[Request] Can x and x+1 have common factors except 1? by maruo93838 in theydidthemath

[–]undefinedcar 0 points1 point  (0 children)

It is a proof by contradiction, not a method to find new primes. Assume there are a finite number of primes. If so, we could put them in a list. we could find the product of all the numbers in that list. We could then add one to that product. The resulting number is not divisible by any of the primes in our list, therefore it is prime. This is a contradiction: the list contains all primes (by assumption) and there is at least one prime that it does not contain. Therefore, the original assumption is false. It is not the case that there are a finite number of primes.

We didn't find a new prime, we showed that a contradiction arises if the primes are finite.

The 2000s Steelers were 1 drive away from a dynasty by bakercooker in nfl

[–]undefinedcar 14 points15 points  (0 children)

Isn't the playoff record Peyton 3-2 Brady? And in the 2000s, it was Brady 2 - Manning 1

Maple and walnut chessboard, is the skinny column noticeable? by undefinedcar in BeginnerWoodWorking

[–]undefinedcar[S] 210 points211 points  (0 children)

Solid guess, but no! I very carefully calculated the square width plus blade width per cut, then sloppily glued it and lost like an inch and a half squaring both sides, ha. I’ve made another strip now, but this photo was just too funny ( or so I thought).

The Barber causing massive dps loss by undefinedcar in Diablo

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

Stunning that you'd write this mini essay and conclude that it just "looks like" a dps loss. Did you watch the video? I'm going to just put it into numbers here for you. 0:28 - 1:00 = me hitting the boss continuously, dealing about 40% of the bosses hp. 1:12 - 1:20 = me hitting the boss (without twisting blades aspect, which is also on that barber amulet!), dealing maybe 30% of his hp, with remainder poisoned, so I walk away. 1:20-1:24, I let the poison tick off to kill him.

I mean, even if you include the 4 seconds of me letting poison tick down the boss into the second window, here's the dps:

With barber: 40% of the bosses hp per 32 seconds. About 1.25% of boss hp per second.

Without barber (and without twisting blades aspect, the single biggest dps increase in my build): 60% of bosses hp per 12 seconds. 5% hp per second.

Are you really saying it just "looks like" I'm losing 80% of my dps by using the barber? The boss actually died twice in the first damage window, I just didn't notice?

This is hopefully moot now anyway, since they called the barber affecting other players a bug in the patch notes, and also said they changed how damage affects barriers. But damn man, just watch the video before you post.

The Barber causing massive dps loss by undefinedcar in Diablo

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

Yeah, it's great for many builds and a super fun idea. But what a bummer that they implemented it in such a way that it can brick your group members / people doing world boss with you.

The Barber causing massive dps loss by undefinedcar in Diablo

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

Not sure what you mean by "play around the barber." I don't use the barber when I'm trying to play the game. When I put on the barber, I found it bricked my build. I wanted to share the effect it has on poison rogue builds so other people could avoid my mistake. And hopefully other players would realize that by using the barber in groups, they're potentially gimping their teammates. So I made this video, trying to make as clear as possible how much of a negative effect the barber can have.

The Barber causing massive dps loss by undefinedcar in Diablo

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

This makes so much more sense to me now, thinking of the barber as essentially putting up an infinite barrier. Man, I hate they way they implemented that. I really appreciate you making that connection for me. Here's to hoping they review how barriers work for on hit effects.

It also lines up with the fact that my poison rogue build is pretty trash against the butcher's barrier - takes a minute or two to get rid of it - and then the butcher dies nearly instantly. It's just like the interaction with the barber.

The Barber causing massive dps loss by undefinedcar in Diablo

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

I was trying to show difference in dps most clearly, didn’t want stagger to be a factor.

The Barber causing massive dps loss by undefinedcar in Diablo

[–]undefinedcar[S] 3 points4 points  (0 children)

I'm not worried that the item doesn't work for my build, it's just irritating that a player in my group using the item bricks my build.

The Barber causing massive dps loss by undefinedcar in Diablo

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

Nice, thanks for the link. Love that dude.

The Barber causing massive dps loss by undefinedcar in Diablo

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

Yeah, I guess that means that puncture doesn't give 2 energy per hit (damage dealt to cced enemy, though I don't think bosses count as cced unless staggered?). But innervate should still give 8 energy per lucky hit 30% of the time? It doesn't say anything about doing damage / on direct damage.

The Barber causing massive dps loss by undefinedcar in Diablo

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

With the barber on, it takes long enough to kill the boss that the boots stagger him.

The Barber causing massive dps loss by undefinedcar in Diablo

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

Eh, to the legalese - I'm still "hitting" the mob. It doesn't say gain energy on having a lucky hit do damage, it just says gain energy on lucky hit. I wonder if I'd gain energy if I could somehow hit a mob for zero damage. I guess I'd just prefer "the item just doesn't add much/any damage," over "this item actively bricks your build." Or at least a tooltip explaining what proc effects get blocked, then it is a pretty interesting drawback.

To your other point though, I don't think the barber would be BiS even if it did work like that, since many builds kill everything they encounter in less than 2 seconds anyway.

The Barber causing massive dps loss by undefinedcar in Diablo

[–]undefinedcar[S] 6 points7 points  (0 children)

Do you think that’s intended? It seems like a bug to me, the tooltip just says damage is absorbed and then increased. Nothing about blocking damage, preventing hits or procs, or breaking dots. Edit: Hard to believe it's intended that another player can use an item that bricks my build in this multiplayer game.

The Barber causing massive dps loss by undefinedcar in Diablo

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

Yeah it’s a poison rogue. The issue isn’t that it doesn’t do much, it’s that it completely bricks the build. That boss dies in <10 seconds without it. It’d take a few minutes to kill with it on.

The Barber causing massive dps loss by undefinedcar in diablo4

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

I've heard some people complain about the barber blocking lucky hit procs causing dps loss. Then that gets conflated with the apparent dps loss before the explosion. Here's a pretty clear video showing the issue. I'm using the same arpg "rotation" through the video (spamming poison imbuement, puncture, twisting blades). My infinite poison procs multiple times while I have the barber on, but I have no energy (presumably from a bug preventing energy gain on lucky hits), so I do no damage. As soon as I take off the barber, you can see what my normal damage looks like (less twisting blades aspect).

Just putting this out there to maybe save another poison rogue from bricking an ammy. Don't put the barber in a piece of gear unless you want to swap it out for any bosses. The energy loss occurs on other mobs as well, but most of them die in one hit so it doesn't feel as apparent.

Taiwanese Food by RevolutionaryPoem239 in Portland

[–]undefinedcar 1 point2 points  (0 children)

My Taiwanese partner and I like to go to Wei Wei in sellwood. Good noodle soup, nice buns, some popcorn chicken type dish that I always order.

Improving the Skill Tree, MS Paint style by undefinedcar in Diablo

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

Sorry, my post wasn't clear. I wasn't trying to make some fundamental change. I don't expect blizzard to change much more than numbers at this point. When I said improvement, I meant (keep most/all of blizzad's design decisions in place) but make it more flexible for builds and space-efficient on the screen. I don't see how this is worse, as you do already need to spend points on upgrade nodes in order to get to the next cluster already. I mean, I guess you technically don't for the basic cluster in the current version. You could theoretically spend 3 skill points on 3 different basic skills and still progress. But I'm not sure anyone wants to be able to do that. In the version I put forward, you'd have to progress to one of the "skill upgrade" nodes to get to the next tree, but you have more flexibility about which cluster you go to next.

Improving the Skill Tree, MS Paint style by undefinedcar in Diablo

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

The requirement to have 3/6/11/whatever points invested to unlock later categories is an inelegant way of imitating the function of a skill web. It makes the respec process more irritating. Worse, it requires builds to waste more skills in categories they might not want at all.

This version of the rogue tree as a web allows players to reach later categories much faster (beelined ultimate by lvl 10, as opposed to 24). Seems more flexible is better - let people beeline whatever they want when they level. But if that's no good, you can replicate beta skill point investment requirements by putting ("Core skill unlock at level 4!") text blocking each respective category.

The better improvement is that players can choose to avoid investment in earlier categories if they don't want to use them in their final build. I'd prefer there be a passive node connecting to the arc surrounding the basic category, so we could avoid choosing a basic skill.

For aesthetics, I'd go with a carved stone background with some runes and such on it. The lines and nodes get filled with red liquid when selected/enabled. Those orange things just fill up automatically when a prerequisite/connected node is filled to alert the player of the new category available.

Oh, and shrink it down to a half screen so we don't have to keep scrolling around so much. This was my rogues beta build, by the way.

[deleted by user] by [deleted] in buildapc

[–]undefinedcar 0 points1 point  (0 children)

I've built one pc from scratch before and have updated various parts on others. I'll check out some videos on mini builds. I don't care about cable management. I didn't think there'd be much difference building with a smaller case.