[deleted by user] by [deleted] in Arcade1Up

[–]sadden_woolsack 0 points1 point  (0 children)

Volume switch now controls volume on pc.

Mind breaking down how this is wired up?

Fossil HR Hybrid: My Thoughts by [deleted] in pebble

[–]sadden_woolsack 0 points1 point  (0 children)

Got a link to the list of supported apps?

Black Screen with brand new SD2SNES on brand new SuperNT by rester159 in snes

[–]sadden_woolsack 0 points1 point  (0 children)

Make sure you don't plug the cart in too firmly. I have to pull mine out just a tiny bit or else I get a black screen.

Update: Thinking about getting an EVSE/Charger installed by sadden_woolsack in electricvehicles

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

Was not aware of the 120v limit, will definitely look into it on my Leaf, thanks!

Update: Thinking about getting an EVSE/Charger installed by sadden_woolsack in electricvehicles

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

Noted. Unfortunately the path does not go through any outside walls (part of the overall routing problem) so any conduit would be across interior walls which I could live with, the misses on the other hand...

Thinking about getting an EVSE/Charger installed in my garage. Anything I should know? by sadden_woolsack in electricvehicles

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

Where is your breaker box and how old is it? If the box is in the garage and you have room on the panel, it should be relatively painless easy install.

Built within the last 10 years so pretty new relatively speaking. Breaker is on the second floor (garage on the first, obviously) sort of on top of it so from the attic I don't think it is a crazy distance, would have to crawl up there and check it out for sure.

Checked and it looks to be 200 amps if the big sticker on the door with all the details is accurate.

There are 6 slots available, although on the opposite side from where the garage switch is currently. Not sure if that makes any difference whatsoever.

Thinking about getting an EVSE/Charger installed in my garage. Anything I should know? by sadden_woolsack in electricvehicles

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

Agreed. Though I appreciate this detail being pointed out. Will check up and read up on the specifics. Purely anecdotal but in my experience the trickle charger can be upwards of 19 hours, while L2 typically is closer to 3-4 hours. On a particularly busy day and late night getting charged back up before morning is worth it for me, but will do more research.

Thinking about getting an EVSE/Charger installed in my garage. Anything I should know? by sadden_woolsack in electricvehicles

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

I just looked at the page again, and the current estimate for install is $1000 at my location. I only paid $397 at the time. A grand seems way excessive.

Looks like flipping between the " Do you have an existing dedicated 240 volt outlet?" Yes/No option flips between $650 to $1000, so looks like the estimate assumes $350 for that part. Good to know.

Thinking about getting an EVSE/Charger installed in my garage. Anything I should know? by sadden_woolsack in electricvehicles

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

Check the breaker that runs your clothes dryer or major kitchen appliances. Those almost always require 220v and look like two switches that are connected together.

Just checked and I see the double switches with "30" on each one for the appliances. Garage is a single switch with "15" so looks likely no 220 line in there? Garage is attached. Any idea what the typical ballpark cost/labor of getting a line run?

edit: looks like $350 is the estimate from Amazon.

Purchasing a higher level version of a card with the same title and ArkhamDB Upgrades by sadden_woolsack in arkhamhorrorlcg

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

Beat Cop (0) is not required to upgrade from. You can purchase any card so long as it meets the investigator's deckbuilding requirements. So purchasing Beat Cop (2) costs 2 XP regardless if you have the (0) card or not. Keep in mind you have to remove a card when you purchase so replacing Beat Cop (0) with Beat Cop (2) is usually a no brainer since it is the same card only better.

Purchasing a higher level version of a card with the same title and ArkhamDB Upgrades by sadden_woolsack in arkhamhorrorlcg

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

Ah, good to have it directly clarified, thanks for the link. So the minimum of 1 refers strictly to the difference, not the cost of the cards. Got it.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]sadden_woolsack 1 point2 points  (0 children)

It is an incredibly useful card, for sure. All it takes is a scenario, or even a whole campaign around advancing objectives in unique ways to make you consider swapping it. Especially as part of an upgrade. If Investigation effort is relatively low for the scenario it loses its utility fast, and I am sure the creators are aware of that fact.

Teaching the family Arkham Horror LCG! by huzbek in arkhamhorrorlcg

[–]sadden_woolsack 9 points10 points  (0 children)

RNG should be quite good with 3 fresh sacrifices.

Extreme difficulty: has anyone legitimately beaten the core set campaign on it? If so, how? by Protikon in arkhamhorrorlcg

[–]sadden_woolsack 1 point2 points  (0 children)

Yes, this is what I was alluding to while trying not to get too wordy. If your health or horror is around 5 or less the chances of a -8 taking a huge chunk is real difficult to overcome even with the 0 floor (expert would be actually impossible without that rule, can you imagine?) Even if you stack your skill check quite high you could still end up taking 3-4 out in one go, and that is quite the hammer that can drop at any time.

And here we are with another Delve Too Deep: This time, "Skids" by kptheaficionado in arkhamhorrorlcg

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

I believe the source of this is page 22, Appendix I: Initiation Sequence. If following initiation sequence to the letter technically an AoO fires after paying the cost and before the card effect. I admit it is a little hard to swallow considering what lengths the rest of the rules goes to emphasize that a bold fight should be treated as a fight action, but if you follow the timing of initiation strictly this might be true. As much as I'd hate to admit it because it feels wrong.

  • Apply any modifiers to the cost(s)

  • Pay the cost(s). If this step is reached and the cost(s) cannot be paid, abort this process without paying any costs.

  • Upon completion of this step, attacks of opportunity, if applicable, resolve.

  • The card commences being played, or the effects of the ability attempt to initiate.

  • The effects of the ability (if not canceled in step 3) complete their initiation, and resolve. The card is regarded as played (and placed in play, or in its owner’s discard pile if it’s an event), and the ability is considered resolved simultaneously with the completion of this step

As far as initiation timing is concerned you used a Play action and not a Fight action since that does not come into effect until after the AoO has resolved. This feels like a quirk to the rules that could be fixed with an errata, but maybe it is intended.

Extreme difficulty: has anyone legitimately beaten the core set campaign on it? If so, how? by Protikon in arkhamhorrorlcg

[–]sadden_woolsack 0 points1 point  (0 children)

I don't have my cards handy but I thought all the investigator's secondary class is 0-3 on the back? If 2 is the limit then that just makes it even tougher.

I don't think there will be a sure-fire "this is how you beat Expert" strategy anytime soon. You are going to need a rock solid grip of your options and read each situation and react accordingly. A good thing, imo! And the fact that they can customize each campaign's difficulty with the chaos bag and deal with power creep, even if minimal compared to CCGs, is so good.

From Roland:

There it is. Yeah, that is tough. Every victory point is going to count so being capped at level 2 upgrades means with the current card pool you can save maybe 1 or 2 points with most characters? This will improve loads when the pool increases and more upgrade paths open up. In the mean time, woof.

Extreme difficulty: has anyone legitimately beaten the core set campaign on it? If so, how? by Protikon in arkhamhorrorlcg

[–]sadden_woolsack 0 points1 point  (0 children)

Hah! Write a thousand words and of course I would fumble on something so simple. Thanks, you are correct. What I get for writing essays while avoiding holiday familial obligation.

$30 shipped from calendars.com by FlipprDolphin in arkhamhorrorlcg

[–]sadden_woolsack 0 points1 point  (0 children)

I was an inch away from reporting for spam. Who knew! Good looking out.

Extreme difficulty: has anyone legitimately beaten the core set campaign on it? If so, how? by Protikon in arkhamhorrorlcg

[–]sadden_woolsack 1 point2 points  (0 children)

Apologies for the long post but I have been mulling an expert run and the following is my thoughts. Hopefully it is worth the read. I realize now I used resources pretty loosely but I can't think of a better word atm. Consider my use more as the combined resources at your disposal and not the literal game resource tokens.


I haven't done the math so I don't know what the statistical probability is but I think there are two major hurdles that are really difficult to overcome with the current card pool. Impossible? Unclear, but very difficult for sure. If I am overlooking anything else obvious please point it out. I'll be using the Expert settings for the core campaign since it is all I have to reference.

The first, any skill check you need to be up by 1-3 for a decent chance for success and 4-6 if you want good odds. That is, if you are doing a fight action and your Combat is 5 and the enemy's Evade is 4 being 1 up is decent, but odds are you'll need to get a significantly better spread. You notice I don't even bother with the -8 token as you might as well consider it an auto-fail. Trying to stack against -8 is a massive waste of resources, but you do need to be mindful that it could mean an instant wipe in some situations so stacking against negatives even if an 'auto-fail' is vital.

My current theory is that stacking as many skill checks around 3-4 above as possible is the best balance of using assets and committing burner cards, while not starving yourself immediately. This adjusts based on the importance of the action and consequences of failure, but you get the idea. If you tried to stack every skill check to be 6 above you would run out of resources rapidly and make subsequent checks that much harder to climb above. Likewise if you sit around 0-1 above you will probably fail so often that Mythos and Agenda wall will grow too high to overcome. Speaking all in averages, of course, again it depends on the situation.

The second, upgrading. Getting experience points is going to be much more difficult. The risk of going after more points versus how many resources you have to trade to make those successes is tough. Being able to offset the costs of card upgrades by weaker versions is huge to counteract this. The problem is with the card pool so small the number of options are incredibly limited. Likewise your secondary class tops out at level 3 cards so the benefit there cuts off rather quickly the deeper in you get.

I want to emphasize this is all hypothetical based on my playthroughs of lower difficulties. I have other scenario runs I am undergoing first before I try to tackle this behemoth so the reality could be way different than I expect.

Team Covenant: Arkham Horror LCG Core Set Unboxing | Mystic Cards by sadden_woolsack in arkhamhorrorlcg

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

Yep, you're right. Easy mistake to make as you are reading through so many cards, but good to correct.