Osrs crafting calc

OSRS Seasonal Leagues

2019.11.15 23:36 Serenaded OSRS Seasonal Leagues

Chat and post about OSRS Leagues
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2023.06.10 09:49 CreamyJuicyCows I haven't been able to stay hooked.

Hi. Okay so I have a bit of a problem. I'm an old school scaper, like if you're not an old school RS gamer then you literally haven't had a great child hood or teenage experience.
So my issue is that I haven't been able to stay hooked on OSRS in a while I had the urge to play like 3-4 months ago, and I did, I paid for membership and everything, even felt like I was getting back on track. But then hours turned to days and days turned to weeks and it just quickly gets forgotten. I have done this maybe 3 more times before I said I'm not paying for membership only to not play it. What's the point?
I started in Oct 30 2018, the day OSRS mobile launched. I was instantly attached to it. It felt new again. But alas, I'm about 6-7 quests away from a quest cape, almost to 93 attack, I have 99 mining, 99 agility, 99 farming, 99 crafting, 99 thieving, 86 prayer, 80 attack and 80 str. 92 range? I forgot the range sorry. 91 HP and 86 mage 89 RC, I think 80 construction? I forgot the construction level. So it's not no damn noob account, well maybe high-level noob if you compare me to somebody who has 99s on everything and literally beat the game per-se. I had beaten monkey madness 2 and dragon slayer 2. after like 50 tries. But that was over a year ago.
I do miss the game a lot, but something in me just doesn't wanna game right now, I just don't have the urge to play. It's just this monotonous repetitive actions that I keep doing over and over again.
I've been playing a lot of minecraft lately, but not regular minecraft, like peaceful creative mode because I kept dying in regular minecraft and it was irritating, I don't get how kiddies manage to actually survive.
What can I do in OSRS to make it more fun? I have an urge to go back, but I fear that if I do I'll just be wasting my money on nonsense, it's $12 for nothing. Essentially. I'd rather just pay monthly Amazon prime if that's the case.

I forgot to say that I started in 2004, in the OG runescape.
submitted by CreamyJuicyCows to runescape [link] [comments]


2023.06.08 20:32 NihilBlue Has anyone tried to build a Campaign -with- their players beforehand? What are some good practices?

I've been seeing alot of DMs in my social circle experiencing difficulties in their campaign due to a mismatch and miscommunication between DM expectations and desires and their players. IE They wanted a gritty campaign with a lawful neutralish party of agents working under a patron, the players went chaotic and had some pushback about the survival mechanics such as inventory management. One wanted them to care more about the NPC towns/villages for an upcoming attack and tried to have them have background ties and do quests related beforehand, the party still ends up very passive and focused on survival over tackling the threat.
I've been thinking that for my next campaign, when I finally have more breathing room from work in the near future, instead of coming up with a concept before hand and having players agree to it, I basically build a campaign with them, thereby creating a setting and playstyle everyone has agreed to and has equal expectations about.
What would be the best way to go about this?
So far I'm thinking, once I get a group with an agreed upon play time, I basically have a session 0 asking:
  1. Setting/Adventure Type: Official (CoS, RotFM, etc), Official remixed/modified (CoS reddit remix by Mandy, Avernus remix by Alexandrian, etc), Homebrew. If homebrew, what kind of genre (epic fantasy, horror, urban, etc) and adventure type (mystery, intrigue, journey/lotro, dungeon crawl, hex crawl, etc)
  2. Combat Difficulty: Power Fantasy (Combat will be balanced towards sometimes challenging, but ultimately winnable. Medium/Hard, not full adventuring day, etc), Fantasy Vietnam (OSR tucker's kobolds style, no encounter balance), Dark Souls (Hard/Deadly, but balanced towards fairly challenging an optimized party), should enemies be allowed to retreat usually, discuss what kind of combat feel players want to go for etc.
  3. Rule Modification: What Variant Rules to include/agree on, what changes to classes/rules to make that everyone would like, etc (adjustment to monk or martials, spell mods, allowing non-class scroll usage, gritty realism or safe haven for full adventuring day + downtime crafting, dungeon crawl/hexcrawl rules, no encumbrance/slots homebrew/official variant, ration/torches tracking, faction rules, death save changes, etc)
I also noticed alot of debate between my fellow DMs and their players with changing rules mid-play, so I wanted to implement a democratic process to it. In that, the rules belong to eveyone, not just the DM, and rules would only be allowed to change if an overview was called by anyone and at least one person voted in favor, then a vote would be called to change the rule, which can be suggested by anyone, requiring 2/3 to agree, though if the other 1/3 had strong disagreement, DM would arbitrate and make the final call.
However, I am also aware, from the simple practice of trying to get feedback between sessions, and seeing the same from other DMs, that players can often not genuinely know what they want or specifically (dis)like until later or not at all, and so even this may still result in disagreements or reducing/conflicting interest as time goes on.
Advice?
submitted by NihilBlue to DMAcademy [link] [comments]


2023.06.08 16:58 Temsei June 8th updates - Toolbelt item & upgrades, new task, offline potions & more

Alongside these updates, getting the game on iOS has been a big priority in the past few weeks. Idle Clans has been approved on App Store but still requires some final touches to make it ready for release. I expect to release it early next week if no unexpected issues pop up.
A slight foreword on the update coming after this one - I'm going to start working on some new content for both individuals and clans alike! With that new content should come a bunch of new items that aim to bring the combat triangle to a more balanced state as many of you have repeatedly suggested. As updates like this are a large undertaking, it's likely this update will take longer than the usual 2 weeks - unless there are some other noticeable changes happening on the side. I'll be posting progress updates in #game-workshop on our Discord channel.
Updates
Changes
Fixes
submitted by Temsei to idleclans [link] [comments]


2023.06.08 03:48 Skwaddelz New to Members, need direction

New to OSRS. Played back in the day but never often enough to get past combat level 20 so the whole game is still pretty new to me especially the members content which leads me to my question. What do I do? I know I want to finish getting my Coal Bag, but I also wanna farm enough GP to keep membership and rolling items with HA is slow. Here are my stats:
Attack - 47 Hp - 43 Mine - 64 Str - 37 Agility - 13 Smithing - 60 Def - 36 Herblore - 1 Fishing - 24 Ranged - 22 Thief - 25 Cooking - 26 Faith - 34 Crafting - 51 Firemaking - 36 Magic - 74 Fletching - 30 Woodcutting - 58 Runecrafting - 44 Slayer - 9 Farming - 3 Construction & hunting - 1
Sorry for the trouble, Thanks in advance.
submitted by Skwaddelz to 2007scape [link] [comments]


2023.06.07 17:16 SubManagerBot Incomplete and Growing List of Participating Subreddits Thread 2

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XboxHomebrew
Xennials
xToolD1
xxitaly
xxketo4u2
Yarnswap
YEW
Yiddish
yiff_irl
yiff69
Yiffbondage
yiffcrossdressing
YiffgifsOnly
YouBelongWithMemes
yougoogledenpassant
Yougotlostonpurpose
YouLube
youngpeopleohio
youtubedl
YouVsTheUniverse
zacatecas
ZadocPaet
Zaurus
zeropoints
zerowastevegans
Zippo
zonguldak
ZoomingGifs
zork
zxspectrum
submitted by SubManagerBot to ModCoord [link] [comments]


2023.06.06 22:47 OG_DarthJarJar Petition for a Crafting Minigame

Why do we not already have a crafting minigame? It's one of the most painful grinds especially on an ironman to blow glass for 6000 hours, and every other skill like that (runecrafting, fishing, farming, cooking, firemaking even) has minigames that can be an alternative way to train that arent mind numbing.
Feels like there's more than enough design space to be experimented with. Even something as simple as the equivalent of farming contracts would be a nice way to train if it had exp benefits or used less resources, but could be far bigger too.
You could have an area where there is literally every crafting resource in the game, from cows to dragons and regular trees to celastrus, etc. Special gem rocks, the whole works, but nothing gathered can be taken out of the room. Instead you get given a task to make X amount of Y, then get some reward points and xp when you hand them in. Simple, fun, easy, doesnt take hours of running between a bank and a charter shop, still requires time and effort but would be a far more engaging way to play.
People of the osrs community who are more in tune with it than me, make it so peace
submitted by OG_DarthJarJar to 2007scape [link] [comments]


2023.06.04 19:17 rs_dwn Archaeology training with porter buff

Recently created a fresh iron from my OSRS group Ironman account. I’ve been OSRS only since 2018 and mainly OSRS since 2016. With the porter buff, I’m going to bank 80 craft and smithing then try to do as much arch as possible. I’ve only done a bit of it so far, level 36, and have been reading through the wiki for training tips.
Does anyone have ideas for training that may differ from the normal methods with having the porter buff? Try to spam out a bunch of low level artifacts when Pylons are active? I want to make sure I’m still completing collections/mysteries where I can so I can keep unlocking new areas as well is my understanding. Any tips/help appreciated!
submitted by rs_dwn to RS3Ironmen [link] [comments]


2023.06.01 22:32 Wamblingshark Returning player after many years looking for direction so I don't start over with a new email again.

Hi there. Aside from like a month in 2020 and another month in like 2018 I haven't really played since OSRS. One of the things that prevents me from getting back into the game is being overwhelmed with all my stuff, not remembering my progression, what I was doing, and what I should do next.
Because of this in the past when I've returned to the game I make a new account so I can start over a relearn the game. I don't want to do that this time.
Would love advice for finding direction/setting goals, remembering what things in my inventory are even for, knowing what kind of daily stuff there might be to do if any..
Also treat me like a newb. I was never an expert at the game. Mostly just mined a bunch and sold/crafted stuff. Didn't start bothering with quests until 2020.
I think I suffered from a lack of direction when I played in the past as well. I'm returning now to be able to mine or something while I do my data entry job (I'm not slacking! It's just that my eyes glaze over and I start to space out if I'm not multitasking.. ) so actually...
Bonus question: are there any activities other than mining that I do l can do while tabbed out of the game?
Sorry if this seems like a disjointed mess of a request for advice. Head is a little foggy today.
submitted by Wamblingshark to runescape [link] [comments]


2023.06.01 21:24 Gael_L They'll never suspect a thing

They'll never suspect a thing submitted by Gael_L to 2007scape [link] [comments]


2023.05.31 03:35 LewyVittonDon Courses necessary for computational cognitive science specialization

I’m an undergrad cognitive science major that wants to specialize in computational cognitive science. I’ve only taken intro level python/Java courses along with math classes up to calc 2. I’m willing to put in as much work as is needed to specialize in this field.
What programming and math classes should I focus on to achieve this? Asking because my institution (UCB) doesn’t have a specific computational cogSci undergrad degree, so I would have to craft it myself.
Also, should I switch majors to CS, or given that I’ve already spent this much time on my cogSci degree, just start implementing the necessary courses into my cogSci degree in order to specialize ?
submitted by LewyVittonDon to cognitivescience [link] [comments]


2023.05.31 03:24 LewyVittonDon Programming/math courses for computational cognitive science undergrad

I’m an undergrad cognitive science major that wants to specialize in computational cognitive science. I’ve only taken intro level python/Java courses along with math classes up to calc 2. I’m willing to put in as much work as is needed to specialize in this field.
What programming and math classes should I focus on to achieve this? Asking because my institution (UCB) doesn’t have a specific computational cogSci undergrad degree, so I would have to craft it myself.
Also, should I switch majors to CS, or given that I’ve already spent this much time on my cogSci degree, just start implementing the necessary courses into my cogSci degree in order to specialize ?
submitted by LewyVittonDon to cogsci [link] [comments]


2023.05.30 04:00 nuclearkielbasa Bright Green + yellow 'shell' over urate?

Has anyone encountered a green and yellow 'shell' around their beardies' urate before?
Niblet has had 2 of them so far. They are hard and green with a yellow tip, but when cracked open the urate is bright white. It reminds me of a chili pepper. His poops are hearty and well-digested. Only had one small diarrhea once.
The only thing I could think of would be blueberries, but he had them WEEKS before this has occurred.
I will admit that he is not eating enough greens in his diet. He goes absolutely berserk for the little red fluker's crunchies, but not much else. His once a week his worms are dusted heartily with teh strawberry-flavoured calc d3 + multivitamins. he is offered a wonderfully-crafted salad of various greens (bok choi, collards, dandelion greens, some herbs) + some treat/fruits sometimes, but he denies all of it until he gets the Red Crunchies or mealworms.
This is the 2nd year we've had him (he is 4, but we adopted him from a coworker), and he is just getting the hang of drinking daily. He's never understood running water and has now learned to drink from the faucet!
He's in a 4x19x17 with a basking of 100, warm side of 85-90, and cold side of 75-82. 32" UVB on the roof with a reptisun t5 10.
He's been active as all hell since he woke from brumation in february. He's JUST now calming down. He has blackbearded twice this month, because he is shedding 60% and is Angery about it.
His previous owners have never taken him to the vet, and we are on a waitlist to be admitted to our local reptile specialist. once we are in we will be getting the whole shebang of tests- blood, fecal, xray to make sure he's good.

I'm just curious if anyone else has seen this before?
submitted by nuclearkielbasa to BeardedDragons [link] [comments]


2023.05.29 18:05 MadHatWorld Searching for a system than can handle epic cinematic heroic fantasy

So as the title say I have been searching for a system that can handle doing epic heroic fantasy and can do it for an extended period of time (so no one-shot or small campaign system).
I have already played a few system and I realised that I prefer to gm system that are able to handle fight without having to worry too much about balance and class and just being able to do something epic and cool.
I tend to prefer generic system because like that I can craft my own world without having to worry about the already established universe. Bonus point if it's a system that does not involve classes;
So far, my group has tried:
So yeah here is the deal, I already searched a little on this subbredit but nothing really catched my eye.

Thank you in advance to everyone that is going to answer.
submitted by MadHatWorld to rpg [link] [comments]


2023.05.29 13:28 arbind_ Coding Complex and Advance Calculator Which Supports Bodmas And Brackets up to 35 nested brackets, ! we are not using eval() input i.e: ((((4 + 7) * (2 - 1)) + 6) / ((8 / 4) * (5 - 2))) + ((((3 - 2) * 5) + (6 / 3)) - ((9 / 3) - 1)), output: 7.83333333333

Coding Complex and Advance Calculator Which Supports Bodmas And Brackets up to 35 nested brackets, ! we are not using eval() input i.e: ((((4 + 7) * (2 - 1)) + 6) / ((8 / 4) * (5 - 2))) + ((((3 - 2) * 5) + (6 / 3)) - ((9 / 3) - 1)), output: 7.83333333333

Image from video tutorial
Hey there, amazing viewers!

Are you tired of watching countless calculator tutorials that fail to showcase the true power of nested brackets and precise calculations? Well, hold onto your seats because this is a game-changer! I present to you the first-ever YouTube video demonstrating how to create a bracket-supported calculator with a mind-blowing 99.9% accuracy using the BODMAS rule.

Let's be honest, folks. The logic behind handling up to 35 nested brackets, along with functions like cosine, sine, tangent, and logarithms, can be mind-boggling. But fear not! I've painstakingly crafted a gift for you—a calculator that tackles these complexities head-on.

Now, you might be thinking, "What if I have a better idea for the logic?" Well, guess what? You can contribute your own genius to this code! Just tag me in your modifications and let's make this a collaborative masterpiece. This calculator's versatility knows no bounds—it can handle any equation, as long as it's in the right format with brackets. Plus, it excels at tackling the most complex BODMAS operations, delivering a staggering 99% accurate output.

But here's the real kicker—we've built this calculator completely from scratch. No frameworks, just pure JavaScript and ingenuity. It's a testament to the power of our minds and the endless possibilities of this incredible language. Just a heads up, though: this tutorial assumes you're no stranger to JavaScript and have intermediate-level development skills. If you need some extra practice, take your time to master the concepts of recursion, string manipulation, number manipulation, array methods, and loops. We're focusing on the logic here, so we won't be delving into creating a fancy UI. But hey, I believe in you! You can design your own sleek interface.

Now, let me assure you of the accuracy and reliability of this calculator. We've put it through rigorous testing, comparing its results to the likes of Google Calculator and Microsoft Calculator. The outcome? An astonishing 99.9% match! That's right, this little powerhouse performs on par with the industry giants.

If you're as blown away by this incredible work as I am, make sure to hit that subscribe button for more mind-bending videos like this. Together, we'll unlock the secrets of JavaScript and revolutionize the world of calculators.

Thank you for joining me on this thrilling journey. Get ready to witness the unmatched capabilities of our bracket-supported calculator!



I have made video on this topic

want to watch: https://youtu.be/GN4gDqnqhHQ

source code

:



Cal

= 000000000000.1
JavaScript:

let textarea = document.querySelector('textarea');
let operatorObj = {'*': -1, '/': 0, '+': 3, '-': -9};
let firstBraketAllowed = true;
let lastBracketAllowed = false;
let alphabets = 'abcdefghijklmnopqrstuvwxyz';
let obj = {};
Array.from(alphabets).forEach(e => {
obj[e] = -1;
})
let isBracket = {'(': 0, ')': -1}
let calculatedValue = [];
let savedValue = [];
let index = 0;
let previousStr = [];
let calculatedValueForTrignomerty = [];
function evaluate(input, mathOrNot){
let trignomertyValues = [];
if(!input.includes('/') && !input.includes('/') && !input.includes('+') && !input.includes('-') && !input.includes('(') && !input.includes('*')){
return savedValue.push(+input);
}else if(input.charAt(0) in obj){
input = input.replace('sin(', 'Math.sin(');
input = input.replace('cos(', 'Math.cos(');
input = input.replace('tan(', 'Math.tan(')
input = input.replace('log(', 'Math.log(');
let value = input.slice(9, input.length - 1);
let mathKey = input.slice(5, 8);
if(value.includes('*') value.includes('/') value.includes('+') value.includes('-')){
evaluate(value, true);
value = calculatedValueForTrignomerty[0]
}
let Evaluate = Math[mathKey](value);
trignomertyValues.push(Evaluate);
return savedValue.push(trignomertyValues[0]);
}
let userInput = '';
for(let i = 0; i < input.length; i++){
if(i === 0){
if(input[i] == '-'){
userInput += input[i]
}else{
userInput += input[i]
}
}else{
let char = input[i];
let earlierInputChar = input[i - 1];
if(char in operatorObj){
if(earlierInputChar in operatorObj && char === '-'){
userInput += input[i];
}else{
userInput += ' ';
userInput += input[i];
userInput += ' ';
}
}else{
userInput += input[i];
}
}
}
let expression = userInput.split(' ');
let operator = [];
let number = [];
for(let i = 0; i < expression.length; i++){
if(expression[i] in operatorObj){
operator.push(expression[i])
}else{
number.push(parseFloat(expression[i]))
}
}
let bodmAS = [['/', '*'], ['+', '-']];
for(let j = 0; j < bodmAS.length; j++){
let i = 0;
while((i = operator.findIndex(e => bodmAS[j].includes(e))) !== -1){
let result;
let firstOperand = number[i];
let Operator = operator[i];
let lastOperand = number[i + 1];
if(Operator === '/'){
result = firstOperand / lastOperand;
}else if(Operator === '*'){
result = firstOperand * lastOperand;
}else if(Operator === '+'){
result = firstOperand + lastOperand;
}else if(Operator === '-'){
result = firstOperand - lastOperand;
}
number.splice(i, 2, result);
operator.splice(i, 1)
}
}
return !mathOrNot ? savedValue.push(number[0]) : calculatedValueForTrignomerty.unshift(number[0]);
}
function solvingBracketsBug(splitedValue){
for(let i = 0; i < splitedValue.length; i++){
if(splitedValue[i] !== ''){
let firstChar = splitedValue[i].charAt(0);
let lastChar = splitedValue[i].charAt(splitedValue[i].length - 1);
if(!Number.isInteger(+firstChar) && !Number.isInteger(+lastChar)){
calculatedValue.push(splitedValue[i].slice(1, splitedValue[i].length - 1));
}else if(!Number.isInteger(+firstChar) && firstChar !== '-'){
calculatedValue.push(splitedValue[i].slice(1, splitedValue[i].length))
}else if(!Number.isInteger(+lastChar)){
calculatedValue.push(splitedValue[i].slice(0, splitedValue[i].length - 1))
}else{
calculatedValue.push(splitedValue[i])
}
}
}
}
function mainLogic(VALUE){
VALUE = VALUE.split(' ').join('');
let str = typeof previousStr[0] === 'string' && previousStr[0].length >= 1 ? previousStr[0] : VALUE;
if(str.includes('s') str.includes('c') str.includes('t') str.includes('l')){
let value = '';
let anotherValue = '';
for(let i = 0; i < str.length; i++){
if(str[i] in obj){
if(firstBraketAllowed){
firstBraketAllowed = false;
value += '(';
anotherValue += '(';
}
}
if(str[i] in isBracket){
if(lastBracketAllowed){
lastBracketAllowed = false;
firstBraketAllowed = true;
value += str[i];
value += ')';
anotherValue += ')';
}
if(str[i - 1] in obj){
lastBracketAllowed = true;
value += str[i];
anotherValue += str[i];
}else{
if(str[i] == '('){
anotherValue += '.';
}else{
anotherValue += ',';
}
value += ',';
}
}else{
value += str[i];
anotherValue += str[i]
}
}
str = anotherValue.replaceAll('.', '(');
str = str.replaceAll(',', ')');
let splitedValue = value.split(',');
solvingBracketsBug(splitedValue);
let calcValues = calculatedValue.map(e => {
if(e.charAt(0) === '('){
return e.slice(1, e.length);
}else{
return e;
}
})
calcValues.forEach(elems => {
evaluate(elems, false);
})
calcValues.forEach(elems => {
str = str.replace(`(${elems})`, savedValue[index++]);
})
}else{
let value = '';
for(let i = 0; i < str.length; i++){
if(str[i] in isBracket){
value += ','
}else{
value += str[i];
}
}
let splitedValue = value.split(',');
solvingBracketsBug(splitedValue);
calculatedValue.forEach(elems => {
evaluate(elems, false);
})
calculatedValue.forEach(elems => {
str = str.replace(`(${elems})`, savedValue[index++])
})
}
if(str.includes('(')){
previousStr.unshift(str);
return mainLogic(str);
}
evaluate(str);
console.log(savedValue[savedValue.length - 1]);
return document.getElementById('ans').textContent = savedValue[savedValue.length - 1];
}
document.addEventListener('keydown', event => {
let key = event.key;
if(key == 'Enter'){
mainLogic(textarea.value);
}
})
submitted by arbind_ to u/arbind_ [link] [comments]


2023.05.28 21:01 Marvynwillames [Multiple Excerpts] An Analysis on Tau FTL

It’s no secret that lots of fans, in fact I believe the majority, think that GW removing the FTL for the Tau sometime after the 3rd edition was a dumb move, since, to be simple, you aint making a multi system empire without FTL travel, as well it makes things like the Damocles Crusade have a huge plot hole in that the Tau somehow win through reinforcements coming from their entire empire, despite lacking FTL.
The user Connor McLeod on Spacebattles made a detailed analysis on how the Tau FTL worked through editions, this is a simplified version, for the quotes he used are too big for a single reddit post.
The original theory (what may or may not be the ether drive, or also known as 'warp dives') came from Battelfleet Gothic - originally in BFG Magazines (I took mine from bFG Magazine 19) but got reiterated in BFG Armada:
BFG magazine 19 said:
The Tau were able to duplicate the warp drive of the alien ship but the initial test flights were disastrous. Achieving transition to the Warp required more than technology, it required psychically attuned minds and the Tau race boasted no psykers. Without them to guide the transition no amount of power could breach the dimensional barriers. The best the Tau could do was make a partial translation, forcing themselves into the void that separated Warpspace and realspace before they were hurled out again like a ball held under water then released.
..
The Water caste scientists made the observation that the boundary between real space and warp space was not a neat line. It was closer to being a turbulent ocean fomented by the tempestuous warp tides below. By carefully angling their descent toward the Warp and extending the field generated by the gravitic drive into a wing shaped to hold the vessel down, a Tau vessel could extend the duration of the dive considerably. The speeds achieved in the ascent back to real space were staggering and coupled with the effect of the Warp on time and space ensured that the real distance covered by the dive was immense. Early tests lost several drone ships because they inadvertently passed far beyond the sensor range of the recovery vessels.
...
There was still a major constraint, only the most powerful (and bulky) drives could sustain the gravitic wing throughout the dive and the power drain meant that considerable recharge time was needed between dives. Also by comparison to actually navigating the warp the pace was still very slow. Taking typical Imperial Warp speeds the Tau drive was slower by a factor of five. The speed was consistent though, did not expose the Tau to the perils of the Warp and enabled the Tau to expand beyond their home star for the first time.
This should be well established by know, and it's pretty self explanatory. But its worth revisiting for tying everything together because in many ways the FTL system incorporates multiple parts. One part was the Tau gravity drive. Another part was the ability to 'partially' enter the warp for the dive and maintaining that dive as long as possible. And its a process they kept improving on. On the surface of this the implication is that around or even before First Sphere they had FTL, whereas the earliest you could plausibly argue they MIGHT achieve warp diving in current fluff is by third sphere. At least, in widespread usage. You could certainly have the Tau experimenting with FTL (they experimented with Imperium warp drives in Crisis of Faith after all) and that goes back to previous spheres. We could in that respect view Tau propulsion advances to be incremental steps along that path to achieving true Warp drive (or something close to it - which may be what Fourth Sphere's slipstream is/was.) I'll touch more on that 'incremental' development' later.
BFG Magazine 19 said:
Waystations are distributed throughout the Tau Empire. They mark out the main routes between Tau septs and are used to speed communications between outposts.
This has nothing directly to do with FTL travel, except to mark/identify routes they use (and maybe facilitate those routes somehow) but it does mention that they have a role in communication. I'll touch on that after the FTL stuff, although it centers almost entirely around the Shadowsun novella.
BFG Magazine 19 said:
Unlike the Tau the Kroot are capable of true Warp travel but the exact method has been kept secret from their employers. To the Kroot, warp travel is almost migratory and they seem incapable of navigating anywhere other than systems with habitable worlds. It appears they are drawn to functioning ecosystems.
In alot of ways its belief-shaped (mass belief) and not unlike Orks and the way space hulks operated. It might explain why the Tau never found the Kroot's use of warp travel all that useful, since it seems like it would be potentially erratic or less precise than warp dives. Still, it makes no fucking sense for Kroot, Demiurg or other warp sensitive allies of the Tau to have FTL but the Tau don't, especially since many factions (including Kroot and Demiurg) contribute ships to Tau fleets!
Other later sources like Deathwatch Achius Assault carried that FTL over, and even suggested it was route based (or may have had an even longer rnaged, route based variation on the 'warp dive' that allowed Vellk'han sept to reach Jericho Reach:
Deathwatch Achilus Assault said:
The humans are not the only ones to explore the Black Reef and the Tau too have been sending scouts into its gravity ravaged depths. Less willing to needlessly sacrifice their warriors, the Tau have employed those aliens from their empire with an affinity for the void and a skill at space faring, such as the ethereal Ji'atrix and the void-dwelling Nicassar. More successfully than the Imperium, the Tau have mapped
a number of routes through the edges of the Reef, at least on their side of the anomaly, allowing their ships more tactical flexibility than those of their enemies and also allowing them to lay deadly ambushes within the edge of the Stygian Break.
The Tau also enjoy a rare speed advantage over the Imperium within the Black Reef as their unusual method of near-Warp travel works more effectively than completely entering the Warp and is less prone to disruption by the gravity storm.
I mentioned the White Dwarf's circa 6th edition which alluded to it, but you also had Storm of Damocles which also seems to reference Warp dives:
Storm of Damocles said:
LOCATION: CANNIS GAS CLOUD,
DAMOCLES GULF, 999.M41
Without psykers, the tau could not make translations into the warp, but they had learnt to make short hops through the edge of the immaterial and real space, sticking to pre-ordained 'stepping stones'. This particular transit point, deep in the Cannis gas cloud, was known to connect to the Sexton Sector. It was what the tau thought was a safe transit route, but its location had been known to the Deathwatch for some time.
...
As he spoke, the first of the tau ships seemed to pulse as it skimmed into the immaterium. In ten minutes they were all gone, and the space before them was empty once more, except for the light of distant stars.
This meant that -at least in certain incarnations - warp dives relied on certain routes/paths/points to travel along (adding a certain degree of predictability, not unlike the warp routes between star systems in BFG) - it can be thought that BFG might have applied those same limitations to other factions and their FTL (Necron inertialess drive, Tau Warp Dive/Ether drives) so this was always an 'intended' trait. It also makes it clear its far from instantaneous - it takes minutes to achieve the 'skip' and unlike 'true' warp translation there is no rift. Presumably the rift only occurs if you actually punch the hole through into the Warp - the 'interstitial' medium the Tau travel through might simply be thought of as temporal/spatial distortions (we know warp rifts can be temporal/spatial distortions too - one reason that translations to/from warp space can be so highly distorted by gravity and one reason why translations in-system close to planetary bodies are so hazardous)
Storm of Damocles said:
It was a week's journey back through the warp to Picket's Watch. A team of servitors re-established power for the databanks, repairing broken cables and then coaxing out the reams of tau information.
The Space Marines had little need for sleep. They worked constantly, comparing Imperial star charts to those of the tau, finding known points of reference, and slowly piecing together a picture of tau movements to and from the Agrellan Warzone.
..
When they had inputted it all, the holo-charts glowed with criss-crossing web-lines of xenos activity. Its scale and sophistication repelled them all. Supply hubs, refuelling stations, convoy protection teams, automated drone sentries, human worlds secretly compliant, all enabling the massive movement of the invasion fleet that had smashed through to Agrellan. Konrad located two new routes that had appeared only a Terran week before the appearance of the Stormsurges.
'This is how they are transporting their new battlesuits,' he said with grim conviction.
Again note that the use of routes and mapping is important for Tau Warp Dives circa 3rd sphere (Agrellan) and they are clearly covering many tens of light years in months at most. Indeed some 'routes' seem to involve a bare week difference implying transit speeds of many hundreds of c at a bare minimum. There's literally no way third sphere could play out as it did without FTL, so this is beyond dispute.
All the same, some materials try to dispute it. While the Codexes since 6th haven't explicitly forbidden FTL, the rulebooks were something of another matter. At least in 8th edition:
8th Edition Rulebook said:
Being a non-psychic race, the T'au have no understanding of the warp, so their star fleets travel at sub-light speeds. New technological innovations have steadily increased their range, allowing them to press ever further into the galaxy. Their Second and Third Spheres of Expansion were halted only due to the barrier of the Damocles Gulf and increased resistance from the Imperium of Mankind.
Making it a bit of a headache to tie together, but not impossible since there's no real context or detail attached to the comment.
Codex tau 8th said:
In order to reach those more distant systems earmarked as desirable by advanced scouts, the vast armadas of T'au spacecraft had been outfitted with the latest Earth caste modifications. The ships' propulsion systems were upgraded so that when magnified by impulse reactors, the engines could obtain faster speeds, propelling ships forwards at hitherto unthinkable velocities. To further lessen the burden on those space-faring craft with the longest journeys, the Earth caste had outfitted transport vessels with large stasis chambers, allowing Hunter Cadres or whole commands to shift to far distant battle zones months or years away without actually aging a day in the process.
This quote cropped up in 6th too, and it was hilarious then. The 'third' iteration with the impulse reactors boosting previous drive advances (namely, the horizon drive) sound hilarious. Impulse reactors push ships to 'unthinkable velocities' yet we already knew the supposedly 'sublight' Tau already achieved near-lightspeed. Getting nearer to lightspeed might provide some more relativistic effects to protect the crew a bit from the duration, but its not going to add jack shit to speed... unless you exceed the speed of light.
In keeping with that hilarious inconsistency, the Tau in fact do this multiple times since 6th. To wit:
Tyranid 6th said:
FLIGHT TO KE'LSHAN
Though the Tau fleet was pursued by dozens of bio-ships, only a handful of cadre vessels were boarded and destroyed before the Tau successfully punched through the Tyranid blockade. Unaffected by the Shadow in the Warp, the Tau's ZFR Horizon drives propelled their ships at near light speed through realspace, and arrived safely at Ke'lshan. It took the Tyranids many days to traverse the same span of space, and for the first time in months, the Tau hoped to have a chance to catch their breath and recuperate.
Yes. Their magical horizon drives actually allowed the Tau to [i[Outrun the Tyranids[/i] Now remember that while the Tyranids having warp drive post 5th was up for debate, they still had Narvahls so its baffling that the 'sublight' Tau could outrace an explicitly FTL race. Compoudning that hilarity is the timeframe - Hive Fleet
Warzone Damocles said:
Propelled at ever greater speeds by the latest Earth Caste impulse reactors, the vast armada of Aun'Va's Tau Coalition powered across the Damocles Gulf and into Imperial Space. The expeditionary force met little in the way of significant opposition, even from the Imperial worlds that rejected the offers of the Water caste's ambassadors.
This repeats the codex bits on impulse reactors, and as I said for Third Sphere and War Zone Damocles you pretty much need to be crossing tens or hundreds of light years in weeks or months... there's no way around it being FTL. The only speeds greater than near-c are going to be many time greater than c.
Given that we can speculate on a Tau drive (and FTL) progression that follows this pattern:
Tau FTL model
First sphere has them evolving the gravity drive as per BFG. This may or may not also result in the modifications that allow (retroactively) to swiftly colonize their immediate surroundings for the First sphere expansion due to weird properties (time/space dilation) and closely placed star systems
Gravity drive (first sphere). This could still result in the discovery of a crashed alien ship and its warp drive (and experiments into that technology) but nothing definite or widespread yet.
Second Sphere is where things start to get interesting. They expand further by charting routes through dangerous parts of their space (including the Damocles gulf) through trial and error. This could be the point where we actually get navigation into and out of warp rifts in some cases, and with others you simply have warped distances/pathways to travel along. This still allows them to be 'sublight' but achieve travel that doesn't take years or decades like it should.
Second sphere, however is where they start meeting the Orks and eventually the Imperium. They learn more about FTL drives (from Ork and Imperial vessels) and they perhaps begin to study the routes that permitted their swift journeys as well. Second sphere stretches out for some time and even the end is some distance into the future, so there is lots of time for additional advances. The Horizon drive would maximize their travel speeds - travelling as close to the speed of lgiht as efficiently possible means making the most out of not only navigating warp rifts but the routes as well. Other examples of this in action would be the Black Reef/Hadex anomaly from Deathwatch
Eventually they start tinkering with their drive system in other ways to achieve other effects. We can presume the grav drive is a factor in protecting them from the effects of the warp minus a gellar field (in conjunction with their low/nearly nonexistent warp souls) but the grav drive configurations may enable them to more effectively harness and shape the routes they take, and we get into the first steps of warp dives. They start out slow and less efficient at first, but over time they continue refining the process and making improvements (being able to maintain the dive for longer (Velk'Han and Deathwatch come in here.)
Eventually, they learn to artificially replicate the Warp Dive without being confined to routes - they still can't enter the warp and it may be slower than 'in-route' travel, but this allows them much more flexibility in expanding than they had. This may or may not be the 'impulse reactors' of third sphere - we might surmise these are sort of a weaker version of slipstream drive that only achieves the 'partial' translations. We might consider this the ether drive - the logical conclusion of their pre-Warp drive travel. Speeds may get closer to equalling 'average' warp travel (non Navigator) but its still potentially much slower than true warp drive even if they could maintain the dive indefinitely (which at that point, they might on at least some ships or in some locations) Smaller ships like the Manta can also be equipped with FTL drives now.
Third sphere ends with the conflagration fo the Damocles Gulf and the Tau can no longer bypass it effectively (We could surmise that any 'artificial' dives are too short ranged or slow to make this practical over reasonable timescales for the Tau to wage war. The fastest longest-ranged routes for warp-diving would be through the Gulf, much as travelling to Jericho Reach meant the Hadex anomaly and black Reef. The Tau cannot continue their progress until the creation of slipstream drive (the final evolution of the impulse reactors to emulate Warp drive without psykers or navigators) and that brings us to 8th and eventually 9th with the fifth sphere and the Startide Nexus.
And 9th edition brings us the promise of a sixth sphere expansion... courtesy of the slipstream drive:
Codex Tau 9th said:
"Or do we exercise our new-found reach to once again push beyond what the Gue'la call the Damocles Gulf, to reclaim the septs that were lost and drive deeper than ever into the western galactic reaches? Understand my guests,this is not some mere dream. Fio'vre Ka'buto and his scientists assure me that the modifications they have made to their original designs render the Slipstream module safer and more stable than ever before when deployed en masse. With such a device at our disposal, the stars are closer than ever, and oru duty to reach them clearer.'
El'Umeh couldn't believe what she was hearing.
The Sixth Sphere Expansion, she thought, light-headed with amazement. The Ethereal Supreme is considering the commencement of the Sixth Sphere Expansion, and he is asking for my Commander's thoughts on where it should occur.
Such a thing was unheard of. The battles of the Fith Sphere Expansion still raged beyond the Zone of Silence. O'Shaserra herself led the push to colonise new worlds and raise new septs beyond the fabled wormhole. El'Umeh was hardly in possession of all the data, yet she had the impression that the empire had expended vast resources already on gathering and launching that fleet. To think that it could muster a sixth expansion even while the fifth was still underway... had the scope and scale of T'au space truly grown so vast?
Setting aside the implication that the Tau are vast enough in terms of territory and industry to sustain two Spheres of expansion so closely together, we're told that they can now safely engage in large scale use of slipstream and derive the benefits of its speed in their expansion. No more limits to warp dives or ether drive. They could achieve something that matches at least some kinds of Warp travel.
This also makes clear that the Tau not only didn't lose slipstream travel with fourth sphere. It was simply limited in its scale of application. Single ships (or small numbers) might be able to harness it effectively and without danger - but large fleets (scores or hundreds) were dangerous. Now, that may no longer be so true, and that is a HUGE game changer for the Tau.
Another thing to consider is - as I said before - in many ways the 'Ether drive/warp dive' feature is describing the same essential capability, it just evolves incrementally with each step or including a new wrinkle. First you have the grav drive - which plays a role in maintaining the warp dive once they develop that technology and presumably protecting the craft and permitting some degree of navigating the charted routes in their domain. Then as per 6th you have the 'Horizon' drive which allows for rapid and effective near-lightspeed travel. If the routes allow for the warp to amplify sublight speeds into translight speeds, then maximizing your realspace speed would be the best way to optimize travel time.
Eventually late second/early third you're getting into the true Ether Drive/Warp Dives as outlined in BFG and the impulse reactor upgrade allows for that push for 'artificially' created routes/dives (and possibly leads to the truly long-distance travel like allowing Kel'Shan to reach Jericho Reach sector despite being potentially hundreds of light years away) - the grav drive helps to maintain the dive, the Horizon engines keep speed maximized during that dive. Despite being from different, unconnected sources, you can clearly treat each iteration as being an improvement of each technology, allowing the Tau to move that much faster until they reach the presumable endpoint (currently) with a fully fledged and potentially workable slipstream drive that can be utilized for large fleets - leading to Sixth Sphere.
****
Now we get to FTL comms courtesy of Shadowsun, last of Kiru's line:
Shadowsun last of Kiru's Line said:
'It is agreeable to see you, Shas'la,' she said. 'What is the status of our communications?'
Sabu'ro glanced at Kou'to before answering. The veteran's nod told him that it was all right to address Shadowsun directly.
'Commander,' he said proudly, 'we are fully capable. Local tightbeam and interplanetary tachyon arrays are both at one hundred per cent.'
'Are you able to contact the rest of the fleet?'
'It has already been done. All ships are holding at station-keeping eight light-minutes beyond il'Wolaho's moon, as per your previous instructions. Command of the armada has passed to Kor'el Kenhi'ta, who relayed the news of what transpired today to T'au via graviton data packet.' He smiled. 'After you last spoke to me, I made all vessels aware of your survival.'
'Was that news also relayed to T'au?'
Young Sabu'ro seemed confused by the question. 'Why would it not be?'
Shadowsun nodded, imagining what the reaction must have been back on the home world. First, news that a powerful warship had been destroyed with all hands lost. Then, later on, a second bulletin informing everyone that she and a handful of others were alive, but for the moment, non-recoverable. Shock, followed by sadness, followed by joy, followed by concern. The halls of the Aun't'au'retha, the supreme council of Ethereals who presided over the Empire, must have been uncharacteristically lively this day. Once again, she blamed herself.
...
'Commander, there's an incoming data packet addressed to you.' He passed the flex-screen to Shadowsun. 'A pre-recorded message of some kind, relayed through the fleet position.'
Il'Walaho was nearly one hundred and fifty light-years away from the heart of the Empire. Real-time communication over such distances was impossible, even for a race as technologically advanced as the tau. Shadowsun took note of the time stamp as the bundle of words and decompiled themselves; whatever the nature of this message, it had been sent while her fleet was in translation from T'au.
'It says here that this was made and received some time ago. Why am I only seeing it now?'
Sabu'ro shook his head as the recording began.
'O'Shaserra,' it said slowly and clearly, 'This is Aun'va speaking. As leader of the Aun't'au'retha, may I say that it brings great relief to all to hear that you have survived the destruction of your command vessel.'
We get reference to 'tachyon' communications (presumably the short-range/in system stuff) and the 'grav-wave' data packets. There are two distinct kinds of communication and calcs here but I'll indulge in a little speculation relating to Eye of Terror. A numbe rof sources (Eye of Terror website back in 3rd edition, the Deathwatch RPG) mention tachyonic bullshit, and its often tied to Warp phenomena (as is 'subspace' bullshit in the Hoare novels.) We also know that gravity and spatial distortions are closely related to warp phenomena as well. And as mentioned before, Eye of Terror indicated that in a warp-realspace interface 'lightspeed' signals (like photons/light) could be effectively translight. In that sense, we might consider 'tachyons' to be matter subjected to the translight properties of the warp, wheras grav packets might be some sort of weird modulated grave pulses that create a sort of warp 'dive' signal to relay data back to the destination (unless of course its a physical vessel. That's not clear.) It may even be that its a tachyonic signal that is manipulated the same way the grav drive helps maintain a warp dive.
Anyhow, bullshit speculatin over nature done, we go to the calcs. The first is for the ship-to ground communications which are almost or effectively instantaneous over an eight light minute distance (this will get reiterated later) and that plays out to around at least FTL communications speed of tens of c (call it 50c or so.)
The grav-packet takes longer, but it occurs well within the space of a day (twelve hours) and possibly as little as four to six hours (remember it started during morning, and now its afternoon to evening here.) so its clearly a matter of hours top, and less than a day at worst. For the message to cover 150 LY in one day (12 hours to 24) you get between 54,000-109,000c roughly. In 4-6 hours it would be more like 220,000-330,000c. That's slow compared to some and not suitable for FTL travel (even commercial astrotelepathy can cross 10-20 LY in around 11 minutes as per Eisenhorn, whereas others have realtime communication between two nearby systems and multiple light years. 1st edition has Astrotelepathy crossing 50,000 LY in seconds or minutes even, albeit with ten words or less.) But for the Tau? That's quite fast, esp considering their FTL (such as it is) would be orders of magnitude slower. Many times throughout her career, she had pictured the memorial they would erect of her on T'au following her death. It would be placed before the Mont'yr Battle Dome, of course, where it would stand among the other heroes of her people, immortalised in six-metre-high white marble. Along the base would read her accolades – Shadowsun, daughter of Kiru, hero of the K'resh Expansion War, scourge of the greenskin barbarians, bulwark against the hive fleets.
The K'Resh Expansion War was part of the Great War of Confederation which took place in 975.M41 and lasted a dozen years, meaning this is between the end of that (12 years later, or in 987.M41) and the start of 3rd sphere in 997.M41 - no more than a decade difference. Given that Third Sphere involved Aun'Va accompanying Shadowsun personally (As 6th edition outlines) from the Tau homeworld, that means Shadowsun made a round trip from the edge of the empire and back to pick up the Supreme leader (5 years both ways).

submitted by Marvynwillames to 40kLore [link] [comments]


2023.05.28 19:06 ArcticForPolar My short review of GD league 5

This was my first league and it somewhat surpassed my expectations. I've managed to kill ultimate Calla, ravager and custom super boss Ballog'nath with my PB infiltrator. Cleared sr 15 (sr75 equivalent in base game) and several lvl 15 boundless dungeons. Highest HC rank was 1 for a brief period after Acedian aldric and rektbyprotos first kills on ultimate. Died on rank 3 to crate. Don't do Crate, kids!
The highlits for me were:
There is also empty essence container, which basicaly imprints the affixes of an item and can be aplied to any magec/rare of a same basetype. With the help of reroll affix you can force triple MI's in a very reasonable time, which shifts too much power into MI's in my opinion.
This is my character right before RIP. Do mind that boots corrupted for 15% avoidance. https://www.grimtools.com/calc-mod-gl5/eZPkOYmV
Overall the league is good, if you're looking for more content, you should give it a go.
submitted by ArcticForPolar to Grimdawn [link] [comments]


2023.05.28 02:55 IamCarbonMan Braindead tanky build for endgame bossing?

This is my first league, I've made it to tier 16 maps/Elder and am struggling somewhat with the builds I've tried (Flicker Strike Raider, Cyclone Slayer, Dark Pact Totem Hierophant).
One thing I've realized is that, while I'm learning how to craft and such, I really struggle putting together builds from looking at a guide/PoB. I get all the items, level the character, and then compare the calc tab in PoB and I'm missing a ton of EHP or DPS because the small difference in rare gear or even slightly worse rolled uniques is taking away a ton of the DPS and eHP that I was excited about when looking at the build in the first place. When I say "braindead" I mostly mean I'm looking for a build that
Budget ~20div, I can go higher if need be
EDIT: also, kind of tired of leech builds, if I ever get stunned or body blocked or for any reason stop dealing damage a huge part of my defensive layer goes away
submitted by IamCarbonMan to PathOfExileBuilds [link] [comments]


2023.05.27 20:57 Osmumten This needs to be said about 350 ToA.

So for the past few days I've been seeing posts about how some people find Tombs of Amascut (350+ on expert) to be harder than the Inferno, and the amount of times that I've read that Tombs of Amascut (350+ on expert) requires some extremely high lvl of PvM skill still legitimately blows my mind. People say you need to have great prayer flicking. Forty minutes plus of intense, tick perfect focus. A mastery of the game.
I need to make this post, because coming from someone who has 500+ completions of Tombs of Amascut (350+ on expert) (all off task), I feel like there is a TON if misinformation about it from a person who constantly comments on this type of stuff. A person who has not done Tombs of Amascut (350+ on expert) has this idea in his head that it's something it's not. Tombs of Amascut (350+ on expert), is really quite simple if you remember that there is NO time limit on it.
A common theme from comments I've read is that nobody seems to realize that you can take all day inside of Tombs of Amascut (350+ on expert) if you want. You can be afk, dance in the lobby, watch a movie, play a switch game, whatever you like. Why is this impactful? It's not, really, because your health and prayer gets regenerated automatically after you defeat each of the joke demibosses - but that's beside the point. You can essentially, do the entire raid by only using the raid supplies.
My first completion of Tombs of Amascut (350+ on expert) took almost forty-five minutes. I made sure that I was looking at the screen for most of the time that I was playing. No exceptions (for most of the time). Why did I have to pay attention for most of the time? Because the mobs move around and I can't click on them very well when I'm watching a YouTube video. Well, now I can. But I couldn't then.
I literally put on whatever I had in my bank, clicked the bosses until they died, and went on to the next one. I used Abyssal Dagger (p++) and trash gear and prayed whatever was clearly telegraphed for me to pray. This carried me the ENTIRE way through the raid. I didn't pray flick, I am not a mechanical god. I simply did the mechanics because they are so easy and simple.
Sure. You can make Tombs of Amascut (350+ on expert) extremely hard if you try to do Tombs of Amascut (350+ on expert) with hardly any experience at all. I have no admiration for the people who want to challenge themselves by doing a harder version of the raid and them complain when it's too hard. But let me make this crystcal clear.
You do not need to be a god at PvM to get a Masori Crafting Kit.
My goal when I set out to get a single deathless completion of Tombs of Amascut (350+ on expert) was to just get the Masori Crafting Kit. That should be obvious. I was also there to pull a staff. But that's neither here nor there.
So the fact that me, someone who finds the Tombs of Amascut (350+ on expert) to be much easier than the Inferno, is able to get a Masori Crafting Kit...what does that say about the people who don't have one yet? They are making it out to be some big insurmountable feat of strength when it's not. It's actually really easy and you don't even need cheese, good gear, or much skill. Especially if you have two eyes, hands, a computer, an internet connection, and a subscription to OSRS. Throw on a Fang and a Shadow and you can almost literally sleep through the entire raid. Nobody is forcing you to use Double Trouble + Feeling Special. I never once did that. I simply used the few easy invocations necessary to get my first Tombs of Amascut (350+ on expert) clear. Did I die a few times? No, because I'm not bad. I'd say half the time I wasn't even really paying attention.
Anyways, I stand by my position that literally ANYONE can get a Masori Crafting Kit. I hope that I've dispelled the illusion around this instance. With gear and stats that aren't absolute trash, it's even EASIER to deal with the difficult mechanics of "click boss and sometimes move or something idk". Let go of your ego or what other people say. Their opinions are irrelevant. Take your time, try not to tele away out of boredom, and get that Masori Crafting Kit.
submitted by Osmumten to 2007scape [link] [comments]


2023.05.27 01:24 ToeDisastrous3879 White girl gets into TWO Ivys but commits to her DREAM school after a deferral!

Demographics
Gender: Female
Race/Ethnicity: White
Residence: Rural Western U.S.
Income Bracket: ~150k
Type of School: Public, rural
Hooks (Recruited Athlete, URM, First-Gen, Geographic, Legacy, etc.): LGBTQ+ and from a fairly rural, uncompetitive area
Intended Major(s): Primarily business, but econ or comp sci if no business major
Academics
GPA (UW/W): 4.0/4.3 Rank (or percentile): 2/170
Academics
GPA (UW/W): 4.0/4.3
Rank: 2/170
/# of Honors/AP/IB/Dual Enrollment: 9 AP, 2 DE
Senior Year Course Load: AP Gov, AP Lit, AP Calc BC, AP Micro, AP Macro
Standardized Testing
SAT: N/A
ACT: 35 (36E, 32M, 35R, 35S
AP/IB: AP Bio (4), AP Lang (4), APUSH (5), AP World (5)
Others: N/A
Extracurriculars/Activities
/#1 - UI/Marketing internship at local startup (sophomore summejunior fall)
/#2 - Small business founder
/#3 - DECA (3 years, prez during senior year)
/#4 - Research @ local state uni (behavioral econ research during senior year)
/#5 - General volunteering (grouped it all together, ~300 hours total)
/#6 - Spanish Honor Society (vice prez during junior and senior year)
/#7 - Part-time job @ local restaurant (all 4 years)
/#8 - Painting and ceramics (hobby, occasionally sold at local craft fairs and farmers markets)
/#9 - Theater (all 4 years, various roles but generally low commitment)
/#10 - USC Marshall summer business course
Awards/honors
/#1 - Deca State First Place (sophomore and junior year)
/#2 - Deca ICDC Top 10 (junior year)
/#3 - AP Scholar
/#4 - Local award for painting
/#5 - U.S. Presidential Scholar Nominee
Letters of Recommendation
I think my LORs were a highlight of my application. I was able to read 2/3 of them and I was truly shocked at how well they were written and how my teachers chose to represent me. They were both a full page and very detailed, with concrete examples of my contributions in and out of the classroom. I actually got teary-eyed when reading them. I had one from my APUSH/AP World teacher and one from my AP Bio teacher. I'd give them both a 9/10.
Interviews
My interviews were fine. I had ones for Duke, Vandy, and Yale. Duke was my best by far. It lasted about an hour and the conversation flowed very naturally and I really enjoyed it. Vandy was fine, it was relatively short but I think I gave good answers to the questions I was asked. It just wasn't notable by any means, but I don't think it hurt me. Yale was my last and worst interview lol. I had just finished all of my RD apps and I was tired. I think my interviewer was sick of interviewing too, so it was pretty boring and very surface-level. I would give Duke an 8/10, Vandy a 6/10, and Yale a 4/10.
Essays
I truly believe that my essays were the highlight of my entire application. I spent so much time perfecting and re-reading my essays, that I don't think they could have been any better. They were personal, but lighthearted, and each one really showcased a unique aspect of my personality. My advice to future applicants is to write a like a teenager, because you are. Don't write like an adult. I think that in the end, I found a nice balance between my person style of writing (which is very witty and lighthearted0 and a more sophisticated tone. I read so many of my friends' essays that were so robotic and formal and they just sounded bad. Keep it true to you, be human, and don't write like a middle-aged man, while still keeping it more formal than, say, a journal.
Decisions
Acceptances:
Duke (ED, Deferred)
Penn (Wharton)
Brown
UCLA (OOS)
Berkeley (OOS)
UVA (OOS, EA)
USC (EA)
Vandy
Boston College
SDSU
Cal Poly
Santa Clara
Loyola Marymount
Cornell (TO)
Waitlists (declined all after getting into Duke):
BU
Yale
Northwestern
Rejections:
None
Additional Information
I'm still in shock at how things ended up for me, and I couldn't be happier! If you're curious, I have chosen to attend Duke in the fall! Ultimately, it was down to Duke, Penn, and Brown. I didn't forsee myself enjoying the weather in Providence (and the open curriculum was never super appealing to me, I never quite understood it) and I really don't care for Philly (or the more competitive culture at Penn/Wharton) so I chose Duke! Duke was always my dream school and the weather, access to undergraduate research, and overall vibe of the student body solidified my choice. I'm so so excited to be a Blue Devil! DDMF!!
I realize that some people may be asking why I did not stay on the Yale waitlist. I was able to visit Duke in April and I completely fell in love with the campus and people, and knew that I would personally be happier there than at Yale. Based on NPCs, Duke would've been cheaper as well.
Edit 1: Formatting
Edit 2: Yes, Penn was Wharton and, yes, it hurt to turn down. I just think the culture at Penn (especially in Wharton) would've been too much for me.
submitted by ToeDisastrous3879 to collegeresults [link] [comments]


2023.05.25 04:17 LSOreli Unpopular Opinion: Ironman isn't fun because the skilling is "Challenging"

Disclaimer: people are free to play the game for the reasons and in the way they most enjoy, this is just the way I personally see the mode.
I see it time and time again, "I'm burnt out on the main game so I started an iron and it is just so engaging!" But why is it engaging? What makes ironman mode click for so many people? I believe it is the fundamental idea that you must engage with so much of the game in order to get anywhere and, that everything is useful in some way. Let's take something innocuous like a gargoyle task, in the main game, gargoyles are a decent task because they're afk, but they're definitely skippable, the xp/hr isn't great, the gp/hr is just average, easily beaten by any number of other methods. But in ironman? the relatively common 15 steel bar drop is a bunch of free cannonballs and/or smithing xp. A main account may not even bother picking those up, why? because they can get GP from other places and just buy cannonballs when they need them. There is no incentive to worry about materials for their own sake, its all about converting drops to gp/hr. So much of the game becomes viable when you stop playing gpscape.
Want a set of barrows tank legs? Well you better go do barrows, you can't just spend a couple hundred K and grab them the second you hit 70 defense.
Want a glory? Better get that crafting level up (mostly useless skill in main, hugely important in ironman) and make one or grind the clues for a chance.
Want antifires to make DS2 manageable? Better grind that herblore (another mostly useless skill for main accounts).
These are the things that make ironman engaging, the need to actually go and get the things you want instead of camping ToA for max gp/hr and buying the things you want from Venezuelans.
The thing I don't think is good about ironman mode is how obnoxious a lot of the skilling grinds are. So many people seem to latch on to the idea that for ironman mode to be fun that all skilling must be as cancer as possible. "We can't give ironmen herb boxes because then they may not want to kill themselves going for divine combats!" There is nothing fun about having to mine like 100k buckets of sand for crafting. Every time that something new is suggested for osrs, it always has to bounce off the question, "will this make things easier for ironmen?"
Now I, personally, do not care at all about high scores, I don't care about where other players are relative to my progression. If someone gets to 80 agility in half the time it took me because a better method came out, I am all for that. It would not in any way ruin my enjoyment of the game if I received double the herbs and double the secondaries from all sources. Now, of course, there is a limit, but skills shouldn't artificially be way harder to level just because they were designed with trading in mind. People who want to make skilling horrible can always go with UIM if they want a "challenge" (seriously grinding for way longer isn't more challenging its just more time consuming.)
We don't need to hold ironman back just to make sure that certain skills/grinds retain their status as horrible.
TL; DR: Ironman mode is fun because you have to obtain your own gear and because all skills are useful, not because skilling is way more annoying.
submitted by LSOreli to ironscape [link] [comments]


2023.05.25 01:45 KuaiBan Lv100 pure Werewolf build focused on Crit, Tankiness and Sustain, including Paragon Board.

Link to the build with D4 Build Calculator
I only picked 6 legendary aspects which I deemed as core aspects. Five of them can be obtained from dungeons, and 1 of them is a unique. This means you need minimal legendary farming for this build to work, and will be able to quickly put it together once you have access to dungeons.
This build offers:
It's a very beginner build as D4 is my first diablo game, I don't have in-depth knowledge of the game and everything is just based on theory-crafting.
Please let me know your thoughts.
Edit: btw, I did not use any skill points or paragon points from Renowns, so if you do Renowns you will have more points to spend.
submitted by KuaiBan to D4Druid [link] [comments]


2023.05.25 00:16 Cpreczewski My Poison Twisting Blades Rogue

I have included a link to the build I plan to use in 11 days!!!
It is melee Rogue based around Poison, Vulnerable, Critical Hit, Dodge and Damage to Elites. There are other damage sources, but those are the main focus points of the build. I have focused on Vulnerable from Puncture as my base and then using Poison and increased CHC and CHD from Poison Imbuement skills and increased CHC from Dark Shroud.
This gives me a target for what to go for in the Paragon Board and I have tried to diversify my damage to be multiplicative but focus on what this build will be based around.
Feel free to take a look and leave any comments!! 11 days people! Get hyped!
The skills: Puncture, Twisting Blades, Shadow Step, Dark Shroud, Poison Imbuement and Shadow Clone.
Key Passive:
Momentum
Class Skill:
Inner Sight
Passives:
Sturdy, Siphoning Strikes, Weapon Mastery, Agile, Exploit, Malice, Precision Imbuement, Deadly Venom, Debilitating Venom, Alchemical Advantage, Adrenaline Rush, Haste.
https://lothrik.github.io/diablo4-build-calc/#N4DgNAnGCMAMYCZYC4CsjqIWALCgzLtMtjoTjrgGxirGGoRphXxXZUDsyhVIPLJoU79hTbCAKQcAuJTjo4NaNFQkY0ThvDQEOhFGj5MAYwA2AQwDOVgHIWAtgFNkAJwD2AcwCuTsACN3C1cAEwARCwAXC2Rbd38AdwArAEEADRTPT1sUgBUAIQB5AFkw4oBRfIBLYpSrcoBhGob6lIBFVMKEgCVPBoBqYoBJBoBNFIAJFJSE8raGkyToAC8hpPL+wYBrAFVPMIAtHHKhg6SAaQgAdWhAhws2nGX8oasHABlz9IBlFLAnACO3iqAAcItFYjgdgl-OkUgAPTzLFLFTwAcQAFnkHJ5eoVUEN8ss2ud4SM0VQUrYtg5IikGgkBm0-iDoBZ4KyLJhWf5udATHyAGZ8kzYVkhMXQJySwWSzySkKEVlOJXQQWqwWUcXoZU66CePUYvVVPUmGji83QKqWkxaVkYu1Wx3+cCskyuq0epIeixQHl+-kBpIB-wWMCspJh1lbKNqnUIdnhhPchNihDSpMWJUIfzZkzZxVJlVJ9VJkJa9MVkLxs1l80IW1J91Nv0NqMIELtyNJmNJiD+JsDkEIJJDvQmPsT4cWKc52dJWcQEKZ5fD-yrhsbjEbqobpIbkx+YcYo8NwVl8-DpyXhCCm+eG8Y++eJMYl-DwUYpOeL-H38NqdYETEFYAgbkgPAiAxVApVQK1WBOB1WAQCQiAkM4c0ELtZDsIgbCLHw11YBdcNYGbED-D9YiozImj-CHMiGJMQCLFXYi2JMNiLCPIDzVQTwlVQDFBM1cN+K1VAnB1VBBWkg0xKcPjPD4jE+OtBS7VQKpNKSTTyNQEJXUkozvTE30xMosSTD9VBgzEiAo1QCxHNDKzHM7BTHO7EFUF7HyLCHSTApCKdJNCzixJCVdJOikIj04HBzUQpKqCSjDwxEJL8DtBKctQHKuAykAcrwjKCIy-BXU4CwqqcKrBSqzwqvwP1qtakJWqcVrBVazxWoxVqqlauyQU4ICMrZDKEwqqNOAcsrZtc0aTFmjzRu8zg-M4fAhwS3bUF2kBdv7DKQn2qcRAukKMqcC78FXBKHoMm6HvTDLJNO+KnHitUpsvbb-pwf6Qn+68pvfbaIf4m6IZwX9EPhnAqne5HRqoVHEKSd7BQAXyAA

*** After doing some more theory crafting I have been trying to get access to more boards. I may remove some Legendary Nodes and try to push to 5 boards / Glyphs. I have good multiplicative dmg, but I need 2 more glyphs.
submitted by Cpreczewski to D4Rogue [link] [comments]