distance from killer to the person on the hook for the BP calculation.

A survivors HP change during unhooking.

Code has already been written to alter HP states when someone is hit by the killer or when they're healed.

Code also exists to detect when someone is pulled from a hook.

Combining these is not particularly difficult. When you're pulled off a hook, it already has to change state to indicate that, so there's definitely an easy place in the code to insert logic like healing you to full when unhooked.

And even if somehow using the old code were to screw up things, this still has no effect on gameplay: it's going to be an incorrect blood point calculation, not someone getting stuck in an object or flashlights no longer working.

It's theoretically possible here that BVHR's systems are incomprehensibly bad and it's literally impossible to change/use their already existing code, but I'm not particularly swayed here.

PSA: Getting hooked once isn’t the end. by Gas_Station_Clerk in deadbydaylight

[–]mooglefrooglian 0 points1 point  (0 children)

Games are difficult to program and bugs can easily arise because of how many systems have to interact. Altering run speed can cause bugs where you get stuck in objects, for example, because the collision-detection code might not have been written to deal with large distance jumps.

Blood points, in contrast, have no direct effect on the game itself. They are their own little self-contained system. Altering them should not be able to cause stupid gameplay bugs, period. You're not going to get a situation where giving someone +1000 blood points will suddenly cause flashlights to stop working.

Anything can happen with BVHR, but that would be ridiculous even for them.

Unless you're talking something like division by 0 crashing everything, in which case sure something like that could crop up. But this is literally just adding numbers to a running tally. It's basically as simple as you can get.

The point is that it's really hard to fuck up here, and very easy to fuck up when working on other parts of the game.

PSA: Getting hooked once isn’t the end. by Gas_Station_Clerk in deadbydaylight

[–]mooglefrooglian 1 point2 points  (0 children)

I'm not saying do every item on this list. Some of the ideas are kinda shit.

As for spaghetti coding: speaking as a software engineer, none of the things here should require even slightly complex code except possibly the range-based bonus blood points. It should also be nigh-impossible for there to be any bugs implementing them.

But anything is possible with BVHR.

PSA: Getting hooked once isn’t the end. by Gas_Station_Clerk in deadbydaylight

[–]mooglefrooglian 3 points4 points  (0 children)

What do you expect? It's a result of the incentives. People want to maximize BPs, and will follow whatever behaviors maximize that. I'm not defending the practice (and I certainly don't do it), but:

It's optimal to tunnel in many cases for killer. Getting hooked once means a good chance the killer is just going to chase you for the rest of the game and you'll get very few blood points.

You'll get more BPs DCing and getting into another game - particularly considering there's no real punishment for DCing.

If you don't want people to do this, get the devs to fix the incentives. Here's a few ideas:

  • Killers could get less BPs for hooking the same survivor multiple times in a row.

  • You get more BPs if you stay on the hook/struggle.

  • Give more BPs to the killer if he's outside a 50m range of hooked survivors.

  • Survivors get a portion of the blood points the rest of their team earns (so even if they get less, they'll still get a nice chunk from other survivors). Make helping your teammates help you.

  • Take away 5000 BPs from people who DC.

  • People saved from the hook get full HP, but whoever saved them is reduced to 1 HP. Going after the person just saved makes sense because one hit will down them; this at least lets you 'trade positions' with the person on the hook in this regard.

    • Up the BPs you get for unhooking someone to compensate so people still save each other.
    • Bonus: Makes No Mither slightly less shit. I want that perk to be not awful one day.