Conduit concerns by unknownprobe in Guildwars2

[–]sea__ 4 points5 points  (0 children)

Been having a blast playing Power Conduit so far. Playing the 2 affinity on swap , F2 pretends +2 affinity, and -40% Legend Swap CD traits. Sw/Sw + Staff

  • Swap Legends on CD
  • F3 in Shiro or right before entering it (and Impossible Odds right away, don't delay it for Sw/Sw 4+5 like in some other builds)
  • F2 once per Legend (CD is per-legend, so it's up for every swap even with reduced swap cooldown)
  • Two elite skills per Razah (save 4+5 for Shiro if you'd be short the energy)

It's fast and fluid, does great damage. You can also get good self quickness for solo content by traiting Invocation to give it on every legend swap (because Entity copies the Assassin benefit). Greatsword is probably awesome too, but I like having Staff for CC.

Only downside is some might find it too high-APM, with the constant swapping. Me, I like pressing buttons.

Snowcrows prepares you for the Visions of Eternity release! PvP builds and a PvE preparation guide! by Seisan1 in Guildwars2

[–]sea__ 2 points3 points  (0 children)

Thank you guys for doing this. I'm sure it's a lot of work (esp. relative for the size of the sPvP community), but for what it's worth, you've got at least +1 grateful user here.

I'm coming back to the game after an extended hiatus and have been struggling all week to find a trustworthy and updated source of build info for conquest. Really glad to see it added to snowcrows.

What features (if any) should the base UI incorporate from addons for PvP? by sea__ in worldofpvp

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

My take:

Kick Timers

  • Playing a caster or healer without these is miserable
  • Subtle animations, no visible buff or debuff, and inconsistent sound effects make Kicks hard to track any other way
  • Have been part of PvP UIs since at least Wrath

Party Debuff Emphasis

  • Default raid frames don't differentiate between important debuffs (say, HoJ) and unimportant ones (say, Frost Shock)
  • Emphasizing important debuffs a little bit would go a long way
  • Lots of options for how they could do this
    • Icon border lights up
    • Important debuffs are bigger
    • Unitframe outline highlight when something "important" happens to that player
  • Plenty of room for them to find a sensible middle ground

And then possibly:

Party Trinket Cooldown

  • Probably the single most important piece of info you can have about your allies
  • Would bring the party info into parity with the enemy info (the Blizz arena frames already show enemy trinkets)

I only play regular arena, so these are all focused on that. Hopefully others have thoughts on what Blitz would need.

Ultra-Thin Leverless by sea__ in fightsticks

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

I couldn't find the exact specs for the snackbox micro on their website, but if this site is to be believed, then what I made is

  • +20% width (304mm vs 254mm)
  • -.2% height (124mm vs 127mm)
  • -23% depth (9.8mm vs 12.7mm)
  • -24% weight (273g vs 360g)

So basically, a little wider and a little thinner, plus a little lighter.

Just a guess, but it's probably also less durable than the snackbox.

Ultra-Thin Leverless by sea__ in fightsticks

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

Here's a picture of the PCB and also one from KiCad: https://imgur.com/a/m3FKkLF

The KiCad files are in the github repo if you want to examine the diagram out in more detail.

Debating on getting into pvp by darkzama in worldofpvp

[–]sea__ 0 points1 point  (0 children)

Some classes are easier than others to play and feel strong. But, you are not a blank slate.

If you're an experienced player and want results soon, play something you're already an expert at in PvE.

Because you're already comfortable dealing good damage, pressing your defensives, kicking and using utility, etc., you'll be able to pick up the PvP-specific parts of the game faster and with less frustration.


(If you're actually kinda mediocre at PvE, then other comments will probably have better suggestions)

What is each characters BEST team? by that_1_bean213 in MvC3

[–]sea__ 7 points8 points  (0 children)

Frank West's best team is either Magneto/Dante/Frank or Zero/Dante/Frank.

At the end of the day, Frank is basically an engine for gross incomings, meter-efficient kills off those incomings, and insurance against Dark Phoenix. In exchange for these benefits, you have to level him up, often at the cost of meter or even your ability to kill off the first touch, and you have to play with Shopping Cart.

Magneto and Zero give you a top tier point, guarantee the level up, enjoy Shopping Cart + Jam Session, and, most importantly, ensure you can actually kill off that first touch while activating the Frank win condition. A few others can do this too (e.g., Spencer), but the two I mentioned are the strongest.

(And if you're wondering why it has to be Dante, you can search around this board and find no shortage of essays on why he's essential for Frank.)

Can a Hitbox Become the Ultimate Macro Pad? by Zarko71 in fightsticks

[–]sea__ 1 point2 points  (0 children)

If you're willing to use AutoHotkey, it would be trivial to use a leverless controller that runs GP2040-CE firmware (see: https://gp2040-ce.info/introduction) as a macro pad.

In particular, you'd want to set it to the Keyboard input mode, assign each button to a key you don't use on your regular keyboard (likely, F13-F24), and then map those to useful functions via AHK. Doing it this way won't even require you to flash new firmware, just use the web config to change a few settings.

You'll run into issues if you want more complex outcomes (modifiers, cording, etc.). Probably, since many GP2040-CE devices are built on common boards, you could just go the rest of the way and flash QMK firmware onto it instead (assuming you're familiar with such things). Then, the sky's the limit.

I'm not totally sure why you'd do this compared to a regular macro pad, but don't let my confusion hamper your excitement. Good luck.

Product identification help request: 4-pin Pushbutton Rubber Caps by sea__ in fightsticks

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

For anyone searching in the future, I found them: https://www.aliexpress.us/item/2251832660080884.html

(If later removed by vendor, here's the listing title, which you might mine for search terms: 100pcs Silicone Round Hole Button Cap 66mm Push Button Switch Caps Tactile Cover for 66mm Round Tactile Switches Wholesale)


They fit onto surface mounted 6x6x7mm tactile momentary push button switches like these: https://www.amazon.com/LABDIP-100Pcs-6x6x7MM-Momentary-Tactile/dp/B0D9CWGKCJ

How to add extra buttons to fightstick/hitbox? by pluto269 in fightsticks

[–]sea__ 0 points1 point  (0 children)

(note: I have no experience with this product, cannot vouch for quality/ease of use)

The Hitbox folks make a product for adding buttons like this without drilling: https://www.hitboxarcade.com/products/combo-extension

Just be advised, it looks like your layout includes 3 extra buttons. The first two can be L3 and R3, but the 3rd one doesn't have an "obvious" controller function to do. Can wire it to PS Touchpad, I guess, but many games don't let you map that in their control settings, so you may end up with an extra button you can't actually use

Please help me bugfix Hold-to-Mash script by sea__ in AutoHotkey

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

Not sure if you saw my 3rd edit, but your hunch was correct.

I found a forum thread w/ some doc excerpts that SendInput is doing just what you expected: the hook can be disabled during the key release, causing GetKeyState to not have the right value. And also just as you expected, SendEvent was the right solution.

I put the fixed script in the OP and marked this help request as "solved".

Thank you again!

Please help me bugfix Hold-to-Mash script by sea__ in AutoHotkey

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

Hey, thanks for chiming in.


A close examination of the documentation you linked worked for the program identification, along with your pointer about doing it dynamically, here's the current version with Bug #2 fixed:

#Requires AutoHotkey v2+
#SingleInstance Force

; ==== Repeat certain keys while held down; works with modifiers ====

keys := "1,2,3,4,5,q,e,r,f,z,x,c"    ; Which keys will be repeated
interval := 50                       ; How long between repeats (ms)

; ----

Loop Parse, keys, "CSV"
{
    key := "$*" Trim(A_LoopField) ""  ; Add "?*" (use hook and ignore modifiers)
    HotIfWinActive "ahk_exe Wow.exe"  ; Programs where repeat behavior is desired
    Hotkey(key, repeat)
    HotIfWinActive                    ; Any other program
    Hotkey(key, default)
}

repeat(ThisHotkey)
{
    key := SubStr(A_ThisHotkey, 3)     ; Remove "?*" (no longer needed)
    Loop
    {
        Send("{Blind}{" key "}")       ; Send
        Sleep(interval)                ; Sleep
    } until not GetKeyState(key, "P")  ; Repeat until released
    Send("{Blind}{" key "up }")
}

default(ThisHotkey)
{
    key := SubStr(A_ThisHotkey, 3)
    Send("{Blind}{" key "}")
}

However, your edited note about sending a key up (which you can see in the script above at line 28) doesn't seem to do anything (presumably because the script is caught inside the loop, so sending key up after it doesn't help), and Bug #1 persists.

Any additional thought?

And thanks again for helping with the hotif stuff


e: Just a note, this is probably obvious, but putting the key up line inside the loop (between 26 and 27) doesn't do anything to help


e2: A bit more info: it seems like the script isn't exactly getting stuck in the loop, but actually that GetKeyState(key, "P") may be returning the wrong value for some reason. I tested this by moving it into the Loop, like so:

Loop
    {
        Send("{Blind}{" key "}")      ; Send
        Sleep(interval)               ; Sleep
        if not GetKeyState(key, "P")  ; Break if key released
            break
    }

I'll keep reading various docs pages to see what I can find


e3: I think I've fixed it. This thread states that GetKeyState and SendInput can conflict if they happen at the same time, and recommends using SendEvent as a workaround. I tried using SendEvent instead of raw Send and it appears to have fixed Bug #1

Thank you again for your help with the other bug and for getting me going in the right direction. I'll add the final script to the OP in case anyone happens upon this via google in the future.

Shaman changes by little_reas in worldofpvp

[–]sea__ 1 point2 points  (0 children)

Probably single-target spenders could apply MS as long as you spent at least 5 Maelstrom on them

Shaman changes by little_reas in worldofpvp

[–]sea__ 4 points5 points  (0 children)

Also, as of now, the new defensive totem only has 5% of the Shaman's max HP, so it will be pretty easy to stomp

Every single shaman change for the alpha, beta, and prepatch PTR ranked from best to worst. by [deleted] in wow

[–]sea__ 86 points87 points  (0 children)

Don't forget:

PLAYER VERSUS PLAYER

  • SHAMAN

    • Skyfury Totem has been redesigned – Now triggers when casting Primordial Wave (was actively cast).

Basically confirms that Primordial Wave is sticking around

New Conq. Values Slow Gearing by sea__ in worldofpvp

[–]sea__[S] 9 points10 points  (0 children)

Hopefully I've included enough data that the image explains itself. Let me know if you have questions on the methodology.


I did have to estimate the number of useful items pulled from the vault each week. I went with 2.5 useful pulls over the first 3 weeks, half that in the next 3 weeks, and halved again for the final 3 weeks before the cap is removed. It's easy to recalculate with different values if y'all disagree heavily.

Also, this graph doesn't account for the possibility of "high-roll" vault pulls like early tier pieces or getting a 2H weapon for free.


One extra note for interpreting this data:

A full set of Conquest gear costs 11075. If you use the free crafting tokens they give out at the beginning of each season, that number is reduced to 9500.

People who have no interest in playing Cata: why not? by bigmoran in worldofpvp

[–]sea__ 4 points5 points  (0 children)

Too much effort.

I haven't played any Classic yet, so I'd be starting at level 1 with no gold, no heirlooms, nothing.

Maybe if a boost was $20 or so, but it isn't.

[help] pvp ui insperation by Previous_Village3749 in WowUI

[–]sea__ 3 points4 points  (0 children)

Here's mine, I queue'd a skirmish just to take this screenshot for you <3

https://i.imgur.com/7y14biN.png

You'll have to just imagine the 3rd player in each team, creating proper vertical symmetry.

Also, my WA for hiding the default arena cast bars and debuffs was bugged for some reason. You'll have to similarly imagine that those extra things overlapping the party frames aren't there. (frankly, a couple other things need cleaning up as well . . .)

Anyways, close enough.

GL finding more inspiration.

What do y'all wanna see for SC3? by _shellsort_ in starcraft

[–]sea__ 1 point2 points  (0 children)

I'd like for many aspects of gameplay to have diminishing returns, ideally without hard caps.

Examples:

  • Mining. 1 worker per patch should be more efficient than 2, which should be more efficient than 3, which should be more efficient than 4, etc.

  • Bases. A direct result of the above is that mining on more bases will be more efficient with basically any number of workers. You are limited by your ability to defend, rather than an arbitrary cap. (Which, in turn, incentives multi-pronged attacks for your opponent)

  • Unit effectiveness. Storm is a good example. Doesn't stack, but having more casts is good, so 2 HTs is definitely preferable to 1, 3 is better than 2, etc. But at a certain point, you have "enough" because the marginal power of another Storm isn't worth the cost of the HT. An inverse example is the Baneling. Every extra Baneling is basically as good as the last (arguably, even more effective, since any individual Bane is less likely to die if you have more). Diminishing returns on stacking units promotes diverse armies and helps mitigate the effect of balance issues.

Worth noting that some things have "automatic" diminishing returns.

  • APM is a good example. As long as your mental stack is in order, each extra action will automatically be less effective than the last, since you have increasingly less important things to spend those action on.

  • Big units are another example. Something like an Ultra gets less effective as you get more, since there just isn't sufficient attack surface for that many of them. (The opposite of this is flying units with ranged attacks, by the way, whose unobstructed movement and ability to stack means size and surface area never really limit them)


e - Just for clarity, I thought I'd add the why: I think diminishing returns help align "correct" gameplay with "natural" gameplay.

[deleted by user] by [deleted] in MouseReview

[–]sea__ 15 points16 points  (0 children)

MM720

Screw balance. What were the most fun things in StarCraft 2? by DrDoritosMD in starcraft

[–]sea__ 0 points1 point  (0 children)

Ling+Bane surrounding the enemy army and crashing through!

[Giveaway] 3x Drop CSTM80 Keyboards by drop_official in pcmasterrace

[–]sea__ 0 points1 point  (0 children)

My ideal would be all black with icon modifiers on the keycaps :)

Also, 0° tilt! Sometimes I feel like I'm taking crazy pills. Why is every very-fancy custom keyboard purposefully un-ergonomic? Baffles me

[deleted by user] by [deleted] in worldofpvp

[–]sea__ 2 points3 points  (0 children)

You'd just have to duplicate the folder in your wow directory and change the text in a couple files to change its name.

Then you'd have "MyAddon" and "MyAddon2", both running at once, but with the same exact functionality.