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Holy priests are arguably one of the more boring healers in Warcraft to the point that people often refer to them as the ‘default’ healer. I’m sure there are more deep, underlying issues that Holy has but I wanted to try tackling them on a purely thematic level with some minor thoughts on a more gameplay-oriented level. I aim to make more interesting spells that interact in a fun way that gives the holy spec a little more flavor than, “The default RPG healer”. Quick preemptive self-defense though. This is all in good fun and purely theoretical. It’s always been interesting for me to speculate what a class or spec could be and rather than hoarding it all to myself, I thought it would be more interesting to see some other people's opinions and possibly inspire others to do the same. With that said...
Some of Holy’s biggest cooldowns are Divine Hymn and Hymn of Hope (Renamed to Symbol of Hope now). Singing to help your allies. You’ll notice other spells in the toolkit like shadow WORD pain and power WORD shield. Shadow has a spell called SILENCE for god’s sake. Basically, the implication is that priests are using their voices to channel their spells somehow. Why not...do more of that? Because I can’t lie, having several spells named “Heal” with different variations is killing me inside. Plus, a bunch of the talent node names already lean into this! A few notable examples are: Voice of Harmony Healing Chorus Gales of Song Divine Word Resonant Words All the Holy Word Spells Let’s make it so Holy is all about literally singing the Light’s praises. After all, if Shadow and Holy are canonically on two ends of the spectrum with Discipline being the proverbial middle ground, let’s really have Holy Priest’s be truly ‘Devout Feeling’ with their spell names. Double points if the spells end with a sung note or maybe a little arpeggio of a harp or something. Let’s go through a few examples I’ve thought of and any non-obvious reasons behind each decision. “Heal” -> “Holy Solo” “Flash Heal” -> “Divine Etude” (An Etude is a short music piece) “Prayer of Healing” -> “Holy Motet” (A motet is mainly a vocal musical composition, the name describes the movement of the different voices against one another) “Circle of Healing” -> “Sacred Cantata” (A Cantata, (from Italian cantare, “to sing”), originally, a musical composition intended to be sung, as opposed to a sonata, a composition played instrumentally) “Renew” -> “Grace Note” (An extra note added as an embellishment and not essential to the harmony or melody) And now, I’ve saved my favorite for last. Its effect is decent but the name is so uninspired… “Trail of Light”? More like... “Light Motif”! A light Motif is a dominant recurring theme and what’s more dominant and recurring than spam healing? The point is that there are so many possibilities with having the Holy priest being the spec that heals with singing, and unlike trying to shoehorn bards in as a new class, it makes some sense here.
Holy’s New Groove
Ok, so all this stuff so far is just replacing words for other words and I know what you’re thinking… “This doesn’t do anything to fix the fact that Holy is still quite dull compared to other healers!” You’re dead right. The Priest’s Discipline spec currently rewards thinking ahead of what the encounter you’re facing will bring while Holy just sits back and collects red solo cups after the party is over. Let’s change that. My main problem is with its mastery. Don’t get me wrong, it’s very “Good” when you’re thinking about the throughput and the pure numbers but it’s also a very “set it and forget it” style of gameplay and reminds me of the Shaman’s sometimes similarly maligned mastery that dishes out healing depending on how much health is missing. There’s no thinking required and frankly, Shaman have a much more interesting toolkit to justify it. I think we would all prefer it to be more interesting like how Paladins generate more healing based on how close they are to the action which allows them to get in close with their other melee abilities anyway and encourages them to help out with the DPS. Excellent design decision. Win win win. So the first thing is to fix the mastery and the new system I am proposing is… “Mastery: Chord Progression” To start, your basic heal will apply an effect to a targeted party member. This effect will have a very long uptime which can stack called Holy Note. (I’m personally imagining a buff that has a golden crotchet note with a little wing instead of the tail). Now your first Holy Note merely exists on top of the target and does a small heal over time in a similar being to how the mastery currently works, increasing with how much mastery you have. A second heal to the target will apply a second stack and increase the stacked effect. This will change the buff icon to be two crotchets, stacked on top of one another. This will, again, increase the heal over time effect. A 3rd heal to the target will complete the stack and heal the target with an effect called “Holy Chord” that heals more depending upon your mastery stat. Instead of just spamming heals over and over again mindlessly to get that powerful Holy Word spell you want back in case you need it, you instead work up chords on friendly targets. Targets that don’t require constant spamming will have heal over time effects up near constantly whereas targets that are dying and in need of healing will receive direct heals instead! The effect is largely the same but with a little more thought and interactivity involved. If a target has two Holy Notes ready but is only at, say, 70% health, you can wait and focus on other party members until they drop a little more, and then you complete the chord. So that’s the base outline of the spec. The long uptime of the buff rewards not finishing off the chord until you actually need it and still makes it usable in PvP. The best part about it is that if we don’t want to be rid of the cooldown reduction mechanic that Holy is currently working with, it can fit very neatly over the top without changing anything too fundamental. The Holy Words might need some very slight tweaking to work but I don’t see any immediate problems with this system.
New and Reworked Spells
Now, Holy needs some new cooldowns. Over the years, Holy has gone from having one of the most well-rounded toolkits to one that looks very limited in comparison. Shaman's can heal by sharing health percentages. Paladin’s have all their auras, Glimmers, and immunities. Evokers can fly and bombard people with healing, heal through stuns and other CC, and reverse recent damage taken. Monks are dashing around like no one's business and healing by punching them in the face. Let’s find some good stuff to give the Holy Priest. Guardian Spirit stays right where it is. It’s extremely thematic to the spec identity by this point and I think it works well with the Holy Note system since you can leave a target with Guardian Spirit to die while you work on other targets with Holy Notes in the meantime. Hymn of Hope (Not Symbol, change it back) can also stay because its raid and PvP utility is interesting and works collaboratively with other healers and DPS. A good singer should strengthen and work off those around them, right? It works thematically with this Bard theming we’ve got going on. Plus, having to drop it isn’t nearly as painful as having to quit Divine Hymn early. Speaking of which. The first thing to change is Divine Hymn itself! Sure, on paper it feels very Holyish and it’s certainly quite powerful but ask any Holy Priest what its main flaw is and they won’t hesitate to tell you. You can’t move and nothing is stopping it from being interrupted from an interrupt, a knockback, a stun, or a pull, etc. There are so many instances I can think of where I wanted to press it so badly but I knew it would do more harm than good. Added that it’s often a dead button for me if I ever decide to try using Holy for PvP since in the rare event that I’m not being trained or chain CC’d, it’s so AOE-focused that it often isn’t strong enough to help anyone outside of a Battleground from behind a rock. It requires a PvP talent to make it more worthwhile which is very seldomly picked anyway. I had a thought after playing Discipline for a while and having Ultimate Penitence available to me. It’s an incredibly fun spell that does a boatload of healing and/or damage while making you immune to CC effects and giving you a huge absorb shield to delay damage to yourself. It’s balanced by having a long cooldown that you can reduce but only by talenting into the following nodes in the tree. I can’t be the only one who’s noticed that Divine Hymn is basically Ultimate Penitence but drastically weakened and less cool looking to boot. My idea was to give it the same ‘un-crowd-controllable’ effect as Ultimate Penitence and make it do generally increased healing instead of a stacking effect to increase further healing afterward. The new ‘gimmick’ of it would either be that it would either expel enemies from within a certain radius once, like Anduin’s big bubble of light from the cinematic, or gently push enemies back from the priest as the center point. This would not completely negate adds or an enemy player’s walking speed having any forward momentum, but it would definitely aid in players trying to kite adds when they’re dying or from enemy players in PvP where that little extra distance would make the difference, and would also reward the priests choice in a central location. You could inadvertently push enemies INTO players, after all. To top all of this off, I would prefer to have this ability further down in the tree to make it feel a bit more impactful of a choice rather than ‘almost’ mandatory’ where it is smack bang in the middle. A lot of spells in talent trees that are sat dead center in the tree feel like they're meant to be picked and I feel like Guardian Spirit should be where Divine Hymn is at the moment, not as close to the level 10 talents as it is currently. For example, Soul Swap for Affliction Warlocks, Invoke Yu’lon/Chi’ji for Mistweaver, Dancing Rune Weapon for Blood Death Knights, and Pillar of Frost for Frost Death Knights. I could go on but the list is pretty exhaustive. Another thing I would like to change is very synonymous with Holy Priests but something that I think, overall, doesn’t see as much use as we’d like. Primarily because it relies on the priest dying. Spirit of Redemption is a cool spell, the problem is that unless you take the capstone talent to make you revive afterward or you take the PVP talent to make it into a cooldown in PvP, you don’t really ‘want’ to trigger its activation requirements or have a reliable way of doing so in PvE when you want its effects. I do enjoy that now it allows you to resurrect an ally if you die so someone else can continue the fight but it’s more of a consolation prize or at worst, a reward for bad skill expression. It is also basically a required talent in Solo Shuffle as, if the priest dies, your teammates have 15 seconds to get a kill of their own to win the match or you take the PvP talent as a way more powerful cooldown. What I would like to do is make the Spirit of Redemption a bigger cooldown spell but give it an obscenely long cooldown so you cannot feasibly use it more than once per fight. Like the Holy Word: Salvation spell without the possibility of cooldown reduction. Because you are losing it upon death, the gimmick here would be that it would last the full 15 seconds, you don’t use mana while casting and you can resurrect a party member instantly in that form(Outside of PvP). This would make the spell more central to the spec rather than as an add-on, free up a PvP talent choice node, and make the battle resurrection more readily available rather than having to wait for your death to use it. Another such spell we could make SO much more interesting is Divine Star. The one people don’t like taking because who the hell doesn’t WANT to take Halo, right? Whether it’s effective in whatever format you’re playing in, it’s much more visually interesting and it just FEELS powerful, y’know? Now to fix this, I’m going to do none of the work and instead do what Blizzard should have done by taking an idea from their own IP…Anduin’s Divine Star in Heroes of the Storm! Yeah, I know they’ve stopped doing anything with HoTS but still… In HoTS, it has had a bunch of effects over its tenure depending on the talents you take and most of them would make the spell more interesting in WoW. Maybe when it comes back to the priest, it could explode and heal party members or deal damage as Shadow near the priest since you’re already in close range due to the nature of the spell. Maybe it doesn’t even buff up the healing of the actual spell itself and instead interacts with your other heals by producing a stacking buff per enemy/ally you hit that increases the power of your next Flash Heal or Mind Blast? We can also improve the lackluster mobility of the Holy Priest outside of always picking Angelic Feather by giving them the reverse Leap of Faith Glyph back as a choice node between the normal Leap of Faith. The ability to jump to your allies was a worthwhile drawback to not being able to troll people as hard with the Leap of Faith ability when Glyphs were a thing and frankly, I miss it. I find that sometimes I’d rather be able to jump into the fray, especially as a class with an AoE fear effect, and the regular leap of faith doesn’t reward that playstyle as much. I remember back in Shadowlands that having Door of Shadows to jump in, disorient them with the covenant effect, and then Psychic Scream before running back out was actually really interesting and it’s one of the only things I miss from that expansion. In terms of a new name instead of being a glyph, our new ability “Light Transposition“ will cause you to fly to your friend’s location just like old times. Stick it on a choice node with Leap of Faith and you have two differing playstyles almost immediately. Now a major problem all healers have to contend with, especially to compete with the Meta of Discipline Priests and Holy Paladins, is providing some level of damage. Not gonna lie, this is where I’m not sure about this idea since I already don’t ‘love’ the idea of healer’s DPSing and having to work around the base spells of the class now that they’ve been reintroduced has made this a little clunky so I’d love some other suggestions for this part. I’d prefer that healers offered utility that DPS do not have access to rather than extra damage but that seems to be the direction Blizzard is rolling in. Frankly, at the moment, Smite and Holy Fire interact with very little of the Holy toolkit outside of Chastise and Empyreal Blaze and we also have Shadow Word: Pain and Mind Blast. I fear that they will all just be tacked on to the toolbar with no thought and we’ll just have this myriad of spells to randomly fire off when we’re bored. Personally, as a basic idea, I would consider removing Holy Fire as a button as, in the theme of removing bloat that War Within seems to be addressing, I think having Holy Fire as an add-on effect in the same way as the Monk’s Chi Wave is being remade would be ideal. It could function in the same way as Holy Note in that every three casts of smite would bring down a blast of Holy Fire which would give way to being justified in making Holy Fire feel a bit more impactful. Mind Blast could be used within this to ‘erupt’ the Holy Fire DoT, causing an effect I think I’d like to call “Discordant Notes” on account of mixing the void with the light which would either do additional damage or perhaps cause an extra effect like a slow or AoE damage around the target. With this in mind, Empyreal Blaze could remain as a talent and cause Smite to proc Holy Fire two additional times when it next triggers its chord effect. Shadow Word: Pain would likely exist as just an extra DoT you can throw on as it is now or it could be applied through Mind Blast to clear up more bar space. Anyway, those are just some thoughts I’ve had. I’m sure there are flaws in them and I’m looking forward to hearing them but I hope you found them fun to theorise around!
2024.05.15 13:54 Give-Me-PlantsRecycled Rubber and Plastic math
I’d like to convert an entire normal oil node into a rubber factory using the the recycled rubber and plastic loop. I understand the concept of how it works, but I’m confused about figuring out how many refineries I’ll need producing rubber and plastic. Is my expectation of 360 rubbemin correct? Pen and paper math brings me to 2.667 producing plastic and 5.333 producing rubber. 360 rubber - 40 rubber (from residual) = 320 rubber needed 320 rubber / 2 = 160 plastic needed 320 rubber min / 60 rubber min = 5.333 refineries 160 plastic min / 60 plastic min = 2.667 refineries Is the above correct? My confusion lies in accounting for the rubber needed to run the plastic factories. Will my calculations starve my plastic production if I’m using 360 rubbemin? Does anyone have some experience with this?
2024.05.15 07:40 SeekingtheTruth1115Is it Common For Family and Friends to Abandon someone if they survive late stage diagnosis?
I was diagnosed stage 3 NSC Lung cancer almost four years ago (36 yo male). Family situation was/is My dad lives here in Ohio and so does my brother (34) . My sister (38) lives in Chicago. My mom lives in Florida it comes up here for the summers. I was always close with my family and coworkers before I was diagnosed. I had that overwhelming wave of support you get when everyone you know finds out your cancer. It was all phone calls, texts, and emails for the most part. My diagnosis wasn’t the best as the cancer had spread to my adrenal gland and lymph nodes. My dad really stepped up and he was my rock. I’m lucky I had him during that time. He drove me to chemo the first couple of treatments and sat in on the dr appointments as a second ear. I was going to be doing 5 rounds of chemo every three weeks and immunotherapy for 12. The chemo killed the tumor so they cut out the upper lobe of my right lung. Immunotherapy wasn’t great but I got through it. I was incredibly happy that I survived it all and got back to work. However some things really bothered me such as my mom never came back home during my chemo. She came home for my lobectomy in November 2020 and visited me in the hospital and held my hand like I was her baby boy again when they removed all the breathing , catheters, and drainage tubes. When I got home I noticed phone calls and texts weren’t coming in. It also bothered me that my sister never came to see me and she’s about four hours away but not four days. My brother was in town and only came once during the year of treatment. Another thing that bothered me is none of my coworkers would call or text during my time off. I really worried when I got a letter from my employer of ten years that I was terminated. It was a really tough time and I was on so much medication and my whole routine was sitting on the couch and watching YouTube. I slowly descended into a very dark place and became scared of going in public places because I thought people were staring at me because I looked so sickly and dying. My bank account was getting down to nothing and I asked for my old position back and luckily they hired me again. It was excruciatingly difficult physically and emotionally to sell cars that hot summer of 2021. I had heat stroke three months of being back and thought I was done. I was really sick and weak. I was miserable with so many things. When I did see my family I’m sure that attitude wore off and I soon was getting comments that I was too negative. My kids mom hates me and was in cancer research and sent me this factoid sheet from the American Cancer Association that said my five year survival odds were 3%. She said I was wasting my time I had left. She fueled my fire to live just to prove her wrong but at this point my kid wanted me to die because he thought he’d get lots of life insurance money. Then I had to take custody unexpectedly of that same kid who wanted nothing to do with me. I was barely selling enough cars to keep my job and now had to take care of and raise a 13 year old with angst. That’s when my family truly disappeared and I think it’s because they’re worried my cancer would cone back then they’d have to care for my kid. Fast forward to now and my son is reunited with his mom. His and my relationship has never been better after getting to spend 16 months living together. My health is I’m still alive obviously but my lungs are getting much weaker and my volume is shrinking and i also originally diagnosed late stage copd and have to take steroids to help me breathe. So my health is back on the downslope and my family is completely gone. My dad never calls or talks to me, and neither do my brother or sister. I see my mom once every couple of months when she’s home from Florida . We’ll go to Cracker Barrel and she’ll give me this half disgusted look and I get about 45 minutes of her time I’m just sad that they’re gone but realized they’re kind of not the best family so I might be better. I truly believe they were looking at my custody and health situation as a hot potato so they all ran for the hills. Now with my breathing is getting more and more along with seizures it’s difficult and it’s real I’m going to die young and possibly soon. it’s really effecting my memory and stamina. I get confused and need naps. Its sometimes an insurmountable task for me to go greet a customer on the lot and begin the five hour process of selling a car and getting dirty looks from customers because I look like shit because well Ive been through some stuff. My sales are failing and they want me gone. I need health insurance and what little money I do make to support my son. Im worried all this financial, parental, and physical stress is going to bring back my cancer just because im stressed and just feel hopeless. I think of how I’ll die from COPD and how horrifying it seems to die that way. With my family gone and my coworkers wanting me gone I know it will be alone or at a state hospital with some hospice nurse I have no clue is. I don’t look for your pity but I’d like any advice you might have to how I can find solace in this lonely isolated place I’m trapped in. I’m angry at my family but I love them.I feel like I was supposed to die and even though I didn’t die then physically I died to them mentally. Maybe it’s too tough to watch someone you love struggle and know you’ll have to do it again The only thing besides spending time with my son that really makes me happy is painting. During all of this I somehow found out I love to paint and since a June 2022 I’ve painted a couple of hundred paintings. Painting gives me hope.
2024.05.15 04:11 TwoQuiet6221This project is fucked.
I'll start by saying I'm not much of a Reddit user. My first contact with Nix was on some project I worked on about 2 years ago, but I couldn't get the Nix package manager working reliably on my Fedora install (something that still hasn't been solved, btw). Recently, after being recommended some youtube videos, I decided to try the whole thing, NixOS, under the expectation that the Nix package manager would work well under its own operational system. And it does, but NixOS doesn't. It reminds me of that old Docker joke: "we used to have environment problems, now we only have Docker problems". Don't get me wrong, I absolutely love the idea of declarative configurations and using nixos-rebuild to build the system as you wish, but pretty much nothing runs on this OS. I started by trying some random pieces of code I had previously written. One that caught my attention was written in Haskell, as Haskellians love Nix and it seems to be well integrated. To my surprise, I wasn't able to get a single Haskell project to build through Nix, despite copy-pasting dozens of flakes I found online on tutorials. Oh yeah, and on the topic of flakes, how the fuck are they "extra-experimental" and yet recommended by every tutorial? Anyways, after a few days of trying, the best I could do was use Stack (One of Haskell's "native" package manager) with the nix setting configured. nix develop or nix build would, inevitably, give me weird errors that I couldn't solve through googling, fiddling, or asking AIs for help. I gave up on the "random pieces of code" idea and decided to try a github project I had been eyeing for a while. To my surprise, couldn't get a simple javascript code to run. As it turns out, node uses some global paths that won't work on NixOS because they're owned by root. Of course, you can sudo everything but that's a terrible practice - especially with a random github project I don't quite trust. Googling it got me vague results, none of which works. Yarn didn't work either, and neither did bun. Mind you, this is one of the most popular languages in the world, and one of the few I can confidently say is running on your machine as you're reading this post, and yet I can't get it to work. Not willing to accept defeat, I decided to just YOLO and sudo npm install. While it worked, the project uses playwright - which also doesn't work on NixOS. And even worse, it doesn't work even if I sudo it. After googling a bit I found a few instructions, once again none of which worked. At this point I thought the code I was cloning might have been bad, but on my Fedora machine it ran fine with no setup effort. Being completed defeated, I came to Reddit to search for solutions and, not only did I not find anything, I was struck with the news that this project lost dozens of core contributors in the last weeks. Something about the Haskell drone maker and a guy putting a picture of a steak on his profile? I don't get it, but this is beyond dumb. As enthusiastic as their replacements might be, the knowledge lost from shedding so many core devs can't be replaced. Thus, I conclude this post's title: I am confident none of my issues will be fixed in the near future - so this project is fucked.
2024.05.15 03:28 princess_eros56My mother loves my brother more than me
I [18f] and my mom [46f] used to get along really well when I was younger. I never had that “I hate my parents” phase like most of my friends did and I really enjoyed going shopping and going on little weekend trips with my mom. When I was 13 we discovered I had a gluten and dairy allergy so my mom worked really hard to help me find foods and really supported my diet no matter what. After my 16th birthday my mom quit buying me food and on my birthday made a normal cake saying “nobody is going to want to eat a gluten and dairy free cake” when all the years prior she had no problem making me birthday cakes the fit my allergy needs. So I never got a cake and my brother ended up eating all the birthday cake. Then I got my first job where I worked 5 days a week and only ate once a day on the days I worked because it was the only place I could get food. One day I went to my grandmas house and asked if she had any of my food (my grandma almost always accommodated for my allergies) she said she had one of my frozen pizzas in the freezer, we went out together and that’s when I told her my mom had quit buying me food. A whole fight broke out between the two and my mom started crying while my brother comforted her and my dad called me a spoiled brat. After that my mom bought me food on and off for 3 months until I started my senior year of When I was midway through high school I learned that my allergies had gone away from accidentally eating cheese that was on a burger. My mom seemed really annoyed and I started eating normal food. Recently me and my bf [19m] have been talking about moving in together. All of my friends and coworkers are super supportive and excited for me, but my parents just act like they want me out of the house. My older brother (we’ll call him Steve) has a swollen lymph node on his neck and has had to go to the doctor several times for last month and a half. At first I was really concerned about it, but after the doctors ruled out that It was nothing serious like cancer I realized he was ok. Well, Steve had gotten a temporary disability from his work, so that he’ll still get payed to just sit in his room all day. Meanwhile my parents fuss over him daily, my mom can’t have a conversation with me without him being the main subject and Steve has literally gotten away with throwing things at me and cussing at me while my mom doesn’t do anything. I tried bringing it up to my mom and she got mad at me saying that Steve is hurt and he could be unalived by his swollen lymph node and saying how they talk about me just not in front of me. I pretty much dropped it after that but my mom only continued talking about him more. A few weeks ago I had to report someone to the police for harassment and because she was causing a lot of stress in my life, when I told my mom she just shrugged it off acting like it was a normal thing to do every day. Steve is home everyday and my mom acts like she never sees him. Whenever he comes downstairs it’s always “hey Steve! How are you! What have you been up to?” Whereas I can be gone every day for 2 weeks and my parents won’t even bat an eye. Yesterday my boyfriend’s ex girlfriend came into my work and just watched me for an hour. I tried my best to ignore her and finished up my shift. When my mom got home from work I told her and she just brushed it off like it was nothing, but turned around and fusses over if my brother had eaten or not. Side note: my boyfriend lives almost an hour away so his ex had to drive a good 40 minutes just to get to my work I’ve been upstairs almost all day today, but I’m just so frustrated and I needed to get this off my chest, does anyone have any advice?
Scenes should keep everything they need within themselves
Scenes operate best when they operate alone
Favor loose coupling
The main goal is to make reusable scenes that can easily be added to any parent scene without having to adjust them. A parent scene should act as a "controller" (for those comming for an MVC background) and handle how sub-scenes communicate and act. I want to know how you guys do, since I'm pretty new to Godot. I have a somewhat strong background in webdev (frontend and backend, most of it in C# and TypeScript). I've used Unity for a few weeks and recently switched to Godot. I feel confortable with common design pattern and coding principals/fundamentals. I'd like to know how you guys build games with reusability in mind. Either composition, inheritence or a mix of both, feel free to share how you do things! It would be preferable if you could explain why you think that doing "x" or "y" is the best way to do it. I'll start by explaining how I plan on building my scenes with a simple Player scene example, you could use the same example to explain how you do it: Player (CharacterBody2D) CollisionShape2D Sprite2D InputModule (Node) MovementModule (Node) In that example, the Player scene should listen for InputModule and tell MovementModule to move when corresponding inputs are registered by the InputModule. Both scene work by themselves, they have no idea about where they are, who's their parent and who are their siblings. InputModule reads input: -> IsMovementKeyPressed(): bool -> GetMovementDirection(): Vector2D MovementModule gives velocities: -> Move(Vector2D velocity, Vector2D direction): Vector2D The player scripts is the one responsible to handle the logic to "combine" the two modules. Here's the code (in C#): Inside Player.cs script, attached to Player node (parent of InputModule and MovementModule) This code is reusable because we could easily use the MovementModule to make an enemy AI move, we would simply replace the InputModule with an other module that returns a direction based on the AI behaviour. Combined with a strong StateMachine, the Player script will be able to order everything accordingly and make each scene work without knowing their context. An enemy script would order everything it's own way and so on, thus making each node a reusable piece of logic that does not impact nor is impacted by the context around it. Examples of other modules I will had in the near future:
HealthModule
TargetDectionModule
HitBoxModule
BuffModule
Modules can also encapsulate more than just logic. For example, the HealthModule would display a health bar filled with the current amount of health. The module would expose fields to control how it behaves (like every built-in nodes do), so a parent could decide if the health bar is shown or hidden, we could also manually configure it in the editor via the inspector. Thanks everyone for reading this post, I'm looking forward to reading how you're building your games!
2024.05.15 00:25 lilpixie1411How do you cope with the anger?
Hi guys Sorry if this is a long post. I’ve not really been able to speak to anyone in my life about my experience and I have just hit a wall. I’ve been with my husband (34M) for 12 years. We got married in June and have a gorgeous one year old girl. He had a large lump on his neck for 6 months that he was continually told was nothing. He pushed and it was eventually biopsied and he was diagnosed very unexpectedly with nasopharyngeal carcinoma in November 2023 which had spread to lymph nodes in his neck bilaterally. There were many tests and procedures to get the full diagnosis and I am fairly confident that the primary tumour is more extensive than he understands based on some comments made by doctors. He wasn’t a candidate for surgery given the tumours locations, so he had six rounds of chemo to try to shrink the tumours before starting two months of daily radiation and weekly chemo. We are on week 7 of 8. I have taken most of the responsibility for parenting our daughter since she was born. I had to take a career break as we couldn’t get childcare for her (childcare in Ireland is horrific, it’s impossible to get). My background is a speech and language therapist and SLTs work in head and neck cancer. Although it’s not my area, I studied in it and did hospital rotations so had a good understanding of the effects of treatment for his cancer. Anyway, since his diagnosis I am full time caregiver to both my husband and daughter. We have no childcare so essentially I spend 17 hours or so a day caring for one or other of them. I’ve not had so much as an hour to myself since this began. I have had moments of overwhelm but keep trying to pick myself back up. My husband would be by nature quite an impatient person and can be quite insensitive. I have tried to stay empathetic, I know he is suffering and struggling but I am so tired of being snapped at, being spoken of poorly and there being no recognition of how difficult it has been to go through this while also raising our child alone. Our little girl is so sweet, for months I’ve talked to her about daddy being sick, his medicine, going to the doctor, blowing kisses when she’s been sick so as not to make him sick etc. He sees her for honestly no more than a few minutes a day which is really hard on her. Today she went to hug him and he said can you take her away, time goes too slow when she’s around and i want to ge left alone. Two days ago he bit my head off for “encouraging her” to come up to him (yet he will look for hugs etc when it suits him). I was frankly disgusted and reminded him she is a little girl and he’s her Dad, that there is a balance. He told me there is no balance and he doesn’t care about anyone else right now. I suggested a nebuliser for him with his care team today, which I sourced, organised a prescription for the saline, picked up, paid for and sterilised and set up for him this evening. After finishig, he really flew off the handle at me for suggesting he try a particular mouthwash again. He swore at me, told me I’ve been horrible to him, that I’m not even trying, and much worse. I am so worn down from how he is acting towards me. I promise this is not a situation whereby I am giving a skewed view - I know what he’s saying is untrue, im doing absolutely everything for him and my daughter to my on detriment. I just don’t know where to put all these feelings. Im petrified for him and I’m also tired of being the target of his outbursts. I know he fully believes what he says to me and that hurts the most, I know that no apology will come because he thinks I’m at fault. Im worried for our relationship. How have others got through the rage and blame? Does anyone else have young kids? I don’t want to speak to others in real life as I don’t want them to judge him afterwards, plus it’s hard to speak badly of someone going through gruelling cancer treatment. Apologies again for the long post, it’s the first time I’ve said any of this out loud
2024.05.15 00:17 PyroIsSpaiAre UFOs impacted by energies and gravitational anomalies generated by fault lines? A few new clues and questions from a claimed UFO Program leaker on a similar subreddit.
0. High level summary
I propose that fault lines may play a significant and under documented role in what is happening with UFOs and specifically the impact of fault lines on some number of UFO related crashes. I suspect energetic effects from fault lines and gravity effects from mass variances in fault lines (especially while active) impact UFO/NHI navigational systems. They may do things like routing around, or via, fault lines.
1. A new leaker: Dijkstra's algorithm and Diablo Canyon.
On May 13th, 2024, a claimed leaker on UFO/NHI related programs posted on /Aliens with details on their history with the "Program".
It's a huge volume of data but one very particular passage instantly stuck out to me:
"The craft use a system that originally befuddled generations of researchers, but it's essentially a 3D dijkstra algorithm. It finds points around the craft, and chooses the most efficient possible route through space time to get to that point. Some of the parameters it uses to gauge efficiency are totally unknown to us and are a serious point of contention. It's not autonomy, but rather obstacle avoidance not unlike what you would see in a self-driving car. But, the self driving car could go through air, space and water without worrying about what medium its in. Additionally, the algo accounts for the crafts place in time."
And then this surprising sentence shortly after:
"Although the algo is extremely effective, Nuclear explosions and experiments somehow interfere with this navigation. Craft particularly avoid Diablo Canyon, even if we put something they really want there."
So, this Dijkstra's algorithm and Diablo Canyon. I can find not one single prior reference to this anywhere, ever, in all of Ufology prior to that Reddit post. I think this is entirely new, or new to the Internet for UFO topics.
In a 3D version of Dijkstra's algorithm, the algorithm extends from two-dimensional plane navigation to three-dimensional environments, making it suitable for applications such as drone flight paths, underwater vehicle navigation, or spacecraft trajectory planning. The algorithm begins at a starting node, exploring all neighboring nodes and continuously updating the shortest known distances from the start to each node, considering all possible paths. By repeating this process until the destination node is reached, the algorithm ensures that the path with the minimal total distance or cost is selected, taking into account the complexities of moving through 3D space. So, we have the introduction of a known means of navigation, that does 4D (by inclusion of a temporal parameter) mapping in this model. Then we have the inclusion of Diablo Canyon -- but there are six of these in North America. Three of these are very close to government sites.
Which could the leaker be talking about? And why is it interesting in the context of UFOs? Why would a UFO avoid a canyon?
2. Energy fields, UFO navigation and "fault lines" in gravity.
There are numerous reports and stories of things like claimed lasers, directed energy weapons/fields, and even allegedly things like RADAR having some manner of detectable impact on navigational capabilities of UFOs/NHI craft. The lore is full of this topic over time, and it aligns substantially with the scientific backgrounds of people known to be involved, like Sean M. Kirkpatrick. This caught my eye as I've been doing a lot of reading on certain much lesser-known effects of fault lines, after I learned that the home and neighborhood I lived in as a child, where a group of us saw a "saucer", was literally sat atop a small land mass completely encircled like an island by fault lines. This is not unique--there are others. But this was a wild surprise to me, and especially when the flight path of the ship we saw... once I saw the fault lines path/heading... It was the same route. The thing we saw, once I saw the fault line maps... it was like looking at a snippet of a Google Maps route that the UFO took, for the duration of our experience seeing it. I did not know this for decades. For the curious, the bread crumb that led down this path was not this whistleblower, fault lines, or my own experience. It was studying Lagrange Points. What's a Lagrange point? Positions in space where the gravitational forces of two large bodies, like Earth and the Moon, balance out the centripetal force felt by a smaller object, allowing it to remain in a stable position relative to the two larger bodies. Think of it like the mid-way point between any two bodies with mass that impact gravity. Earth/Jupiter. JupiteSun. Earth moon/Neptune. You/your cat. It's not a 50/50 thing; if you are and your cat are 10 feet away, it's not 5-foot between you. It's also impacted by gravity from other bodies within range (and range is infinite because gravity is, no matter how infinitesimal at long distances). There is even conceptually such a place, even if it's trivial in variation, between galaxies. Keep in mind: there are specifically named 3D mapped always-moving (as Earth/moon for example) always-in-motion Lagrange points for the Earth and Moon. Five total--but those are just the optimal ones. There would be a relative band of space where overall the gravity between bodies is more balanced. Almost like a fault line in gravity, huh? That, the fault line discovery related to my experience, and my (then) unrelated fault line research which was pure curiosity unrelated to UFOs... at first.
3. Piezoelectrics, Electrokinetics, and Gravitational anomalies.
So we have a new claimed 4D mapping/navigational tool by NHI UFOs, and that they go out of their way to avoid some "Diablo canyon" no matter what we do. We know definitively there are places where gravity can have relative weak spots, due to the balancing of gravitational waves/forces/mass between bodies. All bodies with mass produce gravity... including tectonic plates. But that's not all they produce in terms of energy. Fault lines can generate three different distinct effects beyond seismic (shaking/motion) impacts on the world. They are: Stress-induced Piezoelectric Effects Stress-induced piezoelectric effects refer to the generation of electrical charges in certain crystalline materials, such as quartz, when mechanical stress is applied. These effects are caused by tectonic stress and strain in the Earth's crust, which deforms the crystalline structures, generating electric fields. At the surface, these effects can disrupt local power grids, cause voltage fluctuations, and affect sensitive electronic equipment. In the atmosphere, piezoelectric effects can lead to changes in the ionosphere, affecting radio signal propagation and GPS accuracy up to altitudes of around 600 km. In space, the impacts are typically observed as changes in ionospheric electron density, detected by satellites in low Earth orbit (LEO), such as those at altitudes up to 1,200 km. Additional reading:
Electrokinetic Effects Electrokinetic effects are electrical phenomena that occur when a fluid (such as groundwater) moves through a porous medium (like soil or rock) under the influence of a pressure gradient. These effects are caused by the movement of ionized fluids through the Earth's subsurface, which can be influenced by tectonic activity, fluid injection, or natural fluid migration. At the surface, electrokinetic effects can alter groundwater flow, impact water supply systems, and cause electrical disturbances in subsurface sensors. In the atmosphere, these effects are less direct but can influence humidity and ionization levels, which may affect weather radar and communication systems. In space, electrokinetic effects are typically not directly observed; however, related ionospheric disturbances from fluid movement in the Earth's crust can be detected by satellites at altitudes up to 1,200 km. Additional reading:
Gravity Anomalies Gravity anomalies are variations in the Earth's gravitational field caused by differences in the distribution of mass within the Earth. These anomalies are caused by subsurface geological structures such as mountains, valleys, fault lines, and varying rock densities. On the surface, gravity anomalies can affect precise geodetic measurements, influence surveying accuracy, and impact construction projects that rely on gravitational data. In the atmosphere, gravity anomalies can slightly influence the flight paths of aircraft and atmospheric satellites, but these effects are generally minimal. In space, gravity anomalies are detected by satellites like the GRACE mission at altitudes of around 500 km, affecting satellite orbit calculations and providing data on Earth's subsurface structures and water distribution. Additional reading:
Disturbances related to stress-induced piezoelectric effects, electrokinetic effects, and gravity anomalies have been observed and recorded at various altitudes. Here are some notable examples across different categories: A) Stress-induced Piezoelectric Effects
High-altitude Observations: Piezoelectric effects typically influence ground-based systems such as power grids and sensors. There is limited data on their direct impact at high altitudes. However, atmospheric electrical phenomena, such as changes in the ionosphere related to seismic activity, have been noted up to several hundred kilometers above the Earth's surface. These are often detected by satellites in low Earth orbit.
B) Electrokinetic Effects
High-altitude Observations: Electrokinetic effects primarily affect subsurface and near-surface fluid dynamics. There is no significant evidence of direct electrokinetic phenomena being observed at high altitudes. However, related atmospheric effects, such as changes in humidity or ionization, can indirectly influence atmospheric layers.
C) Gravity Anomalies
High-altitude Observations: Gravity anomalies have been detected at high altitudes, including by aircraft and satellites. Gravity Recovery and Climate Experiment (GRACE) satellites, for example, operate at altitudes of approximately 500 km and have provided detailed maps of gravity anomalies across the Earth.
Specific High-altitude Observations
Ionospheric Disturbances Related to Seismic Activity:
Altitude: Up to 600 km.
Impact: Changes in electron density in the ionosphere, detected by satellites.
Gravity Anomalies Detected by GRACE Satellites:
Altitude: Approximately 500 km.
Impact: Detailed mapping of Earth's gravity field, revealing variations due to tectonic and other geological processes.
Summary
Stress-induced Piezoelectric Effects: Up to ionospheric altitudes (~600 km) via indirect atmospheric electrical phenomena.
Electrokinetic Effects: Primarily near-surface, with no significant direct high-altitude observations.
Gravity Anomalies: Up to satellite altitudes (~500 km), with significant observations by GRACE and similar missions.
Reports say that the navigational apparatus of UFOs can be impacted by energy fields, implying this plays a role in their crashing. Similar claims revolved around electromagnetic fields.
5. Why would UFOs avoid "Diablo Canyon"?
We need to know which one it is. The most likely based on the intersection of fault lines; fault lines with impacts; and near proximity to notable UFO-related locations--Vandenburg and Los Alamos--leaves us with New Mexico and the nuclear power planet. Here are all nearby relevant fault lines for each. This section took a substantial amount of digging/cross referencing over weeks. I had begun this for a fiction/story idea that didn't pan out, and did not save the litany of sources I read. This is a summary.
A) Diablo Canyon Power Plant, California
Hosgri Fault Zone
Location: Offshore, running parallel to the coast near the power plant.
Stress-induced Piezoelectric Effects
Specific Locations: Documented near Avila Beach and Montaña de Oro State Park.
Relative Strength: Moderate compared to other equivalent faults in California, such as the San Andreas Fault. The presence of quartz in the fault gouge enhances the piezoelectric effect, making it comparable to effects observed in the Garlock Fault.
Electrokinetic Effects
Specific Locations: Recorded near Diablo Canyon Power Plant and Morro Bay.
Relative Strength: Comparable to electrokinetic effects seen in the Hayward Fault in California due to similar fluid movement dynamics.
Gravity Anomalies
Specific Locations: Detected offshore near Point Buchon and Diablo Canyon Power Plant.
Relative Strength: Significant compared to other coastal fault zones, with variations similar to those found in the Cascadia Subduction Zone.
San Andreas Fault
Location: Approximately 10 miles inland from the power plant at its closest point.
Stress-induced Piezoelectric Effects
Specific Locations: Parkfield, California and Hollister, California.
Relative Strength: High, as the San Andreas Fault is one of the most studied and active fault lines globally. The piezoelectric effects are significant and comparable to those seen in other major fault systems worldwide.
Electrokinetic Effects
Specific Locations: San Juan Bautista, California and Carrizo Plain National Monument.
Relative Strength: Significant, due to extensive fluid movement and high seismic activity. Comparable to effects observed in the Wasatch Fault Zone.
Gravity Anomalies
Specific Locations: Palmdale, California and San Bernardino, California.
Relative Strength: Very high, with anomalies providing critical insights into fault mechanics. Similar to those in the New Madrid Seismic Zone.
Shoreline Fault
Location: Discovered in 2008, runs very close to the plant, offshore and parallel to the coastline.
Length: Approximately 25 miles.
Within 5 miles: The Shoreline Fault comes within 5 miles of the Diablo Canyon Power Plant.
Stress-induced Piezoelectric Effects
Specific Locations: Nearshore areas close to Diablo Canyon Power Plant.
Relative Strength: Potential effects are moderate, with less documentation compared to major faults.
Electrokinetic Effects
Specific Locations: Offshore areas near the power plant.
Relative Strength: Comparable to minor faults in coastal regions.
Gravity Anomalies
Specific Locations: Offshore near Diablo Cove.
Relative Strength: Minor, indicating subtle density changes.
Los Osos Fault
Location: Within 10 miles of the power plant.
Stress-induced Piezoelectric Effects
Specific Locations: Los Osos Valley.
Relative Strength: Minor compared to major faults but notable within the local context.
Electrokinetic Effects
Specific Locations: Areas with significant groundwater flow near Los Osos.
Relative Strength: Comparable to small, groundwater-rich fault zones.
Gravity Anomalies
Specific Locations: Los Osos Valley.
Relative Strength: Minor anomalies detected.
B) Diablo Canyon, New Mexico
Embudo Fault
Location: Within 20 miles of Diablo Canyon.
Stress-induced Piezoelectric Effects
Specific Locations: Near Dixon and Pilar, New Mexico.
Relative Strength: Moderate compared to other faults in the Rio Grande Rift. Similar effects to those observed in the East African Rift.
Electrokinetic Effects
Specific Locations: Near Embudo, New Mexico.
Relative Strength: Moderate, consistent with other active rift zones with significant groundwater interaction.
Gravity Anomalies
Specific Locations: Near the town of Española, New Mexico.
Relative Strength: Significant, providing insight into the rift's complex tectonic structure. Comparable to anomalies in the Basin and Range Province.
Pajarito Fault
Location: Within 20 miles of Diablo Canyon.
Stress-induced Piezoelectric Effects
Specific Locations: Near Los Alamos, New Mexico.
Relative Strength: High, due to active seismicity and the presence of stress.
Electrokinetic Effects
Specific Locations: Near White Rock, New Mexico.
Relative Strength: Significant, due to active groundwater flow in the region.
Gravity Anomalies
Specific Locations: Near Los Alamos National Laboratory.
Relative Strength: Notable, with detailed mapping providing insights into fault mechanics.
6. Conclusion
Simply, some variables on the navigational systems of the UFO craft which rely on precise 4-dimensional mapping for their navigational system, with implied near real time adjustments across all parameters, are negatively impacted by unexpected or significant enough to not be able to compensate for impacts from native Earth effects generated by tectonic plate actions, in specific key locations. I'd often suspected if there was something like this related to the handful of known crashes, and them seeming to be concentrated in certain areas. With this leaker, we see another few possible pieces of a puzzle filling. Are they legitimate? We obviously can't tell, today. But this new data sure does align with:
Reports of the USA trying to "bait" UFOs.
Reports of the USA utilizing nuclear facilities to this end.
UFO engagement with nuclear sites.
UFOs reportedly avoiding certain areas, not limited to prior crash locations.
UFOs reportedly being seen over time in the same places or repeated routes/locations.
The USA getting big into gravity research along these lines (gravity scanners for military).
Elizondo references to LIGO.
And more beyond, that I'm sure more of you can recite from memory than I could.
Maybe this has some part of the genesis of the mythology of ley lines, because ancient humans couldn't possibly on their own know all these things. Were they just energetically charged fault lines that had some manner of intersection over time with UFOs? If anyone wants to run with this or research equivalent sites in other parts of the world and their intersection with UFOs/UAPs, this may be a worthwhile rabbit hole for pursuit.
So I've googled and I've chatgpd for multiple afternoons now and cannot get tensor flow to recognize my 306012gb. A engineer friend of mine also tried but the error we are dealing with is pretty open ended and the guides we do find are outdated or install other apps like conda.
2024-05-14 14:39:14.351154: I tensorflow/core/platform/cpu_feature_guard.cc:210] This TensorFlow binary is optimized to use available CPU instructions in performance-critical operations. To enable the following instructions: AVX2 FMA, in other operations, rebuild TensorFlow with the appropriate compiler flags. 2024-05-14 14:39:14.867079: W tensorflow/compiletf2tensorrt/utils/py_utils.cc:38] TF-TRT Warning: Could not find TensorRT 2024-05-14 14:39:17.013209: I external/local_xla/xla/stream_executocuda/cuda_executor.cc:984] could not open file to read NUMA node: /sys/bus/pci/devices/0000:01:00.0/numa_node Your kernel may have been built without NUMA support. 2024-05-14 14:39:17.054625: W tensorflow/core/common_runtime/gpu/gpu_device.cc:2251] Cannot dlopen some GPU libraries. Please make sure the missing libraries mentioned above are installed properly if you would like to use GPU. Follow the guide at https://www.tensorflow.org/install/gpu for how to download and setup the required libraries for your platform. Skipping registering GPU devices... []
Does anyone have a tried and true guide to installing on ubuntu 22? I really don't want to do a fresh install of my host as I would have to move files around etc. While I would love to just say fck it and use docker we are doing some testing of a new app and docker would make it a pain during dev. Rough outline of steps taken: Im on python 3.10 and cuda 12.4
Nvidia-smi works
cuda
cuda toolkit
cudnn.
Also is there a typo in this command (from tensorflow site). Copy and paste or typing manually fails. I have tensorflow without cuda installed.
python3 -m pip install tensorflow[and-cuda]
I'm at a loss here and the more I try the more I fear that Im making a mess of the host and going in circles. My only theory is I'm missing a path in ./zshrc but I thought I took care of that this morning. If anyone could please send me a guide thats up to date and working you would be a lifesaver. I've now tried on 2 ubuntu machines (one being wsl2) and followed tutorials/guides that appear to be up to date for both.
2024.05.14 20:08 InformalChicken8347New keyframes overwrite all the old
I'm a student using a copy of Maya provided by my college. Two weeks ago, using my provided Maya 2024, I discovered a problem during my Animation class. I set made sure to select all the models in the animation, set the keyframe (using Ctrl+S), moved the time slider, adjusted my model, set the next keyframe, and repeated. After the 4th repeat, I moved the timeslider back to view the animation's progress, only to discover there was no animation at all. Every previous keyframe now matched the last keyframe I had set.
I have since downloaded and tried this on 5-8 different Maya character rigs since, have uninstalled and reinstalled to Maya 2025, all with the same or similar issues every time. There have been no error messages or warnings other than some (not all) of the models getting an "Unsupported Nodes" warning at initial loading. I am now behind by an assignment because of this issue, preventing me from doing any work for that class. Every search online only resulted in basic beginer "How to set a keyframe" results, which are not helpful at all. Has anyone heard of or encountered this problem before? Does anyone have any idea what is causing this? I'm posting a recording of my working on an animation (at 2x speed) that shows the probleom at the end. I'm hoping the whole issue is just something simple and dumb on my part.
Update post on my progress and protocols for my treatment with side effects and how I managed it all. Now that I'm done with treatment, I hope that this can help others who may be starting the same journey and have questions. I attribute my easy time to the premeds and my mental willpower. I focus on the positives and silver linings over the negatives. You can only control one thing -- your reactions. The rest requires you to practice acceptance. Diagnosis: Stage 2 Endocervical Adenocarcinoma Gastric Type with LVSI Treatment Plan: Surgery (cervix, uterus, and ovaries) followed by concurrent Chemo with Radiation with a PET Scan scheduled 2 months after treatment to determine if NED or more treatment is required. I was scheduled for 6 chemo cycles, once a week, and 28 radiation beam therapies. Chemo happened on Monday and Radiation was Monday through Friday. I had to skip Cycle 3 on Chemo only because I was hospitalized with Norovirus and my counts were too low. I still did radiation those days. Chemo Protocol in order of meds:
Magnesium Sulfate + Potassium Chloride. Cisplatin strips this from your body, supplements.
Emend (Fosaprepitant) - antiemetic. I had to get a port for this, it burned my arm vein and I had to use other arm for Chemo, no fun.
Aloxi (Palonosetron) - antiemetic.
Decadron (Dexamethasone) - steroid. It burns in your nether region, if it burns too much, ask them to push it slower.
Lasix (Furosemide) - diuretic. Cisplatin is hard on kidneys, this is to help purge the chemo faster. Be close to a bathroom and ask nurse if you can just unplug your IV pole and go to bathroom freely vs. pushing call button -- its easier.
Cisplatin (Platinol) 70mg (my dose). Didn't make me feel any different than the other infusions.
Plan for at least 5 hours for the above. I started at 7:30am and ended between 12 and 12:30pm. Cisplatin Symptoms: This is going to vary person to person and you may get different premeds than me.
Mon (Day 1) - just the cold feeling in your veins from all the fluid infusions. You also gain like 5lbs of water weight that day. I was typically ravenous and ate whatever I wanted, the antiemetics made this possible. Be wary of constipation from chemo, it took me by surprise the first week. The other weeks I ate a few prunes on Sunday and then after chemo on Monday to help. Otherwise you won't poop for a week and be miserable.
Tues (Day 2) - no appetite and I don't eat. Even marijuana does not work to stimulate. I'll force myself if DH forces me, but since I eat everything in sight Day 1 I'm not too hard on myself. Important to have first BM this day, if nothing then you need to start addressing. Of course I BM daily so this may not apply to you.
Wed - Thu (Day 3 - 4) - acid reflux and indigestion. Keep some Tums handy or use pills, it doesn't really help and you get used to it. All in, better than throwing up, so take it as a win if this is the worst for you. Appetite back.
Fri - Sun (Day 5 -7) - less side effects, should be at normal BMs, if you are not you need to address for next cycle. Very important to purge your bowels if you are constipated before your next chemo. I ended up doing Miralax my first week, I had zero BM before Sat and I could feel the pressure. The following weeks I just did a handful of prunes Sunday night after dinner and Monday when I got home from chemo. I happen to like prunes and they worked to keep me regular.
Pelvic Radiation Symptoms: This is going to be different based on what areas are treated. My bladder, vagina, and pelvic nodes were heavily treated. Be sure you understand the side effects before you start treatment - so you can be on top of everything. Below is my experience and I had a fairly easy time of it.
The fatigue sets in slowly. By week 3/4 I needed 12 hours a night to sleep. Don't ignore this important rest. I adjusted my work schedule from day 1 -- from 7a to 1p Tue - Thu. I didn't work Mon due to Chemo and Fri I had to get labs done and radiation so I worked from 7a to 11am. I did this from day 1 to set the tone with my boss and ensure I had the time needed to rest even if I didn't need it. I ended up working Sat and sometimes Sun to make up for things. I am a WFH executive - right hand of CEO and in charge of operations. Helps to have a great boss pick up the slack and an amazing team who supported me every step of the way.
Bowels get softer over time, they do not go from hard to diarrhea overnight. If you have diarrhea fast, don't ignore it or let your doctor's ignore. I thought it was the prunes week 2 that did it, no it was norovirus. They didn't catch it until I had a 102 fever week 3 and had to be hospitalized. The chemo constipation masked it during the week.
AZO is your BEST FRIEND. Take it every day. It is made to as a pain reliever for the bladder. I missed it for a week and paid for it so bad. Do not skip this important drug. I need to keep taking it for a few weeks until the symptoms subside.
When you go in for your initial telemetry setup for the machines, make sure you are comfortable before they start anything. The moment you lay down on the machine bed, you need to make sure you are in a good position. They used a mold on my legs and I was not in a good position so it really hurt my hips every session thereafter.
You have to put your hands on your chest. They give a ring, I hated it. I recommend relaxing your shoulders or you'll have a hard time while they do the treatment.
You get used to the flow. You walk into the treatment room, hop on a bed while two techs adjust you (I had x marks on both hips and belly that they lined up). Then you get a quick CT to ensure your bladder is full and you're in a good position. Adjustments are made as needed. You know when the radiation beam starts because it is the only thing with noise. Don't move until they say you can. Whole thing is 10 mins or less.
Bladder management is the worst part. You need to have a full bladder for this and as the treatment progresses you will have a harder time determining if your bladder is full or not. Your kidneys will also work slower (I attribute to the chemo) as the weeks go on, so you'll need to drink earlier. I recommend drinking what will fill your bladder two hours before your treatment. It is easier to let of some pressure than it is to fill the bladder. Tea is a natural diuretic and is very helpful to giving your kidneys a boost. I usually drank 20+ oz of Powerade two hours before (chugging), then tea when I arrived (they had fancy machines) and this worked 90% of the time.
Be wary of foods you eat. I did great until Week 4 when I had lots of stuff with red sauce and it caused gas. I had to pass this gas before they could do my treatment, it was a riot but you don't want your visits to be like that every day. Stay away from tomato products and anything else that gives you even mild gas outside of treatment. It is nearly impossible to pass gas with an overfull bladder.
Nurses are your best friend. Having cancer and going through treatment sucks, but the nurses are there for you and my experience was all-inclusive resort service. Take advantage of the snacks (yes they have ice cream) when you're getting chemo. Don't be shy about asking them about your meds, they did a good job explaining this to me, but I still had questions now and again. It takes a special person to be an oncology nurse and you feel it. It never felt fake or like they were putting on a show/smile just for me. They truly cared. I never want to see them again either way :) Edited to add: get a port. You will not regret it. I plan on keeping mine for a year after NED, which will require a monthly flush. It makes things so much easier, especially if you have to be hospitalized. I didn't need the numbing cream, it hurts less than the arm pokes for labs and infusions. I asked for mine before chemo and doctor didn't think it was necessary. First treatment proved it was - I had three IV's that day and I'm still suffering from the Emend infusion (not the chemo surprisingly) on my arm. Yes, its surgery but its easy. I had it in place before my 2nd chemo and it was lifechanging. I'd keep it for life it wasn't for the monthly flushes lol, my arm veins were crap to start and the more they are poked the worse they get.
2024.05.14 16:03 JohnnyHotshotEditorInspectorPlugin - Can't call object function
I was taking a first look into how to create a custom inspector tool using plugins last night (which, I found actually really simple thanks to the fact that the editor uses the same UI tools as the engine itself), but I was having a strange issue when it came to calling functions on the object within the _parse_begin EditorInspectorPlugin function. Even though the object did indeed contain the function in question, I'd get an 'Nonexistent function' error thrown when trying to call it. I've trimmed down the functionality to just the issue in question for brevity. Here's the code for the plugin:
Here's the code for my custom node file that is in the scene:
# custom_node.gd extends Node class_name CustomNode var name = "Test" func get_test_name(): return name
So, when I open the CustomNode in the inspector, it throws an error in the console: res://addons/test/plugin.gd:11 - Invalid call. Nonexistent function 'get_test_name' in base 'Node (CustomNode)'. Clearly, it doesn't think that the object parameter has this function when it tries to call it, but when I print out the results of object.get_method_list(), I can see it right there in the output list that the function exists. object is just an Object type, so I was considering that maybe it only provided a top-level version of the parameter, but when I attempt to read or write values on object directly (such as by replacing the erroneous line with label.text = object.text_name + " Editor") then it works without issue! So, clearly it's passing the proper object through, but there's something I must be missing about why it can't call functions when it can still access variables from the object. Of course, I could write any code that interacts with these values within the function file, but that's not the best code practice to alter variables of a class like that outside of the class in question. I'm sure there must be some way to get the functions running properly. Anyone have any ideas for what I might be doing wrong? UPDATE: Figured out the problem, so I'm adding what I learned here to save any future Googlers (this post is already popping up at the top of the search results when I look for it). Basically, the script in question must be a tool script in order for the functions to be able to be run. Adding @tool to the top of the custom_node.gd file (and then reloading the scene, since it didn't work immediately) seemed to make it work. This does appear to be intended behavior, as indicated by the GitHub issue I've linked below. https://github.com/godotengine/godot/issues/43853
2024.05.14 12:19 MisplacedPhilosopherHaveno replaces LocalMonero from today as Monero sets new decentralization benchmark
Haveno has commenced operations from today replacing LocalMonero. Haveno sets a new benchmark in decentralization and privacy. Why shut down LocalMonero? Not many people would immediately use Haveno if LocalMonero continued to exist. Shutting down LocalMonero disrupts the ecosystem pushing users towards Haveno. How is Haveno different? LocalMonero had a website and also a centralized server where the website was hosted. This made people behind LocalMonero vulnerable to government action. Unlike LocalMonero, Haveno does not have any centralized server. The website is merely informational and does not facilitate any trades. What can we do on Haveno? You can buy Monero using Indian Rupees, US Dollars, Euros, GBP etc. You can also buy/sell BTC, ETH, BCH and LTC for Monero. Now no need to worry about KYC and taxes. How does Haveno work? It's a little bit like torrents. You download Haveno client and connect to a network. Anyone can start a network just like running a node (or seeding a torrent). Traders connect to any network of their choice and trade. It's all built on Tor so it is almost impossible to find out who is running the network or connecting to it. We hope to have many networks so it will impossible to take down Haveno. FIU cannot block any website or app. There are none! Choose Monero, choose freedom! If you really want to do crypto, get Monero. It is built to survive extreme censorship. Monero is money. It is not designed to be an investment. Learn more about Monero: Book: https://masteringmonero.com/book/Mastering%20Monero%20First%20Edition%20by%20SerHack%20and%20Monero%20Community.pdf Video: https://youtu.be/8quGD9W7B2I?si=DQIU2IriKXaJQQHn Learn more about Haveno: https://github.com/haveno-dex/haveno Download HardenedSteel Haveno client: https://github.com/HardenedSteel/haveno-mainnet/actions/runs/9072024811 Download Reto Haveno client: https://github.com/retoaccess1/haveno-reto/actions You need to be logged in to GitHub to download files.
2024.05.14 12:18 rob_smiPNG export from an SVG string via painting on the canvas only works after several attempts.
I have a mind mapping app that has been running well on Android for a few years now. I have been trying to publish it for iOS and MacOS for some time now. On iOS (as an app) and MacOS (in the browser for testing) I have a problem with the export. The app is a project in Angular, Cordova, Typescript. The problem only occurs in the Safari browser, which is also used in the Cordova version for iOS. I was able to test it on my Mac and an iPhone. The error does not occur on the Mac in Chrome. The error If I export a mind map that contains images as an image (.png), the images of the nodes are not displayed in the exports. Everything else in the map is exported correctly, only the images are missing. Only when I export the map three times are the images present in the export. If I add a new image and export it again, the image is only visible in the exported image after 3 exports. It is interesting that the export as SVG, which I also offer, contains the images of the nodes. So the SVG string that I create has all the necessary information. The base The mind map consists of various things. HTML and CSS for the frames, lines etc... The images of the nodes are saved as Base64 and each node is in a Foreign Object. Example of the SVG export Mindmap with 2 nodes and the Base64 characters of the node images have been replaced with XXX.
This is how I create the .png file to be exported. I can view all this content in the map view of the app. When exporting to an image, I take this information, turn it into an SVG, have the browser draw it on the canvas and then output it as a graphic. Something must be going wrong at this point.
What I have already tried. I have already tested various things such as time delays etc..., none of which change anything. It seems to me that it's a combination of the caching and the order or speed at which the images are loaded. Only the speed can't be, because built-in delays don't change anything. My guess But it must have something to do with Safari because on the Mac in Chrome it runs without problems... Maybe it can't handle so many base64 images or it exports faster than it renders? Whereby the SVG export contains all the information and when I open the SVG, all the content is also displayed in the browser in seconds. So something must happen when painting on the canvas and outputting as an image. It doesn't really make sense, I'm really at the end of my ideas. What can you do? I really hope you can help me. A mind mapping app without image export makes little sense. And since the app otherwise works great, I'm really getting desperate. :( Thanks a lot! Rob
Greetings, Fellow Managers. With MD4's advent, I've decided to make a new centralizing post for my build updates. I'm still opting to be sparse on details, entrusting the reader to intuit specific tactics (but I'll try to give timely answers to questions in comments). To new readers: this post serves as a crude follow up to my MD3 farming guide (covertly a teambuilding guide). It's quite the backlog to delve into that entire corpus (and I don't expect many would), but this post does rely on some cursory understanding of the strategies outlined (and updated) within that prior guide (and its revisions). As usual, feel free to make changes suited to your own preferences and enjoyment. Enjoy! Original guide link(s): https://www.reddit.com/limbuscompany/comments/18nvuos/md3_farming_strategy_deep_diveguide_part_0_1/ https://www.reddit.com/useEffective-Engine6745/comments/1cffe6o/md3_farming_team_listsupdates/ MD4 Analysis: Lets begin with an analysis of MD4 changes, and their impact on our runs. Fortunately, I was made aware of an excellent, recently released guide, covering a lot of what I wanted to write about: https://steamcommunity.com/sharedfiles/filedetails/?id=3237308577 I agree with much of this writer's analysis, but because our focuses differ slightly (theirs center difficulty management/being able to clear MD4 for newer players, and mine aggressively centers clear speed for the more experienced), there's necessarily some different recommendations that I'll highlight below. I'll also reiterate some of the more crucial points, and other points where our perspectives may differ.
Floor Packs. Naturally, avoid hard/time-sink packs, and remember rerolls exist. Specifically, for Story Packs: everything Canto 5+ should be avoided (but Lake World is okay). Unloving (Baba Yaga) and Unconfronting (Kromer) are decent, but slow with the wrong team. Intervallo packs are all great picks, but note whether they resist your current team. They're slightly slower on average, but have good gift pools that make up for it (so ideally you want to rapidly cheese through them with AoE EGOs). Everything else has the potential floor boss printed on the pack; so pick accordingly based on your team's specific strengths - you can refer to the tables in the steam guide linked above if you need help identifying them. Note that while number of nodes do correlate with clear speed, less nodes isn't always faster, because fight compositions tend to matter more. I'll detail any team-specific considerations (if any), in their own section below.
Fight Compositions. For many packs, regular fights now tend to face us off against groups of 3~4 as opposed to the 5~6 in MD3. This majorly changes our team building considerations. Notably, it slightly lowers the value of 5+ weight EGO, and allows 3-weight EGO to do almost as much work (but note that 5~6 enemy fights still happen, so have those EGOs ready in your back pocket). Similarly, SP gain is slower now, because enemies are less overleveled; so we have the opposite of MD3's excess sanity issue, and certain tactics abusing that SP overflow (e.g. some EGO spam strategies) get slightly worse.
Pathing/Node choices. As with MD3, we still prioritize event nodes (the "?" nodes) to skip fights. However, focused encounters are now worthwhile over regular fights, as Peccatula die far faster now (fewer units), trivially giving us additional reward chances. Risky encounters are also usually worthwhile, but will depend on the floor pack (you'll identify which to avoid with experience).
Abno Fights from event nodes. Most go down in 2~3 turns, but they're almost never worth the time sink (0 turns is faster than 2 turns after all). We should usually only fight these if we greatly benefit from both gifts, but I'll make the assumption that everyone has different barometers as to which fights are fast/easy, so I'll leave it to the reader's discretion. Detailing how to speed clear each individual boss fight is of course beyond the scope of this writeup.
Keywords and Fusing. Contrary to some popular sentiments, I regard the new gifts (and fusing) very highly. A majority of them are incredibly powerful, but do require some teambuilding to effectively exploit. I'll cover separately the specifics as it applies to each team, but will briefly cover general fusing strategies in the next section.
Fixed Target EGO gifts. Many only apply to a subset (based on deployment #) instead of the whole team, so it's important to judge their strengths as a fraction of a "full" EGO gift. What's notable is that some of them do target #1, thus boost 2 slots by T2. These front-targeting ones typically have a bigger effect than those targeting later slots. They also tend to be status gifts, and since we (usually) already deploy our best status units up front, it won't affect our team order too often. The back-targeting gifts so far have been for physical keywords (but their Tier 4s target only #3), so our teambuilding should try to catch as many of the good effects as we can. From some analysis, the average best pierce slot is #4. Slash thrives in #5, and multi-coin blunts should be put in #5/6. There's special consideration for slot #3, but we'll get to that in the fusing section.
Reward Cards. The starlight cards are clearly amazing. Once you've gotten into the groove of things, even after maxing out your tree, picking the starlight gain card is always a top choice. When you're just starting out, we do pick the guaranteed EGO gift every time. However, once you've filled roughly half your starlight buffs, you should often prefer picking the starlight card. Because we can reroll shops for 10 starlight now, they represent an average cost-save greater than picking the guaranteed EGO gift (when utilizing some clever gambits).
Ritornello (Hard) Mode. Better than MD3 in terms of starlight-time efficiency (due to starlight cards mostly), but it still doesn't beat normal mode's (even without getting into BP exp considerations). My current recommendation is thus still the same: hard mode for weekly, then farm on normal. However, it's certainly closer than before, and the new hard mode is also easier than ever. Some floor packs also only show up in hard mode, so if you're a completionist and wish to fill out your compendium, go for it. All our teams still perform well there.
Keywords and Fusing Deep Dive: Let's talk fusing. The new fusing system is incredible, especially after filling out some starlight buffs. When you're first starting out, as with our MD3 strategy, it's better to hoard gifts and sell the unwanted ones later (lets define these as "junk"), to reroll shops or upgrade items. Eventually however, after filling in more buffs, you'll regularly clean out shops, and won't be starved for costs anymore. Instead, because fusion now targets specific keywords (and success rate being solely determined by # of ingredients), we've gained a powerful tool to exploit the small pools of some keyword categories. There is an in-game button ("Fusion Guide" in the fusion UI) you can refer, to look up specifics on success rates and tier outcomes, but I'll spare the details and describe 3 main fusion strategies I utilize:
upFuse: This is the obvious strat, fusing 3 gifts to get a higher tiered one. However, note the discounted Tier 4 fuse: Tier 3 + 3 + 2. We'll often use this, as well as the 2 + 1 + 1 fuse for a Tier 2.
rollFuse: This is actually the more important one, essentially rerolling junk into what we want. Like with upFuse, we can also get a discounted rate on this one. e.g. fusing Tier 3 + 2 + 1 gives us a Tier 3 back.
2Fuse: This is a cheap trick we use (rarely) to fish for fusion gift components, specifically for Tier 1s. Using 2 ingredients is only a 60% success rate to get the targeted keyword, but notably if you miss, you get still get back one ingredient's worth. i.e. if you have 4 junk Tier 1s, you can reroll 3 times (which exceeds the 90% success rate of fusing 3). We should really only do this if we are overflowing with junk Tier 1s, and already have the other fusion pair (or simply for fun of course).
So now that I've defined some techniques, what do we actually fuse towards? The classic fusion gifts isn't actually our main goal. We specifically want to target any category that have low ratios of junk for our team. And would you know it, there's quite a lot:
Physical Keyword Tier 3s. Would you look at that, there's only one Tier 3 in these categories. e.g. rollFusing a Thunderbranch + Golden Urn + Lithograph into Clasped Structure for our Tremor or Burn team is downright criminal.
Physical Keyword Tier 4s. This one is more situational (because it only affects #3 deployed), but again, there's only one in the pool. e.g. Our poise team uses Cinqclair in slot #3, and you should see what Punctured Memory does for him yourself.
Status Tier 4s. There's only 2 in the pool, and neither are junk for their respective teams. So it is trivial to upFuse for one of them; however, we should only do so if we have some junk T3 (or alternatively, force one from an easy event abno fight). They're really strong however, so it's often worthwhile.
Status Tier 2s. The consequence of starting runs with two Tier 2 status gifts is that it knocks out a considerable chunk of the pool. We'll usually get another Tier 2 from our keyword on floor 1/2 anyway, so we have a very good shot of cornering what we want. Notably also, many status categories' T2s are incredibly broken, and the duds are few and far between (burn or bleed for example doesn't even have a bad Tier 2, and yes, I consider Gossypium a good gift for bleed).
Classic Fusion Gifts. And finally, we do sometimes go for this, but usually only if we have the Tier 1 half already. Specific Tier 3s are actually easier to get than Tier 1s, as a consequence of the fusing system (and pools), so if we have the Tier 1, we can easily force the Tier 3 (and thus the fusion gift); though if you really want to, you can also 2Fuse for the Tier 1. However, we rarely -need- the fusion gift, but sometimes the situation just presents itself, so it's worth taking notice when it does (or of course, just for fun).
2024.05.14 04:41 justaddsleepSeason 4 Minion Mega Guide For All
Introduction
Hello and welcome to another Minion guide! We have seen some very big changes to our boney boys and I wanted to try and help Necromancers new and old have a deeper understanding moving into Season 4. As a forewarning, I would like to state that I am not an absolute authority on all things Minions nor do I know beyond a reasonable doubt that anything posted in this guide is 100% accurate. However, I will try to be as concise and forthcoming as possible with reliable sources and materials.
Minion Changes
Skirmisher Upgrade 2: No cooldown on the empowered critical strike or damage.
Still not worth using over Reapers.
Reaper Upgrade 1: Special attacks now reduce an active cooldown by 3 seconds.
Defenders Upgrade 1: Every 6 seconds your Skeletal Defenders taunt nearby enemies.
This made thorns warriors viable!
Defenders Upgrade 2: Now reduce damage by 99%
There isn't really a use case for this unless pits is smoking our army and it shouldn't be.
Shadow Mages: Attacks now Pierce!
Something I have wanted for a long time.
Shadow Mage Upgrade 1: 3%[x] Universal damage multiplier for every Shadow Mage active.
Up to 18%[x] with all 6 total Shadow Mages.
Shadow Mage Upgrade 2: Now fires on every 3rd attack instead of 4th.
Amazing dps increase for a mage focused build.
Bone Mage Upgrade 1: Bone Mages now cast Bone Splinters or Bone Spear every 6th time they attack.
Coupled with extra attack temper and extra projectiles tempers this isn't a bad option and opens up some interesting build paths.
Abilities cast by your Bone Mages act as if they were cast by the player.
Can trigger Lucky Hit Chance, Deathless Visage, Overpower, etc.
A massive singular source of DR in a now DR limited world.
Bone Golem Upgrade 1: Now spawns 5 corpses when using the active.
Great synergy for builds that need to activate Flesh Eater.
Bone Golem Upgrade 2: Every 3 seconds upon taking damage your Bone Golem deals 123.2% x [Weapon Damage] and applies vulnerable to surrounding enemies for 4 seconds.
Great if you are vulnerable starved as a thorns necromancer. Not much purpose or use outside of this as Iron Golem is better.
Iron Golem Upgrade 1: Casts a shockwave dealing 154% x [Weapon Damage] after every 2 attacks.
The best Golem choice unless the Blood Golem multiplier is needed to one shot bosses after potential nerfs.
Iron Golem Upgrade 2: Pulled enemies are now also vulnerable.
Minion Skill Damage
Skeletal Warrior
Skirmisher: 18.2% "30%[x]"
Defender: 18.2%
Reaper: 16.8% (Special 50.4%)
Warrior Count: 5 - 8
Skeletal Mage
Shadow: 51.6%
Cold: 51.6%
Bone: 78%
Mage Count: 3 - 6
Golem
Bone: 76.7% (Passive 123.2%)
Blood: 76.7% (Active: 140%)
Iron: 76.7% (Active: 200%) [Upgrade 1: 154%]
Golem Count: 1
Attack Speed
Cap 1
Andariel's Visage: 15%[+]
Aspect of Moonrise: 4-20%[+]
Assault Elixir: 4-20%[+]
Artillery Shrine: 100%[+]
Cult Leader "Puppeteer + Magic Nodes": 10%[+]
Paragon: 5%[+] "Flesh Eater - Culler"
Attack Speed (Gear): 11-81%[+] "Lowest to Highest roll from one item"
Minion Attack Speed (Gear): 20%[+] "Possibly Higher with Greater Affix"
Kalan's Edict: 3%[+] "Per active minion up to 45%[+]"
Hulking Monstrosity Paragon: 25%[+]
Bone Golem Sacrifice: 10%[+]
Cap 2
Rapid Aspect: 15-30%[+] "Basic Only - Does not help minions."
Aspect of Rathma's Chosen: 50-100%[+]
Aspect of Frenzied Dead: 30-45%[+]
Enhanced Reap: 30%[+]
Accelerating Aspect: 10-25%[+]
Caps Explained Attack speed has two seperate caps as of testing in season 3. Cap 1 can go up to 100% and Cap 2 can go up to 100%. This means a player can reach a technical total attack speed limit of 200% hard cap. While we do not as of yet know the attacks per second break points from attack speed we are working to decipher its mysteries. Involving minions, what does this mean for you? Cult Leader is supposed to cap at 100% attack speed or a damage bonus of 150%[x]. During the PTR this was bugged and surpassing the cap allowed for additional damage gains. It is "as of yet" unknown if this will be fixed moving into the start of Season 4. If you are only looking to reach the max damage potential of Cult Leader, stop at 100% from either Cap or a mixture of them both. If you are trying to increase your attacks per second, take each cap to 100% for a total of 200%.
Stat Inheritance
This one is rather easy now. Minions receive 100% of the Necromancers stats! Gone are the bygone days of calculating 30% of a given stat!
Lucky Hit Chance
Minions have no Lucky Hit Chance. Any effect that they do trigger that says it is a Lucky Hit is in fact an "bug?" interaction of that skill or ability procing off of direct damage.
Aspects
Almost all Aspects on gear are working as intended with the exception of a select few. I will try to get confirmation about these and update as new information is available.
Aspect of the Damned: Not working as of Season 3 / PTR. "Possibly fixed at season start."
Conceited Aspect: Not working as of Season 3 / PTR. "Probably Intended, Minions don't get barriers"
Aspect of Grasping Veins: Critical Chance working, Critical Strike Damage not working. "Possibly fixed at season start."
Edgemaster's Aspect: Not working as of Season 3 / PTR. "Probably Intended"
Skills / Paragon / Glyphs
Some skills, paragon, and glyphs are less useful now that our Minions gain 100% of our stats. Season 4 testing is required to determine base values for Armor, Resistance, and Base Life values of each minion type. So far it is only known that each minion has its own separate base life value. "Tested by Seetod and Bactyrael hitting each other's minions for a long time." With this in mind, you may or may not need the added bonuses from the following. (See Bone Golem Note Thorns Users!)
Skill - Death's Defense: 4-12%[+] Armor and 8-24%[+] All Resistance to Minions. "With the new Armor cap of 9230 and resistances usually being over capped, this seems worthless for us now." (See Bone Golem Note!)
Glyph - Mage: 35%[+] All Resistance to Minions. "184%[+] Mage damage is worth it in some contexts over another multiplier."
Glyph - Warrior: 30%[+] Armor to Minions. "Basically never worth taking in any context" (See Bone Golem Note!)
Paragon Nodes- Minion Armor: Requires testing but it is assumed Minions will receive the new cap of 9230 and no long need these paragon nodes. (See Bone Golem Note!)
Paragon Nodes - Minion All Resistance: Requires testing but it is assumed Minions will receive our Resistances at 100% value and as such be capped.
Damage, Attack Speed, Maximum Life, and Damage Reduction all seem like worthwhile investments and will most likely be required to push into higher levels of the Pit. A lot of this section is unknown territory and in an attempt to not steer you down the wrong path, I would suggest testing your own mileage from these investments. I will do my best to update this segment as new information becomes available.
Suggestions / Notes / Opinions
Bone "Thorns from Armor" Golem: Armor increases from Death's Defense, Paragon, and Glyphs, (with the Exception of Total Armor%[+] while golem is active from Hulking Monstrosity) all seem to increase the Armor and in effect thorns that the bone golem receives. Further testing is required when Season 4 launches to confirm this.
Minions Inherit Thorns: Whether we are taking the generic, warriors, mages, or golem temper from the Thorns Army temper manual. It is assumed but not yet confirmed that this is an additive bucket that increases the total thorns from the player to Minion/s. I did not get the manual during the PTR to test so I will update this section if needed when S4 begins. Thorns the Golem gains from Armor should be separate from the value this bonus gives.
Kalan's Edict: As you can see from the Attack Speed segment, It is almost never in our best interest to take this Keystone. Blighted Aspect along with Gloom, Terror, Shadowblight, and Apothic Aspect are all net damage boons to almost every Minion build. I personally believe it should be changed to provide unique functionality such as a Mendeln type effect or act as an actual keystone instead of a stat stick. My Suggestion "easy solution" to the developers would be to make this give 7%[+] Attack Speed per active minion for a total of 105%[+] at 15 minions which is the most we are able to have out at one time. This would allow us to ignore attack speed rolls on gear and max out Cap 1 at 100% from our army.
Aspect of Frenzied Dead: Great aspect, super nice being able to buff up Cap 2. Please make it 50%[+] instead of 45%[+]. You have made it so we can't reach the 100% cap 2 breakpoint by 10% while using a two hander and stop us from reaching 100% by putting this aspect on an amulet for 70%[+] and Enhanced Reap for the remaining 30%[+]. Overall this is really a quality of life change I would like to see addressed. Outside of this we are required to fill that remaining 2-10%[+] with Accelerating Aspect or Rathma's Chosen. Which is a serious over investment in stats.
Unyielding Commander's Aspect: It is getting harder and harder to justify taking AotD or this aspect. Minions are incredibly resilient with 100% of our stats and there are plenty of instances where bone storm provides more value. I think it isn't as much a fault with this Aspect as with Army of the Dead being the worst ultimate for our class and one of the worst in the game.
Skirmishers: They don't really have a place in a build path for us as of right now. Perhaps a crit variant will come along that competes with reapers far superior skill damage and utility? They are currently good to stack Kalan's or would be good in a Shadowblight Minion hybrid build if reapers didn't trigger more procs with their AOE and special attacks. My suggestion to the developers is to simply increase their base skill damage to either be equal to Reapers at 50% or greater than this. They should also have access to Area of Effect damage. Minions can not focus fire a target, so it feels redundant to willing choose a single target only variation when AoE choices exist.
Bone Mages: The novelty of them killing themselves has been lost on me after a beta and 3 seasons. And because Bone Spear / Splinters deals substantially less damage than Shadow Mages, they are an inferior option. We will have to see how the meta evolves over time. Currently I wish they would remove the Emo factor.
Ring of Mendeln: There just isn't a feasible way to scale this super well. With mages and even warriors able to hit higher numbers, it will take a serious nerf to bring this back up as a viable option.
Deathspeaker's Pendant: Blood in general is in a bad place this season. I probably wouldn't use this but it is one of our most creative uniques. Haven't seen the damage potential but I think other amulet options or stats on an amulet will replace the want to run this. I think this should be turned into a unique focus so that it can pair well with running doombringer. And we won't be fighting between banished lord's and this.
Mage Glyph: The Mage Glyph is now not worth taking over any other multiplier with additive damage attached such as the Amplify or Control Glyph. Previously it was one of the only ways to get additive damage for our mages at 100% value besides vulnerable damage. Now that we have 100% scaling, it is an inferior option. Once again I suggest taking the Amplify or Control Glyph for Additive Damage%[+] and a 10%[x] multiplier over this glyph. I would also like to note that minions are now resistance capped at the same time we are, we do not need the 35%[+] Minion All Resistance from the Glyph. My suggestion to the development team would be to change the bonus to a multiplier such as was done with the Golem Glyph.
Warrior Glyph: Just like the Mage Glyph the Warrior Glyph is in the same boat of providing too little stats for too little pay off in comparison to the Essence or Exploit glyph. And just as before we no longer need the 30%[+] Minion Armor. My suggestion to the development team would be to change the bonus to a multiplier such as was done with the Golem Glyph.
After each Taunt, use Corpse Tendril and Corpse Explosion to enable multipliers.
Credits / Special Thanks
GMS Seetod: Skill Damage, Aspects, Attack Speed Caps, Bug Finding, Putting up with me.
GMS Team: A group of awesome players who are helping make Diablo 4 as great of an ARPG as we want it to become!
MacroBioBoi: Shout out to our Boi for all of his hard work and communication with the development team. A lot of what we do would mean nothing without a voice and awareness. Thank you!
Sanctuary Discord: A lot of awesome people who challenge us to find and improve our metrics of testing and approach issues from a new light.
Bactyrael: Hey that's me! Thank you for reading this far.
Conclusion
If you would like to have your build added to the Builds section or have a specific build you want to see, please DM me. If you have any questions regarding Minions, I will try to do my best to address it. Happy hunting and good luck in Season 4!
Heartseeker is one of the Rogue’s ranged basic attacks that has a reliable chance of hitting its targets. Although Heartseeker is reliable in that respect, its damage potential was very limited throughout Diablo 4 history due to its lower base damage compared to core skills and combo points and because it had no way of delivering imbuement effects, inflicting area of effect (AoE) damage or taking advantage of the huge damage bonus from precision. While basic skills still can’t be imbued and precision doesn’t work with basic skills, Heartseeker’s main obstacles have been solved:
Basic skill’s lack of damage has been solved by using Moonrise and Adaptability aspects (on a 2-hander and amulet) which together boost basic attack damage by 5.6x as well as providing attack speed and movement speed benefits
Victimise will be a very strong key passive going into season 4. Not only will Victimise provide a decent damage boost for Heartseeker that can’t otherwise benefit from Precision, Victimise makes the Heartseeker build viable by giving the build AoE damage
As of season 4, you can now get Heartseeker ranks from your pants slot (up to +8)
Victimise is a key passive that works off lucky hit, which basic attacks like Heartseeker - together with Primary Heart Seeker which allows Heartseeker to ricochet and hit twice - can proc very often because of its 50% lucky hit chance and because of Heartseeker’s fast attack speed. Also, because Heartseeker tracks targets, this can be used safely and reliably to deal damage to enemies from afar. As enemies then agro towards you from a distance and converge closer and closer together as they approach you, this allows your AoE explosions to deal more damage the more tightly packed enemies become. Pros
Good consistent damage that doesn’t need an elaborate attack rotation to do reliable damage
Easy to play by spamming a single attack without worrying about conditional damage combinations and energy usage
Safely fight from a distance, taking the heat off you and reduces the chances of long drawn out fights from needing to dodge around
No resource issues so no need to build around energy sustainability in your build, saving skill points, aspect slots, affix slots on gear and less reliant on Inner Sight
Cons
Crowd control effects (CC) are not the easiest to apply with attacks since Heartseeker only hits 1 or 2 targets per cast
Damage takes a little time to ramp up - Heartseeker, Moonrise, Exploit Weakness, Chip all have buffs or debuffs that ramp up based on how many times you hit targets. This takes about 3-4 seconds for all damage bonuses to be fully online
Not a build that you can start levelling with from a brand new character until you collect the key ingredients
Despite having AoE in the build, builds like Penetrating shot and Scoundrel’s Kiss Rapid fire are still unmet when it comes to AoE potential
Victimise Double Dipping Victimise has interactions with your original attacks that result in your damage output being affected by double dipping. This means that certain buffs and debuffs boost your damage twice, usually in 2 different stages of your full damage calculation. Victimise bases its damage based on a percentage of damage that your Heartseeker hits do. For example, if Heartseeker does 10,000 damage and Victimise does 300% of your original (Heartseeker) damage, then Victimise explosions will do 30,000 damage. If then your Heartseeker damage is increased by buffs and debuffs that result in Heartseeker doing more damage against its targets, then this will increase the base damage of Victimise. For example, if the Control glyph + Exploit Weakness debuffs increase Heartseeker’s damage by 50%, then Heartseeker will now do 15,000 damage, and Victimise is expected to do 45,000 damage (because Victimise does 300% of your Heartseeker damage). However in this case, when Heartseeker results in a Victimise explosion and hits the same targets that are affected by the Control glyph + Exploit Weakness debuffs, then Victimise itself also gains the benefits from these debuffs, and its final damage will increase from 45,000 damage to 67,500 damage, or in other words 30,000 x 1.5 x 1.5 = 67,500 damage. Known interactions that double dip with Victimise:
Caltrops - as long as the target is standing in Caltrops while hit with Heartseeker and Victimise
Exploit - as long as the target is health or injured when hit with Heartseeker and Victimise
Subverting Poison Trap - as long as the target is standing in Poison Trap, but not applicable to us since we don’t deal poison damage
Control glyph - as long as the target is CC’ed when hit with Heartseeker and Victimise
Pride glyph - as long as the target is health when hit with Heartseeker and Victimise
Chip glyph - as long as the target is hit 10 times with physical attacks prior to when hit with Heartseeker and Victimise for maximum effect
Canny glyph - as long as the target is hit 10 times with non-physical attacks prior to when hit, but not applicable to us since we don’t deal non-physical damage
Deadly Ambush - as long as the target is standing in any of our traps (Caltrops) while hit with Heartseeker and Victimise
Exploit Weakness - as long as the target is hit 25 times while vulnerable prior to when hit with Heartseeker and Victimise for maximum effect
Credits to Ava on Sanctuary Diablo 4 Discord server for testing this out. To put things into perspective, while playing in the PTR, I noticed my Barrage hits that were doing 1.1 million damage were procing Victimise explosions that were doing almost 12 million damage. With Heartseeker, our damage per hit with Heartseeker and Victimise explosions will do much more damage, and Victimise explosions will occur more often. https://preview.redd.it/bjskc65ro90d1.png?width=756&format=png&auto=webp&s=5d30f050350d11604ee1a341efc7aee86d75a4ab
The Build
Skills
Heartseeker - The main “core” skill for this build. Get Primary Heartseeker for ricochet Heartseeker arrows that deal 75% of the original damage. These arrows can loop back around and hit the same target twice, as long as it doesn’t hit a wall or obstacle
Dash - For general mobility and disengagement. Get Enhanced Dash for 15% critical strike damage for bosses or tightly packed enemies
Shadow Step - For general mobility and a CC break. Get Enhanced Shadow Step for 8% critical strike chance mainly for bosses, and Disciplined Shadow Step to help refresh Shadow Step’s cooldown. Alternatively you can get Methodical Shadow Step for better stagger application, but using Shadow Step in this way risks being caught in CC and potentially dying
Concealment - For general mobility, disengagement, and a CC break. Get Subverting Concealment for applying vulnerable while in the levelling stages
Smoke Grenade - For disabling groups by dazing them, disabling suppressor barriers and for activating both Cheap Shot, Control and Concussive Strikes. Get Enhanced Smoke Grenade for an extra 25% damage bonus versus groups of enemies (this doesn’t work on bosses). Get Countering Smoke Grenade for quickly refreshing Smoke Grenade’s cooldown vs groups of enemies (this doesn’t work on bosses). Alternatively, get Subverting Smoke Grenade to increase the stagger effectiveness of Smoke Grenade on bosses
Caltrops - Apply slow in an area. Get Enhanced Caltrops for up to 45% extra damage bonus (depending on how long enemies stay in Caltrops), and get Disciplined Caltrops for 10% critical strike chance vs enemies standing in Caltrops
Specialisation Inner Sight, purely for the 25% critical strike chance bonus once every few moments. Passive Effects
Weapon Mastery - If using a bow, gives you more damage vs vulnerable enemies, if using a crossbow, gives 15% critical strike damage
Exploit - Increases damage to healthy and injured enemies. This passive also double dips with Victimise
Malice - Increases damage to vulnerable enemies. What’s less commonly known is Malice also increases the base damage of Victimise
Frigid Finesse - Increases damage to chilled and frozen enemies. This build freezes enemies and staggers bosses so this passive is quite powerful
Sturdy - Reduces damage taken from close enemies
Siphoning Strikes - Healing when you critically strike close enemies. Although we can fight at a distance, we can still fight up close and get some healing while doing so
Stutter Step - Increases movement speed temporarily while we critically strike. Useful during fights for mobility
Trick Attacks - Knocks down enemies for a short period when you critical strike them while they are dazed
Concussive - When you knock down an enemy, gain up to 12% critical strike chance. This should work during the first few seconds of a boss getting staggered also (but to be confirmed)
Agile - Increases your dodge chance after using a cooldown (in this case: Dash, Shadow Step, Concealment, Smoke Grenade, Caltrops)
Haste - Increases movement speed. This passive does improve attack speed when below 50% energy, but this never happens
Trap Mastery - Gain 12% critical strike chance when your Death Trap activates (for the High-end Pit variant only)
Dark Shroud - Reduces damage taken from enemies. Although this is an active skill, we gain Dark Shroud shadows passively through Umbrous aspect, making this a more passive effect
What we don’t pick up
Impetus - Doesn't work with basic skills. Given that we attack very fast, this passive won’t be useful anyway
Shadow Crash - This build doesn’t deal shadow damage
Consuming Shadows - This build doesn’t deal shadow damage or need energy recovery
Deadly Venom - This build doesn’t deal poisoning damage
Debilitating Toxins - This build doesn’t poison enemies
Alchemical Advantage - This build doesn’t poison enemies
Chilling Weight - This build doesn’t chill enemies, only (instantly) freezes enemies
Innervation - This build doesn’t consume energy so not needed
Second Wind - This build doesn’t consume energy so no benefit
Alchemist's Fortune - This build does not used any non-physical attacks
Rugged - We have high mobility with this build and we can heal our way through damage over time effects that stick on us
Reactive Defense - We have Shadow Step to quickly get us out of CC effects
Mending Obscurities - We can use potions while in concealment
Aftermath - This build doesn’t consume energy so not needed
Shadow Clone - Not only is Shadow Clone severely undertuned to do very little damage (after accounting for all of your aspects and paragon), Shadow Clone doesn’t proc Victimise which is there most of our damage comes from
Aspects
Moonrise - Increases attack speed, increases movement speed and significantly increases damage when 5 stacks of Moonrise are accumulated. Use in your 2-hander weapon for higher damage bonus
Adaptability - Significantly increases damage when at or above 50% energy. Because we’re always at 100% energy, this is an unconditional damage bonus for Heartseeker. Use in your amulet slot
Crowded Sage - Increases dodge chance and heals you whenever you dodge. Use in one of your defensive slots. Alternatively, use Assimilation aspect for Fortify accumulation instead of the healing effect
Umbrous - Gain Dark Shroud shadows when you critically strike enemies with Heartseeker. Use in one of your defensive slots
Edgemaster's - Increase damage by up to 20% based on your available energy levels. Because we’re always at 100% energy, this is an unconditional damage bonus. Use in one of your offensive slots
Elements - Increases damage to a set of 3 damage types for 7 seconds at a time. This is basically a 30% damage increase that is active for 7 seconds, inactive for 7 seconds, etc. Use in one of your offensive slots
Retribution - Increase damage against stunned or knocked-down enemies (and staggered bosses). Use in one of your offensive slots
Rapid - Increases attack speed for Heartseeker. Use in one of your offensive slots
Frostbitten - Increases critical strike damage against frozen or stunned enemies and when hitting enemies with smoke grenades, instantly freezes them. Use in either your boots or chest slots
Concussive Strikes - Dazes enemies and increases damage against dazed enemies. Use in either your boots or chest slots
Inner Calm - Increased damage, with the bonus tripled after standing still for 3 seconds. Useful against staggered bosses or when feeling safe against dazed groups. Use in one of your offensive slots
Note: We are not using any unique items for this build. Paingorger’s Gauntlets seem like a very good unique item to use for this build, but unfortunately its final damage output from testing by other people has been underwhelming. To be tested once season 4 launches however. Paragon
Exploit Weakness - Ramps up your damage against enemies (per target) the more that you hit them while they are vulnerable. Double dips with Victimise
Cheap Shot - Increase your damage while there are 1 or more enemies nearby that are CC’ed, up to a 25% damage bonus for 5 or more enemies
Deadly Ambush - Increase your damage against enemies that are affected by your traps (Caltrops in this case). Double dips with Victimise
Control glyph on starter board - Increases your damage against CC’ed enemies. The glyph core bonus double dips with Victimise
Chip glyph on Cheap Shot - Ramps up your damage against enemies (per target) the more that you hit them with any of your (physical) attacks. The glyph core bonus double dips with Victimise
Pride glyph on Leyrana's Instinct - Increases your physical damage against healthy enemies. Using this glyph on Leyrana’s Instinct also allows us to max out our resistances. Double dips with Victimise
Exploit glyph on Deadly Ambush - Increases your vulnerable damage (important for Victimise) and makes enemies hit by your attacks vulnerable (once every 20 seconds). Deadly Ambush board is used for Exploit for the high number of strength nodes around the glyph
Combat glyph on Exploit Weakness - Increases your critical strike damage. Exploit Weakness board is used for Combat for the high number of intelligence nodes around the glyph
Ranger glyph on Tricks of the Trade - Reduces your damage taken while you are holding onto a bow or crossbow (ie, after casting Heartseeker)
Diminish glyph on No Witnesses - This glyph is used just to boost the surrounding rare +life node. We don’t care about the glyph core bonus for now as it's awfully niche (from physical attacks from vulnerable enemies)
Note: We should end up with 7 paragon boards in total.
Stats/Gear Priorities
Summary
Vulnerable damage - stacked as high as possible for higher additive damage and for scaling Victimise’s base damage. Aim for 900+% vulnerable damage from gear and paragon
Other additive damage bonuses - to further increase your overall damage output. Get 650+% of this from Marksman critical strike damage tempers and other smaller ones from gear and paragon
Attack speed - to cast Heartseeker quicker. Aim for 85+% from gear and 30% from Rapid aspect
Chance to cast Heartseeker twice - scales up your damage output as you’re casting more Heartseekers per attack. Aim for 95+% from 2 tempers on weapons
Heartseeker - is used as the main skill for delivering damage and Victimise procs. Aim for 11+ ranks in total between your native skill points and your pants
Lucky hit chance - to proc Victimise and other effects (CC, Umbrous, vulnerable) more often. Aim for 50+% from gear. You can use an elixir to boost this up further
Critical strike chance - to increase how often you critically strike and gain a damage bonus from Weapon Mastery, Frostbitten, Deadly Ambush and your critical strike damage additive and core bonuses. Aim for 80+% from intelligence, gear and paragon, including Marksman critical strike chance bonuses
Dexterity - to increase your baseline damage and increase your dodge chance. Aim for 1500+ from gear and paragon
Life - is needed for survival. Aim for 40,000+ in total
Dark Shroud - is needed for your main source of heavy damage reduction. Aim for 12+ ranks in total between your native skill points and your chest piece
Dodge - reduces the chance of direct attacks damaging you, which also protects your Dark Shroud shadow stacks. Aim for 50-70% from dexterity, gear and the Agile passive
Armour cap - 9,230 for 85% damage reduction from physical attacks
Resistances - 70% to all resistances
Crowd control effects - to disable enemies and build up stagger on bosses. Get 4-5 affixes that apply CC effects on enemies, including Concussive Strikes. After that, get crowd control duration
Movement speed - to improve mobility in combat and general mobility. Get 70+% from gear and skills, including from Moonrise
Item Pieces
Weapons - for vulnerable damage, attack speed, dexterity. Tempering: marksman critical strike damage, chance to cast Heartseeker twice (on your 2-hander + one of your swords), caltrops duration (on one of your swords)
Vulnerable damage - High priority stat to help stack Victimise damage
Attack speed - Enough to get 100% attack speed from weapons alone
Chance to cast twice - To ensure 100% chance to cast Heartseeker twice per cast to multiply effective damage output by 2
Caltrops - Caltrops duration is preferred over Caltrops size since the extra duration will work at the highest damage bonus benefit and will extend the benefit before needing to move (break our Inner Calm bonus) to reapply Caltrops
Marksman critical strike damage - Some extra additive damage
Rings - for vulnerable damage, life, lucky hit chance (on one of your rings), lucky hit chance to apply vulnerable (on one of your rings). Tempering: marksman critical strike damage, agility cooldown reduction
Vulnerable damage - High priority stat to help stack Victimise damage
Life - Needed for survival
Lucky hit chance to apply vulnerable - An important stat that helps apply and maintain vulnerable on enemies
Lucky hit chance - Stacking lucky hit chance is important to increase Victimise proc rate and for applying CC more often
Agility skill cooldown reduction - This helps mobility by increasing the uptime on mobility skills that get you from point A to B faster
Marksman critical strike damage - Some extra additive damage
Amulet - for Exploit, Malice, Frigid Finesse. If you can’t get a 3x passive amulet, you can also aim for lucky hit chance. Tempering: marksman critical strike chance, dodge chance
Exploit - Important for the double dip effect for Victimise
Malice - Important for increasing damage versus vulnerable enemies and increasing the base damage of Victimise
Frigid Finesse - Increases the damage of enemies frozen by attacks and for increasing damage during boss stagger window
Marksman critical strike chance - Helps the build reach very high levels of critical strike chance
Dodge chance - Needed for survival
Helm - for life, armour, lucky hit chance. Tempering: dodge chance, lucky hit chance to X (see below “CC effects”)
Life - Needed for survival
Lucky hit chance - Stacking lucky hit chance is important to increase Victimise proc rate and for applying CC more often
Armour - 2 armour rolls across all gear is needed to reach the armour cap. Juggernaut’s can be used instead, but having 2 armour rolls frees up an aspect slot
Dodge chance - Needed for survival
Lucky hit chance to X - Needed for applying CC effects against enemies
Chest - for Dark Shroud ranks (important), life, armour. Tempering: single resistance (see below “Resistances”), lucky hit chance to X (see below “CC effects”)
Dark Shroud ranks - Important for survival, going from 11 ranks to 15 ranks of Dark Shroud is a 25% effective damage reduction bonus
Life - Needed for survival
Armour - 2 armour rolls across all gear is needed to reach the armour cap. Juggernaut’s can be used instead, but having 2 armour rolls frees up an aspect slot
Single resistance - Needed to complete capping resistances across all elements
Lucky hit chance to X - Needed for applying CC effects against enemies
Gloves - for vulnerable damage, critical strike chance, lucky hit chance. Tempering: marksman critical strike chance, lucky hit chance to X (see below “CC effects”)
Vulnerable damage - High priority stat to help stack Victimise damage
Lucky hit chance - Stacking lucky hit chance is important to increase Victimise proc rate and for applying CC more often
Marksman critical strike damage - Some extra additive damage
Lucky hit chance to X - Needed for applying CC effects against enemies
Pants - for Heartseeker ranks (important), life, dodge chance. Tempering: dodge chance, lucky hit chance to X (see below “CC effects”)
Heartseeker ranks - Important for stacking Heartseeker damage
Life - Needed for survival
Dodge chance - Needed for survival (stacked twice from item stats and tempering affix)
Lucky hit chance to X - Needed for applying CC effects against enemies
Boots - for movement speed, dexterity, life. Tempering: movement speed, crowd control duration (see below “CC effects”)
Movement speed - Important for general mobility and to speed up gameplay and avoidability of dangerous attacks (stacked twice from item stats and tempering affix)
Dexterity - For adding in extra damage and dodge chance
Life - Needed for survival
Crowd control duration - Linearly scale up the amount of stagger that can be delivered on the boss
CC effects We want to have as many CC applying effects from our tempering mods as possible across Boots, Pants, Gloves, Chest and Head gear pieces. The possible CC applying effects available from tempering are:
Lucky Hit: Up to a +[21.0 - 30.0]% Chance to Slow for 2 Seconds
Lucky Hit: Up to a +[13.5 - 22.5]% Chance to Immobilize for 2 Seconds
Lucky Hit: Up to a +[13.0 - 17.5]% Chance to Stun for 2 Seconds
Lucky Hit: Up to a +[13.0 - 17.5]% Chance to Freeze for 2 Seconds
Lucky Hit: Up to a +[13.0 - 17.5]% Chance to Daze for 2 Seconds
Some guiding principles on how I’ve chosen which effects we want to have across Boots, Pants, Gloves, Chest and Head gear pieces are written below:
We want to have one of each type of effect across our gear set to diversify our stagger application. It’s important to have this diversification because applying the same type of stagger effect twice or more times in quick succession reduces the effectiveness of that type of stagger effect (for how long is not currently known)
In our build, we already have daze from Smoke Grenade and Concussive Strikes, and we already have slow from Caltrops, so we will need to pick up:
1x Freezing effect
1x Stun effect
1x Immobilise effect
4th CC effect: You can either pick up another 1x Freezing effect to freeze enemies more often and trigger Frigid Finesse and Frostbitten bonuses more often, or pick up 1x Slow effect for better stagger diversification and damage reduction from slowed enemies from the Cheap Shot board
We also pick up 1x crowd control duration rather than getting a 5th CC effect on our last piece to help boost the effectiveness of each of the following and to reduce the chance of diminishing stagger effect (by applying too many individual CC effects):
All tempering lucky hit chance to CC effects
Concussive strikes
Smoke Grenade
We should end up with 4x lucky hit CC effects and 1x crowd control duration across Boots, Pants, Gloves, Chest and Head gear pieces
The above needs more testing, but that’s the current idea
Crossbows come with vulnerable damage, which boosts your Victimise base damage. However, this damage increase from vulnerable damage in the scheme of things is not major. This damage increase is pretty much unconditional however
Bows have extra damage to distant enemies, which can be nice sometimes but it can be hard to keep your distance from enemies at times especially if you’re trying to optimise damage your output with Dash and Caltrops, which require you to get close
Bows shoot faster and can apply CC effects quicker this way. This in theory staggers bosses quicker. However, bows have been found to not quite shoot 22% faster than crossbows in some circumstances, and applying CC effects quickly have some diminishing returns even if true.
Furthermore, you can apply stagger on bosses using cooldowns such as Shadow Step and Smoke Grenade which aren’t affected by how much faster you can shoot with a bow
Crossbows also gain us a higher Weapon Mastery passive bonus than what bows can do, though only by 3% at rank 3 of Weapon Mastery. Although Weapon Mastery with a bow increases your damage to vulnerable enemies, it does not contribute to your Victimise base damage in the same way that the Malice passive does
Bows look cooler because of transmogs and because you’re shooting faster
While for this build there is no clear winner between using a bow or crossbow, it will ultimately be decided for you based on what you find or trade for out in the field and how lucky you get with your tempering rolls. Swords vs Daggers We use Heartseeker for our “core” attacks, so we will only rely on our swords or daggers for their damage bonuses. Swords come with extra critical strike damage and daggers come with extra damage versus close enemies. Given that we will have a high amount of critical strike chance with this build and we may be fighting from afar quite often, going with swords is more ideal for this build. Survivability For survivability, there are a few things that will help us here.
Dark Shroud with Umbrous aspect - Dark Shroud with up to 15 ranks gives up to 68% damage reduction when 5 shadows are active. Umbrous aspect allows you to gain shadows when you hit enemies with Heartseeker. Since you lose shadows every time you take direct damage, being able to get them back quickly is important
Dodge - Dodge allows you to avoid taking damage from hits altogether. Apart from the obvious benefit of avoiding damage, not taking damage also helps preserve your Dark Shroud shadows. Beware however that dodge doesn’t reduce the damage you take when you do take damage, and dodge doesn’t avoid certain ground effects or damage from damage over time sources, so don’t rely on dodge too much. Somewhere between 50% to 70% dodge should be enough without stretching you too much
Life - The more life you have, the more punishment you can take. Try and aim for around 40,000 life or a little bit more to ensure you can take most hits without dying
Damage reduction - Pick up damage reduction where you can. The following paragon nodes should be secured to help you survive:
Damage reduction from vulnerable enemies on Exploit Weakness
Damage reduction from elite enemies on Cheap Shot
Damage reduction from trapped enemies on Deadly Ambush
Ranger glyph
Damage reduction from slowed enemies on Cheap Shot if you have 1x Slow effect from tempering. Note that this form of damage reduction is less important since it doesn’t work on bosses
Resistances - Resistances can be maxed out without any gear rolling resistance affixes by
Tempering Fire, Lightning, Poison or Shadow resistance on the Chest piece
Getting the Leyrana’s board with a maxed out Pride glyph
Getting the cold resistance cluster of nodes from on Exploit Weakness (30 out of 35% worth)
Making sure that your rings natively roll cold resistance on them on their inherent affix. If you can only get 1 ideal ring with cold resistance on it, then pick up the remaining 5% cold resistance node on Exploit Weakness as well to top up your cold resistance
Crowded Sage vs Assimilation - Both aspects have 8% extra dodge on them. Crowded Sage will be better against lots of smaller attacks, where as Assimilation will be better for less frequent but harder hitting attacks, so take your pick
More defensive - If necessary, swap Elements aspect for Might aspect or Assimilation/Crowded Sage aspect (requires some aspect shuffling) to further improve survivability. You can also gain the full glyph bonus on No Witnesses by swapping to Diminish (damage reduction) and adding more surrounding strength nodes
Levelling
At the start of your levelling journey, you should follow any other levelling guide out there that uses Rapid Fire, Barrage or Penetrating Shot and use combo points. Once you reach the key passives at the bottom of your skill tree, you should use Precision for the foreseeable future. There are a few key ingredients that you should get before switching over to using Heartseeker and Victimise: Heartseeker:
Mid to high roll Moonrise aspect, ready to put on your ranged weapon slot
Mid to high roll Adaptability aspect, ready to put on an amulet slot
Rapid aspect, ready to put on any offensive slot
Victimise (see below) since Precision doesn’t work with Heartseeker
Ideal: Ranks to Heartseeker on pants, chance to cast Heartseeker twice, etc
Victimise:
Either Accursed Touch aspect or Lucky hit chance to make targets vulnerable on one of your rings. Note that you will drop Accursed Touch long term but it can be handy to use while levelling
Exploit glyph
Some lucky hit chance affixes (20+). Gloves are the best spot to get this early
High amount of vulnerable damage bonuses (200+)
Ideal: At least 2 double dipping interactions from your paragon
High-end Pit
In high-end Pit content, even trash enemies will take a little while to kill. This will force you to use your Caltrops, Smoke Grenade and other tools more often to maintain an efficient clear speed. With this in mind, see the notes below on the changes to make from the standard build.
Swap Concealment for Death Trap + Prime Death Trap, Death Trap will be used to tightly group enemies together and to activate Trap Mastery
Swap Stutter Step for Trap Mastery, since we will not be speed farming but trying to maximise damage output when we activate Death Trap
Swap Inner Sight for Preparation, while we can’t lower Death Trap’s cooldown with Preparation, we will use it to lower other cooldowns with Death Trap. Given that Inner Sight will likely perform badly in higher levels of Pit, this swap becomes sensible
Swap Agility cooldown reduction for Trap cooldown reduction to help maximise the uptime for Death Trap
Swap Combat glyph for Ambush glyph, Combat glyph makes sense in a more agile build, but we will become more heavily reliant on Caltrops and Death Trap for damage output, so Ambush will give us a small damage boost over Combat
If necessary, swap Elements aspect for Hectic aspect (requires some aspect shuffling) to further improve the cooldown refresh for Death Trap
Boss Attack Rotation
Spam Heartseeker to ramp up all of your damage modifiers - Heartseeker, Moonrise, Exploit Weakness, Chip - and to apply constant CC effects on the boss until they are close to being staggered. Save your Smoke Grenade for now
Once staggered, quickly Shadow Step them, throw down Caltrops and Dash through them
Spam Heartseeker into them while standing still
Once the boss comes out of stagger, throw your Smoke Grenade then spam Heartseeker to apply constant CC effects on the boss until they are close to being staggered again
Once staggered, quickly Shadow Step them, throw down Caltrops and Dash through them
Spam Heartseeker into them while standing still
Repeat this process until the boss is dead
Situational Skill Usage
Use Dash or Concealment to disengage when you feel in danger. Remember to not disengage for too long otherwise you will lose your ramp up damage modifiers - Heartseeker, Moonrise, Exploit Weakness, Chip
Use Shadow Step when you get CC’ed, making sure that it’s safe to do so first
Use Caltrops but sparingly (at the start of stagger window) since Caltrops takes time to cast when you want to be shooting with Heartseeker instead to apply CC and keep damage modifiers online. This will also help ensure that you have Caltrops ready during the stagger window
Use Death Trap to refresh cooldowns, preferably on the boss to also activate Trap Mastery and brief moments of Deadly Ambush, Ambush, etc
Use Smoke Grenade when it comes off cooldown but avoid using it during the stagger window
2024.05.13 23:56 juliaxyz8 year old male - abdominal pain since February
Son 8.5 M, 45 lbs has abdominal pain since February. He doesn't go to school and stays in bed most of the time. It happened before but not as severe and went away after a month or so. We realize we need to wait longer for Amitripltyne to work but we are concened that he has rear good days (hours) and in bed most of the time. Normally he is a bright, fun and social boy and now doesn't leave his bed. Could this be something not tested for? Current Outpatient Medications famotidine 40 MG/5ML Recon susp - Take 2 mL (16 mg) by mouth at bedtime gabapentin (Neurontin) 250 MG/5ML Solution Take 3 mL (150 mg) by mouth twice a day
hyoscyamine 0.125 MG Tab - does not help
amitriptyline 10 mg Tab - full dosage started May 2nd, makes him agressive
Medical History Summary: 8.5 years old has been constipating for many years. He has been diagnosed with encopresis in 2021. Ever since he was diagnosed with encopresis He was on MiraLAX .5 to .75 cup twice a day. This helped him to control his constipation. During all this time except for approximately a few weeks he was soiling his pants almost daily. He was also frequently complaining about abdominal pain. Per doctor’s recommendation we were reminding him to sit on the toilet after each meal. Feeding him with homemade meals and we try to limit processed food. We did physical therapy and psychologist therapy. He has a toilet foot stool and seat. About 1 year ago (January 2023), a bowel cleanup was performed per Max’s pediatrician recommendations. One cupful of MiraLAX was given every 3 hours. (No fasting or clear food diet was recommended) During that time evacuated lots of poops with diarrhea content. We did not achieve the yellow fluid and stopped after a couple of days. Since this cleanup Max experienced severe abdominal pain for about a month. Per GI doctor recommendation, we were no longer doing cleanup to avoid severe abdominal pain. Instead, Max was back on his MiraLAX dose .75 cup twice a day with fiber gummies 4mg a day. He has good apetite most of the time, except after a dose of Exlax. His stool was always help soft over these years. Notes from GI visit April 22nd - Today he has more guarding, mild distension and tenderness. I can't tell if he has a surgical abdomen (ie volvulus, appendicitis) but it is not associated with vomiting or eating. His most likely diagnosis is abdominal migraines (abdominal pain and headaches) and anxiety at this point, but the pattern has been consistent without as much good days. Activity makes him worse, and we have considered ACNES as well. He has had multiple cleanouts, and the periodic soiling could be from inattentiveness. Perhaps this is from constipation, but should rule out surgical abdomen at this time. We had a long conversation today about abdominal migraines, but upon repeat exam, it is still quite guarded. Pain is daily / off and on. Has had 2 good days in last 3 weeks Appetite is good except when pain is high. No vomiting. Stooling daily with miralax. Sleeping well. UPPER Endoscopy Diagnosis A. Duodenum, mucosal biopsy:- Duodenal mucosa with no pathologic change. B. Duodenum, bulb, mucosal biopsy:- Duodenal mucosa with a small lamina propria lymphoid aggregate. C. Stomach, antrum/body, mucosal biopsy: - Antral-and oxyntic-type gastric mucosa with focal features of mild reactive (chemical) gastropathy. D. Esophagus, distal, mucosal biopsy: - Squamous epithelium with rare intraepithelial eosinophils (up to 2 per high-power field). E. Esophagus, proximal, mucosal biopsy:- Squamous epithelium with rare intraepithelial eosinophils (up to 1 per high-power field). The overall findings are nonspecific. The esophageal findings do not meet threshold numerical criteria for a diagnosis of eosinophilic esophagitis. Reflux related changes are favored. Clinical correlation is recommended.
CT ABDOMEN PELVIS W CONTRAST
Narrative
IMPRESSION:Normal appendix. No CT evidence of inflammatory changes in the abdomen or pelvis. Moderate stool burden in the colon.NarrativeINDICATION: o appendicitis/abscess - GI requesting CT d/t guarding/distensionEXAMINATION: CT ABDOMEN AND PELVIS WITH CONTRAST - CT Abdomen And Pelvis W/ Contrast InjectionTECHNIQUE: Multiple axial images were obtained of the abdomen and pelvis following IV contrast. A radiation dose optimizationtechnique was used for this scan. DLP: 29.8 , CTDI vol: 0.63IV Contrast dosage and agent: 63 mL of Isovue 300Oral contrast: Administered.COMPARISON: None.____________________________________________FINDINGS:LOWER CHEST: Lung bases are clear without any infiltrate. No pleural effusion noted. There is no cardiomegaly or pericardialeffusion.LIVER: The liver has a homogeneous density. No focal masses noted. There is no intrahepatic biliary ductal dilatation.GALLBLADDER AND BILIARY TREE: No calcified gallstones. No gallbladder distension or wall edema. No intra- or extrahepaticbiliary ductal dilation.PANCREAS: No focal cystic or solid mass. There is no pancreatic ductal dilatation or peripancreatic fluid.SPLEEN: Normal size without focal cystic or solid mass.ADRENAL GLANDS: Normal.KIDNEYS AND URETERS: Both kidneys have a normal enhancement without hydronephrosis, renal cysts, masses or perinephric fluid.There is no hydroureter.PERITONEUM: No ascites or free air. No other fluid collection.BOWEL: No abnormal dilatation of the bowel loops is noted. Contrast is noted in several nondilated small bowel loops and in thecolon up to the splenic flexure. Moderate stool noted in the colon, including the rectum. Terminal ileum is visualized andappears normal. A normal caliber partially contrast filled appendix is seen in the right lower quadrant. A few scattered foci ofair also noted in the appendix. No adjacent inflammatory changes are seen. The appendix is best visualized on axial series #2,images 58-69/139.LYMPH NODES: No enlarged mesenteric or retroperitoneal lymph nodes.VESSELS: Vasculature appears normal. No stenosis or aneurysmal dilatation noted.URINARY BLADDER: Appears normal without wall thickening, mass or trabeculations.REPRODUCTIVE ORGANS: No pelvic masses.ABDOMINAL WALL: No discrete abdominal or pelvic wall hernia.BONES: No lytic or blastic abnormality. Blood tests - Collection date: April 30, 2024 11:08 AM Lactase 13.9 Normal value: >=14.0 nmol/min/mg Prot Sucrase 51.0 Normal value: >=19.0 nmol/min/mg Prot Maltase 201.3 Normal value: >=70.0 nmol/min/mg Prot Palatinase 15.8 Normal value: >=6.0 nmol/min/mg Prot Glucoamylase 24.2 Normal value: >=8.0 nmol/min/mg Prot
Sed Rate 9
Ferritin 24.7
C-Reactive Protein < .5
Lead, Venous, B <.1
White Blood Count 5.98
Hemoglobin 14.7
Mean Cell Volume 81.8
MCHC 34.5
Platelet Count 302
Red Blood Count 5.21
Hematocrit 42.6
MCH 28.2
RDW 12.4
MPV 8.8
Segmented Neutrophils (ABS #) 2.35
Final Absolute Neutrophil Count 2.35
Lymphocytes (ABS #) 3.8
Eosinophils (ABS #) 0.05
Immature Granulocytes (ABS #) 0
Monocytes (ABS #) .47
Basophils (ABS #) .03
Add: he has headaches on the right side and sensativity to light, not sure how often but at least several times a week.
2024.05.13 22:24 allbraves08How might we build a better Lightsmith?
TL:DR Lightsmith (Holy/Prot Pally) needs some sauce and I think I have some fun ideas that stick with the fantasy aesthetically, while bringing back a (potentially controversial) Shadowlands ability. It's not a short read, but I hope you'll come with me! Suffice to say, the Lightsmith tree has been pretty polarizing. Regardless, I got to thinking over the weekend about what a fun version of a "Lightsmith" might look like to me. I came up with the below and thought I'd share. A couple of disclaimers. I have been a Ret main since Wrath, but I play a good bit of Prot (especially in M+). I have not healed in any meaningful content since BC. That to say, forgive me if any of the below misses on nuances of those roles. For Holy Pally, this really leans more toward that melee healer idea, being in the thick of things. It's less supportive, tho still perfectly workable, for anyone playing a more turret-style version of the spec. *All numbers suggested are made up!* I pulled them out of the air. Some may be too strong, others too weak. I reused/repurposed some of the existing Lightsmith nodes to help fill out the tree. I will italicize my explanations/notes. Sorry if some of them are wordy, obviously this will never be able to be tested to see how it works so I figured I'd over-explain. For the core fantasy, I was focusing mostly on what sounds fun to me. I hope it sounds fun to most of you too. Clearly, this is unlikely to ever get seen by Blizz, much less to ever get made. But, it's fun to play around with some ideas and I was bored. Here we go!
Lightsmith
- Keystone: Drop an Anvil of the Light at the targeted location. (4 min CD). (don't worry, there's CDR in the tree) Upon landing, the Anvil deals X damage to all enemies in the area, split evenly. The Anvil will remain for 15 seconds, and the blast area where it landed becomes Hallowed Ground. (yes I realize this is the name of a pvp talent. rename one or the other. anyway, point is, this serves as a way to bring back the \general functionality*, not necessarily the exact numbers, of Ashen Hallow. for those who don't know, Ashen Hallow did damage and healing in an area and allowed the Paladin to cast Hammer of Wrath on any target in the area.) *Each time the Anvil is struck** (takes damage, directly or indirectly, from yourself or any ally) it gains a stack of Heat of the Lightforge. (limit 2 stacks/second). (aoe counts, the intent is that stacks are easy to gain and offer some interactivity, but don't run out of control. As a matter of art assets here, I imagine a glowing, fiery Anvil falling from the sky, hitting the ground with impact, and a rolling wave of Light/Fire moving out from it, like Consecrate on steroids. Maybe the Hallowed Ground effect could use the sort of stained-glass-consecrate art we've seen some NPCs use) Going down the center column first and focusing on the main functionality of the Anvil: - Upper Center Node: Each stack of Heat of the Lightforge increases the effects of Hallowed Ground by 1% (tune as necessary, interaction with the Anvil is the key.) - Middle Center Node:Casting Hammer of Wrath (free casts of which are provided by Hallowed Ground) on the Anvil causes 5 Holy Embers to fly from its surface. Holy Embers seek out random party and raid members and cause their spells and abilities to do 2% extra damage and healing as Holy, prefer damage dealers. Stacks up to three times. Embers last 10 seconds, new Embers do not refresh duration. - Lower Center Node:Casting Hammer of Wrath on the Anvil now additionally sends out 3 Searing Embers. Searing Embers seek out enemies and place a dot on them for X damage for 20 seconds. Searing Embers stack up to 6 times, stacks don't refresh duration. Each stack of Searing Embers increases damage received from Holy Embers by 10%. (There may be a better way to word/accomplish this, but the intent here is to give some texture/interactivity to the Embers beyond just % increases, and to increase their relative value on single-target. tune as needed to make the total damage gained from the Embers worthwhile vs casting Hammer of Wrath on an enemy directly. The paladin using hammers to strike the Anvil is the fantasy here.) Now heading down the left column and focusing on more ancillary bits with the Anvil: - Upper Left, Choice Node:Choice A) The Anvil knocks enemies in its area down upon landing. Choice B) When you cast Hammer of Justice on the Anvil, you cause a Ringing Strike, silencing all enemies within 12 yds for 4 seconds. (Gives players a choice between a stop vs a longer silence. Some might say a stop is "better", but the silence choice also means the player doesn't have to hold the Anvil cast waiting on the right moment, and thus will get more uses out of the Anvil overall. Plus I really liked both the idea of the Paladin using their various hammers to interact with the Anvil directly, and the idea that an Anvil is heavy, and dropping one on people would naturally knock them down.) - Middle Left Node:Every Holy Power you spend reduces the cooldown of Anvil of the Light by 0.5 seconds. (Or whatever works tuning-wise) - Lower Left Node: (Repurposed) When the Anvil fades, the CD of Lay on Hands is reduced by 20 sec and you gain Shining Light/Infusion of Light. And finally the right column and working with Hallowed Ground: - Upper Right, Choice Node:Choice A) Extend the radius of Hallowed Ground to 12 yds. Choice B) Extend the duration of Hallowed Ground (does not include the Anvil) by 5 seconds. - Middle Right Node: (Repurposed) Judgment critical strikes on targets within Hallowed Ground cause a shockwave around the target, dealing X additional damage or healing at the target's location. - Lower Right, Choice Node:Choice A) Enemies within Hallowed Ground are snared. Choice B) When you are within Hallowed Ground, the duration of crowd control effects against you are reduced by 33%. Last but not least... - Capstone:After 15 seconds, the Anvil's Light will fade and all effects it granted will be lost. For 5 seconds thereafter, the Paladin may choose a Holy Armament pulled from the Anvil's dying fires for their own use. Either a Sacred Weapon or a Holy Bulwark. Each stack of Heat of the Lightforge that the Anvil had possessed upon expiry will increase the armaments effects by 1%. (Same names offered by current Lightsmith, but only the Paladin gets them, meaning they can be juiced up and tuned for that, like they did for Oracle when they changed it to only affect the Priest. Choice functionality would likewise be similar to how Oracle works, each ability cast once the Armament is available would cycle the weapons, press Anvil button again to choose the weapon.)
2024.05.13 18:55 No_Concentrate8575How onion services work
Hi. It's just curiosity, but I've searched unsuccessfully about how onion services work in practice. What tricks me is that, to be reacheable, some exit relay should listen for requests for that address, and then proxy it to the next node until the server. So is it the way? When someone starts an onion service, it will ask for the circuit not to request something, but to listen for requests and the exit relay would act as a reverse proxy for every address it was requested to listen? Also, how does DNS resolution for .onion TLD work, once there is no central root service to ask? Is it spread through all the nodes whenever it's needed?
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