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2019.12.01 15:53 Lethaloneyap $SHIB Community Subreddit

⦿ A place for $SHIB enthusiasts to talk about their favorite coin.
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We Are The Top 100% Of Reddit!!!
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This subreddit is for anything and everything Milk and things relating to milk (Ex. Cows)
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2024.05.18 22:34 aspiringeverythingg The start of my epic sci-fi novel - feedback would be appreciated

Before the conception of the universe we now know, there was a single species, alone among the stars, the planets, the moons, isolated in their ways - or so they thought. From nothing, they became something: biological beings built with the construction of a sense for purpose and longing. For millions of years their kind thrived, the only living beings in relative perimeter with the cognitive function high enough to talk, build technology and abuse that technology, power-mongering creatures born with the gift and curse of consciousness. As they evolved through the ages, their greed also grew as they saw possibilities of what their world could be. After centuries of impressive technological advancement, it all came to a swift end when technology began to construct existence and evolution turned into the anarchy of mind-rotting individualists ready to reach for the universe. They knew no other than what they were and when their inevitable downfall came after many years of near self-destruction, nobody was there to save them.
The planet they lived on, earth, crumbled in animosity and war after tension grew too high, falling off the pit of existence. The most intelligent of their kind, specially gifted scientists deemed smart enough to continue the human race, were able to escape the planet before its decimation. They were tasked with the voluminous challenge of settling down on the planet TS-19, that had tested successfully for compatibility, a century before. There had previously been many attempts at colonization on other planets, but all had failed due to human greed and corruption. Now there was nobody there to spurt the weakness of the previous failures. The team of fifty scientists managed to settle down on TS-19, taking five decades longer than they had originally estimated, although not mattering much due to the incubation chambers they had developed on earth before. Settling down on the planet, almost 1.5 billion light years away, the scientists discovered a rich and conditioned atmosphere where civilization would be able to thrive.
For the first time in ages, a sense of hope was restored as the future looked brighter than it ever had on earth. The scientists discovered not only the inspiring potential for life but a profound new energy source, found in the rich soil of the planet, which had previously gone undetected in their research. The newfound energy source, named soldane, a purple clay like substance, was discovered to dramatically increase cognitive ability, improving the function of the mind by over 300%, allowing for abilities and ideas that were previously unable to be conceptualized and thought to be unattainable. The fumes of the soldane alone were enough to initiate this function partly and explained the purple tint of the planet, which was accompanied by a fluorescent glow beaming from the oceans which covered almost seventy percent of the planet.
The scientists, in awe of the world they had discovered that was seven times larger than earth, which we now know today as concord, examined the soldane closely, discovering when consuming it, that it gave a new perception of reality than what they had known it before, changing the way they thought, the speed at which they thought at, as their neurotransmitters rapidly sped up, connections and impulses within the mind moving close to light speed. With this also came the ability to live for hundreds of thousands of years without even showing a wrinkle and instead of abusing this and trying to prevent another possible collapse in existence, the scientists decided to give life another chance, genetically modifying preserved embryos they had taken from earth and injecting them with small amounts of liquified soldane to start their breeding program. Although risky, the results were successful in creating Generation 0, the first generation of concordions. This new species, genetically enhanced and smarter than humans in every way, thrived as their advanced intelligence grew to heights above the scientists who had enabled their life. Their skin, a shade of light purple and their eyes, entirely black, were the future of all endless possibilities and everything that could come after.
The scientists who had come a long way from their original plan, raised the new species as pets to experiment on. Not learning the consequences of containment and violation from earth, the scientists met a miserable fate when after only a few months of development, the oppressed beings lashed out from their cages, ripping the scientists to shreds with their bare hands. And so forth, the new species was born, concordians, they called themselves, idealistic in their nature and relentless in their will to build a new world. From the ashes of civilization, ruins that bore no sign of reformation, the entire planet was built up slowly, soldane being utilized to create the perfect paradise, as the concordians matured into experienced and extremely sophisticated individuals, fascinated by the idea of life.
submitted by aspiringeverythingg to StoryWriting [link] [comments]


2024.05.18 22:33 aspiringeverythingg The start of my epic sci-fi novel - feedback would be appreciated

Before the conception of the universe we now know, there was a single species, alone among the stars, the planets, the moons, isolated in their ways - or so they thought. From nothing, they became something: biological beings built with the construction of a sense for purpose and longing. For millions of years their kind thrived, the only living beings in relative perimeter with the cognitive function high enough to talk, build technology and abuse that technology, power-mongering creatures born with the gift and curse of consciousness. As they evolved through the ages, their greed also grew as they saw possibilities of what their world could be. After centuries of impressive technological advancement, it all came to a swift end when technology began to construct existence and evolution turned into the anarchy of mind-rotting individualists ready to reach for the universe. They knew no other than what they were and when their inevitable downfall came after many years of near self-destruction, nobody was there to save them.
The planet they lived on, earth, crumbled in animosity and war after tension grew too high, falling off the pit of existence. The most intelligent of their kind, specially gifted scientists deemed smart enough to continue the human race, were able to escape the planet before its decimation. They were tasked with the voluminous challenge of settling down on the planet TS-19, that had tested successfully for compatibility, a century before. There had previously been many attempts at colonization on other planets, but all had failed due to human greed and corruption. Now there was nobody there to spurt the weakness of the previous failures. The team of fifty scientists managed to settle down on TS-19, taking five decades longer than they had originally estimated, although not mattering much due to the incubation chambers they had developed on earth before. Settling down on the planet, almost 1.5 billion light years away, the scientists discovered a rich and conditioned atmosphere where civilization would be able to thrive.
For the first time in ages, a sense of hope was restored as the future looked brighter than it ever had on earth. The scientists discovered not only the inspiring potential for life but a profound new energy source, found in the rich soil of the planet, which had previously gone undetected in their research. The newfound energy source, named soldane, a purple clay like substance, was discovered to dramatically increase cognitive ability, improving the function of the mind by over 300%, allowing for abilities and ideas that were previously unable to be conceptualized and thought to be unattainable. The fumes of the soldane alone were enough to initiate this function partly and explained the purple tint of the planet, which was accompanied by a fluorescent glow beaming from the oceans which covered almost seventy percent of the planet.
The scientists, in awe of the world they had discovered that was seven times larger than earth, which we now know today as concord, examined the soldane closely, discovering when consuming it, that it gave a new perception of reality than what they had known it before, changing the way they thought, the speed at which they thought at, as their neurotransmitters rapidly sped up, connections and impulses within the mind moving close to light speed. With this also came the ability to live for hundreds of thousands of years without even showing a wrinkle and instead of abusing this and trying to prevent another possible collapse in existence, the scientists decided to give life another chance, genetically modifying preserved embryos they had taken from earth and injecting them with small amounts of liquified soldane to start their breeding program. Although risky, the results were successful in creating Generation 0, the first generation of concordions. This new species, genetically enhanced and smarter than humans in every way, thrived as their advanced intelligence grew to heights above the scientists who had enabled their life. Their skin, a shade of light purple and their eyes, entirely black, were the future of all endless possibilities and everything that could come after.
The scientists who had come a long way from their original plan, raised the new species as pets to experiment on. Not learning the consequences of containment and violation from earth, the scientists met a miserable fate when after only a few months of development, the oppressed beings lashed out from their cages, ripping the scientists to shreds with their bare hands. And so forth, the new species was born, concordians, they called themselves, idealistic in their nature and relentless in their will to build a new world. From the ashes of civilization, ruins that bore no sign of reformation, the entire planet was built up slowly, soldane being utilized to create the perfect paradise, as the concordians matured into experienced and extremely sophisticated individuals, fascinated by the idea of life.
submitted by aspiringeverythingg to AspiringAuthors [link] [comments]


2024.05.18 22:33 aspiringeverythingg The start of my epic sci-fi novel - would appreciate feedback

Before the conception of the universe we now know, there was a single species, alone among the stars, the planets, the moons, isolated in their ways - or so they thought. From nothing, they became something: biological beings built with the construction of a sense for purpose and longing. For millions of years their kind thrived, the only living beings in relative perimeter with the cognitive function high enough to talk, build technology and abuse that technology, power-mongering creatures born with the gift and curse of consciousness. As they evolved through the ages, their greed also grew as they saw possibilities of what their world could be. After centuries of impressive technological advancement, it all came to a swift end when technology began to construct existence and evolution turned into the anarchy of mind-rotting individualists ready to reach for the universe. They knew no other than what they were and when their inevitable downfall came after many years of near self-destruction, nobody was there to save them.
The planet they lived on, earth, crumbled in animosity and war after tension grew too high, falling off the pit of existence. The most intelligent of their kind, specially gifted scientists deemed smart enough to continue the human race, were able to escape the planet before its decimation. They were tasked with the voluminous challenge of settling down on the planet TS-19, that had tested successfully for compatibility, a century before. There had previously been many attempts at colonization on other planets, but all had failed due to human greed and corruption. Now there was nobody there to spurt the weakness of the previous failures. The team of fifty scientists managed to settle down on TS-19, taking five decades longer than they had originally estimated, although not mattering much due to the incubation chambers they had developed on earth before. Settling down on the planet, almost 1.5 billion light years away, the scientists discovered a rich and conditioned atmosphere where civilization would be able to thrive.
For the first time in ages, a sense of hope was restored as the future looked brighter than it ever had on earth. The scientists discovered not only the inspiring potential for life but a profound new energy source, found in the rich soil of the planet, which had previously gone undetected in their research. The newfound energy source, named soldane, a purple clay like substance, was discovered to dramatically increase cognitive ability, improving the function of the mind by over 300%, allowing for abilities and ideas that were previously unable to be conceptualized and thought to be unattainable. The fumes of the soldane alone were enough to initiate this function partly and explained the purple tint of the planet, which was accompanied by a fluorescent glow beaming from the oceans which covered almost seventy percent of the planet.
The scientists, in awe of the world they had discovered that was seven times larger than earth, which we now know today as concord, examined the soldane closely, discovering when consuming it, that it gave a new perception of reality than what they had known it before, changing the way they thought, the speed at which they thought at, as their neurotransmitters rapidly sped up, connections and impulses within the mind moving close to light speed. With this also came the ability to live for hundreds of thousands of years without even showing a wrinkle and instead of abusing this and trying to prevent another possible collapse in existence, the scientists decided to give life another chance, genetically modifying preserved embryos they had taken from earth and injecting them with small amounts of liquified soldane to start their breeding program. Although risky, the results were successful in creating Generation 0, the first generation of concordions. This new species, genetically enhanced and smarter than humans in every way, thrived as their advanced intelligence grew to heights above the scientists who had enabled their life. Their skin, a shade of light purple and their eyes, entirely black, were the future of all endless possibilities and everything that could come after.
The scientists who had come a long way from their original plan, raised the new species as pets to experiment on. Not learning the consequences of containment and violation from earth, the scientists met a miserable fate when after only a few months of development, the oppressed beings lashed out from their cages, ripping the scientists to shreds with their bare hands. And so forth, the new species was born, concordians, they called themselves, idealistic in their nature and relentless in their will to build a new world. From the ashes of civilization, ruins that bore no sign of reformation, the entire planet was built up slowly, soldane being utilized to create the perfect paradise, as the concordians matured into experienced and extremely sophisticated individuals, fascinated by the idea of life.
submitted by aspiringeverythingg to KeepWriting [link] [comments]


2024.05.18 22:32 aspiringeverythingg The start of my epic sci-fi novel - please give feedback

Before the conception of the universe we now know, there was a single species, alone among the stars, the planets, the moons, isolated in their ways - or so they thought. From nothing, they became something: biological beings built with the construction of a sense for purpose and longing. For millions of years their kind thrived, the only living beings in relative perimeter with the cognitive function high enough to talk, build technology and abuse that technology, power-mongering creatures born with the gift and curse of consciousness. As they evolved through the ages, their greed also grew as they saw possibilities of what their world could be. After centuries of impressive technological advancement, it all came to a swift end when technology began to construct existence and evolution turned into the anarchy of mind-rotting individualists ready to reach for the universe. They knew no other than what they were and when their inevitable downfall came after many years of near self-destruction, nobody was there to save them.
The planet they lived on, earth, crumbled in animosity and war after tension grew too high, falling off the pit of existence. The most intelligent of their kind, specially gifted scientists deemed smart enough to continue the human race, were able to escape the planet before its decimation. They were tasked with the voluminous challenge of settling down on the planet TS-19, that had tested successfully for compatibility, a century before. There had previously been many attempts at colonization on other planets, but all had failed due to human greed and corruption. Now there was nobody there to spurt the weakness of the previous failures. The team of fifty scientists managed to settle down on TS-19, taking five decades longer than they had originally estimated, although not mattering much due to the incubation chambers they had developed on earth before. Settling down on the planet, almost 1.5 billion light years away, the scientists discovered a rich and conditioned atmosphere where civilization would be able to thrive.
For the first time in ages, a sense of hope was restored as the future looked brighter than it ever had on earth. The scientists discovered not only the inspiring potential for life but a profound new energy source, found in the rich soil of the planet, which had previously gone undetected in their research. The newfound energy source, named soldane, a purple clay like substance, was discovered to dramatically increase cognitive ability, improving the function of the mind by over 300%, allowing for abilities and ideas that were previously unable to be conceptualized and thought to be unattainable. The fumes of the soldane alone were enough to initiate this function partly and explained the purple tint of the planet, which was accompanied by a fluorescent glow beaming from the oceans which covered almost seventy percent of the planet.
The scientists, in awe of the world they had discovered that was seven times larger than earth, which we now know today as concord, examined the soldane closely, discovering when consuming it, that it gave a new perception of reality than what they had known it before, changing the way they thought, the speed at which they thought at, as their neurotransmitters rapidly sped up, connections and impulses within the mind moving close to light speed. With this also came the ability to live for hundreds of thousands of years without even showing a wrinkle and instead of abusing this and trying to prevent another possible collapse in existence, the scientists decided to give life another chance, genetically modifying preserved embryos they had taken from earth and injecting them with small amounts of liquified soldane to start their breeding program. Although risky, the results were successful in creating Generation 0, the first generation of concordions. This new species, genetically enhanced and smarter than humans in every way, thrived as their advanced intelligence grew to heights above the scientists who had enabled their life. Their skin, a shade of light purple and their eyes, entirely black, were the future of all endless possibilities and everything that could come after.
The scientists who had come a long way from their original plan, raised the new species as pets to experiment on. Not learning the consequences of containment and violation from earth, the scientists met a miserable fate when after only a few months of development, the oppressed beings lashed out from their cages, ripping the scientists to shreds with their bare hands. And so forth, the new species was born, concordians, they called themselves, idealistic in their nature and relentless in their will to build a new world. From the ashes of civilization, ruins that bore no sign of reformation, the entire planet was built up slowly, soldane being utilized to create the perfect paradise, as the concordians matured into experienced and extremely sophisticated individuals, fascinated by the idea of life.
submitted by aspiringeverythingg to FictionWriting [link] [comments]


2024.05.18 21:18 aspiringeverythingg The start of my epic sci-fi novel - please give feedback

Before the conception of the universe we now know, there was a single species, alone among the stars, the planets, the moons, isolated in their ways - or so they thought. From nothing, they became something: biological beings built with the construction of a sense for purpose and longing. For millions of years their kind thrived, the only living beings with the cognitive function high enough to talk, build technology and abuse that technology, power-mongering creatures born with the gift and curse of consciousness. As they evolved through the ages, their greed also grew as they saw possibilities of what their world could be. After centuries of impressive technological advancement, it all came to a swift end when technology began to construct existence and evolution turned into the anarchy of mind-rotting individualists ready to reach for the universe. They knew no other than what they were and when their inevitable downfall came after many years of near self-destruction, nobody was there to save them.
The planet they lived on, earth, crumbled in animosity and war after tension grew too high, falling off the pit of existence. The most intelligent of their kind, specially gifted scientists deemed smart enough to continue the human race, were able to escape the planet before its decimation. They were tasked with the voluminous challenge of settling down on the planet TS-19, that had tested successfully for compatibility, a century before. There had previously been many attempts at colonization on other planets, but all had failed due to human greed and corruption. Now there was nobody there to spurt the weakness of the previous failures. The team of fifty scientists managed to settle down on TS-19, taking five decades longer than they had originally estimated, although not mattering much due to the incubation chambers they had developed on earth before. Settling down on the planet, almost 1.5 billion light years away, the scientists discovered a rich and conditioned atmosphere where civilization would be able to thrive.
For the first time in ages, a sense of hope was restored as the future looked brighter than it ever had on earth. The scientists discovered not only the inspiring potential for life but a profound new energy source, found in the rich soil of the planet, which had previously gone undetected in their research. The newfound energy source, named soldane, a purple clay like substance, was discovered to dramatically increase cognitive ability, improving the function of the mind by over 300%, allowing for abilities and ideas that were previously unable to be conceptualized and thought to be unattainable. The fumes of the soldane alone were enough to initiate this function partly and explained the purple tint of the planet, which was accompanied by a fluorescent glow beaming from the oceans which covered almost seventy percent of TS-19.
The scientists, in awe of the world they had discovered that was seven times larger than earth, which we now know today as concord, examined the soldane closely, discovering when consuming it, that it gave a new perception of reality than what they had known it before, changing the way they thought, the speed at which they thought at, as their neurotransmitters rapidly sped up, connections and impulses within the mind moving close to light speed. With this also came the ability to live for hundreds of thousands of years without even showing a wrinkle and instead of abusing this and trying to prevent another possible collapse in existence, the scientists decided to give life another chance, genetically modifying preserved embryos they had taken from earth and injecting them with small amounts of liquified soldane to start their breeding program. Although risky, the results were successful in creating Generation 0, the first generation of concordions. This new species, genetically enhanced and smarter than humans in every way, thrived as their advanced intelligence grew to heights above the scientists who had enabled their life. Their skin, a shade of light purple and their eyes, entirely black, were the future of all endless possibilities and everything that could come after.
The scientists who had come a long way from their original plan, raised the new species as pets to experiment on. Not learning the consequences of containment and violation from earth, the scientists met a miserable fate when after only a few months of development, the oppressed beings lashed out from their cages, ripping the scientists to shreds with their bare hands. And so forth, the new species was born, concordians, they called themselves, idealistic in their nature and relentless in their will to build a new world. From the ashes of civilization, ruins that bore no sign of reformation, the entire planet was built up slowly, soldane being utilized to create the perfect paradise, as the concordians matured into experienced and extremely sophisticated individuals, fascinated by the idea of life.
submitted by aspiringeverythingg to creativewriting [link] [comments]


2024.05.18 20:46 MasterHankShake The scars of IBM, half a career later

TLDR: Worked at IBM half my career, toxicity almost caused me to quit engineering, been at three corporations past IBM, overall quality of life, compensation, and technical vitality have never been better. Use levels.fyi to compare compensation for your discipline.
I worked at IBM, half a career ago. Honestly, I just found this subreddit a month or so ago, out of morbid curiosity to see how things were on the inside. I'm on my third corporation since IBM now. I was curious to see how things looked inside of IBM after all these years. What I have been reading here is appalling.
I'm glad I left.
I was in a shrinking hardware org. Only shrinking because of the lack of funding and the focus on software and services. The market was ripe for the type of products we were developing, but politics and agendas determined it was not the path the corporation should invest in. Their lack of foresight was astounding then, and I see not much has changed all these years later. This was during the reign of Palmisano and when PBCs were still a thing. Even back then (over a decade ago), the company was finding its footing after the Lenovo sale of the PC side of the business. Raises were paltry, even for promotions (low single percents down to the hundredth decimal point). Bonuses were the same. First line management was allowed to play favorites, and they always did. Stacked ranking was toxic, especially year on year where financial incentives were non-existent or dwindling. Multiple times, they shifted the salary ranges down for regional adjustments. That left you over-penetrated in your band. Annual reviews usually consisted of statements like "You're lucky you still have a job", and "It's a tough market out there, nobody is doing any better".
All lies.
I finally decided to leave on my own accord. When I told my first line manager, his response was, "Don't expect a counter-offer". Fine. My director told me they had big things planned for me, as I had deftly managed our relationship with an engineering partner, and I played a crucial role in multiple high visibility customer issues (gaming hardware, pending suit for not delivering on a contract, etc.). There were no signs of them valuing me prior to that. During my last annual PBC review, my manager simply stated that he was forced to give me a higher rating because of the impact I had on the project, but he would have preferred not to do that.
I knew leaving was the right thing to do, but something about leaving the "stability" of IBM made it much harder than it should have been. I had told myself that I was leaving engineering completely if my job offer with a company outside of IBM did not pan out. Two different first line managers had told me I was not a very good engineer.
That all changed quickly.
I ramped up faster than I had been expected to, much to my surprise as well. I was working in the core of engineering, on a very visible team, with a critical role. I was surrounded by talented engineers who were motivated and not working out of fear for their jobs or careers. That was a big change. In just over a year, I had won a division award and a corporate award. In my first year, even with just a middling rating since I was new, I had fundamentally doubled my IBM compensation. This wasn't going to last, was it?
It has.
To this date, I have migrated twice since that first hop out of IBM. Each step has further enforced that I am a good engineer, and I have the ability to make significant contributions inside the company I work for, and across the industry. It took me years to build up my confidence again after leaving IBM. I have learned to take those scars from IBM and use those experiences to mentor the next generation of engineers. Nobody deserves to work in a toxic pressure cooker like I/we did at IBM. I help my mentees see when things are not healthy, and I encourage them to advocate for themselves and help them navigate out of the toxic swamp.
The grass IS greener on the other side, executives CAN lead with visions and competence, a company CAN trust the people they have to work on a new strategic vision without laying them off and replacing them with less experienced workers.
levels.fyi is your friend. Compare your discipline and compensation with other corporations.
submitted by MasterHankShake to IBM [link] [comments]


2024.05.18 16:11 BurgerofDouble An Opinion: The Republican War Against the Humanities, and the Fight Against Critical Thinking

In August 2023, West Virginia University cut around 10 percent of their study programs, specifically the fields of world languages, history, creative writing, and education. Two months later, Gettysburg College would get rid of their award winning Review without ever consulting the English department nor the editors of the Review. Though these cuts were made in the veil of austerity measures and enrollment problems, yet the signal that has been sent by these cuts, which have effected the humanities more than any other field, is clear: There is a growing conflict between college administrations and the humanities. Why do I bring this up on a platform discussing Project 2025? I believe that these cuts are part of a larger Republican attack against higher education and more specifically, free thinking.
Colleges, ever since their inception in the Medieval period, have been as bastions of not just education, but as a facility of new ideas which challenge the status quo. However, this idea of college being a liberal bastion would only truly begin in the 1900s, specifically when it came to topics such as integration and the Vietnam War. However, there was no attack from American Conservatives. It should be noted that despite the long present signs of authoritarianism seeping its way into the Republican party, up until recently, the Republicans did not aspire to truly authoritarian policies, and had no reason to attack colleges, a pillar of American strength. However, ever since the 2016 election and the autocratic revolution that shook the Republican party, there was now sufficient reason to topple the pillars of higher education.
The first warning signs could be seen with the aftershock of the Supreme Court's overturning of Roe v. Wade, which has caused the bright and the educated to leave colleges stuck in Red states, most fleeing North to Liberal bastions of the Northeast, the Northwest, and parts of the former Rust Belt. In Florida, the public New College of Florida was decimated by DeSantis, leading to students and faculty alike fleeing North to states like New Hampshire. When viewed in combination of the de-racifying of American history in Florida and nationwide book banning, one motive stands clear in these courses of action: A conspiracy to make the American people think less. Why would the Republican party want to do this, especially in a country which attracts the world's talent because of it's higher education? Its because, as mentioned before, colleges are a bastion of liberal ideals. To a Liberal Republican, there is nothing wrong with that, but to the reactionary Republican of today, that is a threat to their very way of being.
Its become clear that as the Republican party has swayed the opinions of the old and uneducated that the educated have become less of a friend to the Republicans and more as a threat to the new reactionary Republican, spewing ideas of free will and the values of democratic rights. It's this autocratic view of education, combined with an anti-international populace who had been displaced by the free global market, and a bastardized view of Christianity which calls upon its supporters to tie down any form of secularism which has led to a tidal wave against higher education and education in general across this nation. It seems that the goal of the new Republican party is to make, as George Carlin put it best, "obedient workers.", people who are intelligent enough to hold a job or position within private or public industry, but too dumb to facilitate any philosophical opinion offered outside of the state. In a sense, they want resourceful cattle.
submitted by BurgerofDouble to Defeat_Project_2025 [link] [comments]


2024.05.17 23:07 Sandro-Halpo The Effect of Rerolls on D6 Probabilities: A Visual Guide and Discussion

The Effect of Rerolls on D6 Probabilities: A Visual Guide and Discussion
Recently I was working on a sci-fi tabletop miniatures game, and while designing one of the factions decided to give some of their units a phasing ability. The lore and visual aesthetic of this was straightforward, but how to represent it in-game?
I greatly dislike +1 or -1 style modifiers, especially if there are a lot of them and they stack on top of each other. I could go on for an hour or so about why I think they are an overused lazy design that, among other things...
I digress. Maybe it's okay for things like cover but no modifiers like that for unit abilities! However I was open to the idea of rerolls. In order to make my game both fun and balanced, I needed to understand the statistical and probability effects these abilities and reroll rules would have on the D6 dice used in the game. Fortunately the mathematical calculations are not unduly complex or difficult, but I quickly found that staring at a handful of fractions and percentages on a text document didn't really help me "understand" what it would really do to an actual game with human players, not binary chalkboard spreadsheets.
So I made some graphs to visualize it. To help give context and comparison guidance. Since there wasn't anything of the sort readily available online already, I thought I'd share these graphs and a few of my insights regarding them. I like to think they are easily digested and clearly labeled, but I'll go through them to discuss. This whole rabbit-hole was started because of a miniatures wargame, but actualy the end results are probably just as or even more useful for regular board games. This subreddit isn't only about RPG's right? Games that use dice other than D6's aren't going to find these results very helpful though, so keep that in mind.
I will avoid going past five dice for the charts in this post since most target numbers and reroll effects quickly end up at or near 90% past five dice, with only things like a target number of 6 with a negative modifier not being 99.9% chance around ten dice or so. Relatedly, I didn't bother with 2+ and 3+ targets in these graphs because even with negative modifiers you are consistently likely to succeed even with only a single die and practically guaranteed to do so with a beneficial reroll or multiple dice.
First up are some simple charts of how likely you are to get at least one success with various reroll effects. The exact same information is shown in two different types of graphs. I think this is absolutely not redundant, because they give different impressions.
https://preview.redd.it/xwg4rir2x11d1.png?width=3840&format=png&auto=webp&s=196e91c2ab3611e1eca3a83410aa58172bb88d58
https://preview.redd.it/2kb0hir2x11d1.png?width=3840&format=png&auto=webp&s=49d5a801c608c5ac9c76e4810ea9322223cb700c
https://preview.redd.it/0euq4jr2x11d1.png?width=3840&format=png&auto=webp&s=fdd4f6f342b630cd7f466d67f2ae59cec9e472df
https://preview.redd.it/ykzsv6q4x11d1.png?width=3840&format=png&auto=webp&s=f6af71a32fd22d936a6f75c622afe71525f8f210
https://preview.redd.it/wdefz7q4x11d1.png?width=3840&format=png&auto=webp&s=550951243c107004907349598854bd28dd419da5
https://preview.redd.it/4tijmaq4x11d1.png?width=3840&format=png&auto=webp&s=e8bb24afa9f6a4f64e483347b17e957bc21234bc
Probably the first thing you'll notice is that the effect of the rerolls on probability changes drastically depending on what the target number is. In both directions actually, with the increasing or decreasing difference from a "plain roll" getting more and more exaggerated with additional dice.
Maybe this is just un-asked for advice, but as a game designer I would highly recommend people try to avoid probabilities higher than 90% or lower than 10% if reasonable to do so. The purpose of this is simple: those likelihoods are not going to fail or succeed often enough to be fun or relevant. Unless your game involves rolling copious amounts of dice, then literally an entire game will go by start to finish without either player actually rolling two 1's in a row in a situation that needs it. It's only a 2.78% chance! That isn't zero or anything and if you roll a few hundred dice combined during the game sure it'll happen here and there.
But that's the thing, it won't happen WHEN it's relevant. Coincidentally getting two 6's, like for example when you toss two dice, get a 2 and then a 6, reroll the 2 and get another 6. That was a statistically remarkable two 6's in a row! But you don't care, because for either die you actually only needed a 4. It's mildly notable from a mathematical standpoint but neither player will get excited about it or, Hell, even notice because they are focused on the end result and don't care if it was a 5 or a 6. And the few times that you absolutely need to make that final shot to take down the badly wounded monster, if you have a 93.4% chance or whatever then flubbing that roll won't feel like a tactical or strategic error or a risky gamble that didn't work out this time. It will just feel like an irritating and arbitrary fluke.
With that said, let's look at the relative effect of a reroll, rather than the overall effect on probability.
https://preview.redd.it/un7yh7e6x11d1.png?width=3840&format=png&auto=webp&s=204bd0c2deba4bd6b82676da88cce46f35a12da7
When I first started doing the math I was surprised by how little a difference rerolling 1's made. It's only 8.33% with Target 4+ and an even more meager 2.78% at 6+. That's just mild noise. That's not enough of a change to have any tangible or noticeable impact on a player's strategy or tactics or psychological warfare. Yeah, sure, if you are like Walmart looking at some quarterly revenue report than 8.33% or even 2.78% is such a difference that you can break out the champagne. But dice only land as a 4 or a 5, not as 4.515768 compared to 4.681293. And again, unless you are rolling entire cups full of dice and then spending all that time counting them and sorting them before you then spend another minute or two rerolling a bunch, it's not going to truly matter.
It's funny because forcing a person to reroll 6's, on the other hand, goes from a minor debuff at 4+ to a crippling shutdown at 6+! Even rolling 10 dice at a time doesn't give good chances.
So... is it better to do the "Reroll Hits" and "Reroll Misses" route instead? Yeah, personally I'd say so. Not only do they have much more noticeable effects on the game, but they are more mirrored regarding how much they alter the probability up or down compared to a single roll. Remember how I said neither player will care if a dice ends up as 5 or 6 if all they needed was a 4? That's the same mindset with rerolling Hits or Misses compared to a specific number. It makes it more of a Pass/Fail attitude than an arbitrary numerical emphasis.
I feel that, in regards to both fun and balance, the initially drastic effects of Hit/Miss rerolls on Target 6+ can be negated by overall good design that contextualizes it. Let me give a real, practical example:
You want to shoot someone. You start with a base 5+ target to hit them. But they are behind some cover, so that makes the target number 6+. Okay, you are fine with those odds, you still got a 16-ish percent chance per shot right? Ah, no actually... the target has a partial cloaking device that forces you to reroll hits when targeting them from a distance. Damn, now you only have a 2.78% chance of hitting them! That's basically impossible! This isn't fair! That cloaking device is overpowered!
Hold up now, it's not. You have other options. If you use a flamethrower or weaponized EMP or some other area of effect weapon, it will ignore the forced rerolls of the cloaking device. Or, if you haven't received any damage this round and choose not to move this turn, you can "Aim", with allows any unit to lower the target number by 1 when shooting. So it's back down to 5+, and you've got 11.11% chance. Or you could use a psychic power or hacking ability or something else that targets the mind, not the body, which would not only ignore the cover but also ignore the Reroll Hits effect for a pleasant 33.33%. So your assault troopers might have a hard time with that cloaked fellow but your combat tech-priest is much better suited to taking him out. OR you could say that, well, I'll just shoot him with a heavy machine gun that fires lots and lots of bullets. That weapon has a built in Reroll Misses ability, so the two abilities cancel each other out and it's a plain 6+ target again. 16.67% or 11.11% or whatever aren't good odds but it's not as impossible as 2.78%!
Do you see how this works? It's not unfair or unrealistic or "gamey" that it's very, very difficult to shoot a person wearing a cloaking device who's also hiding behind cover from a distance. And even if you DO have a very hard time shooting them so what? The other player isn't going to win the game and achieve the Objective by hiding their units in the bushes near the edge of the map/board. If other aspects of the game overall or the specific scenario encourage movement or combined arms or "anti-camping" measures then that unit who is extremely difficult to shoot in that specific turn might end up a lot easier to hit later, or they WERE easier to hit a few turns ago and frankly it's your own fault for letting them get into such a great tactical position unopposed.
This absolutely goes in the other direction too. A unit ability that gives you Rerolls Misses which might at first seem like an unfair and unfun "he always hits me why does he even need to roll for fucks sake..." could be balanced and managed if you did better about taking cover, arranging rock-paper-scissors match-ups in your favor, focused on the scenario objective instead of bloodthirsty combat, made your army list more well-rounded defensively, etc etc.
Let's look at the impact of rerolls from a different angle. Previous charts were focused on the likelihood that you'd score at least one success. But obviously that is not the only thing that matters. If you are hacking away at a monster with 5 HP, or need a cumulative amount of successes to complete an arcane ritual regardless of how few or many turns that takes you, then you care about the average number of successes more than you care about the likelihood of getting a success. Let's see the charts!
https://preview.redd.it/44dlc5q8x11d1.png?width=3840&format=png&auto=webp&s=d59d058c52d9a6ad340ca33b89c5b2226fdc0ba0
https://preview.redd.it/6zrjw0q8x11d1.png?width=3840&format=png&auto=webp&s=c512befe003a9fb85af8e7aa9bc1388375289c16
https://preview.redd.it/jj7fh0q8x11d1.png?width=3840&format=png&auto=webp&s=7b5c714a36e4b2048ab34c34014f4608afa7e4dd
Now naturally you can't get 0.5 or 1.82 successes in real life, since you can only get whole numbers with D6 dice. But these give some telling insights none-the-less. The biggest difference between these charts and the earlier ones is that average number of successes is linear, not binomial like the % chances. Rolling three times against a 5+ target does NOT make you three times as likely to succeed. Sadly for our puny human brains probability doesn't wok that way. But the cumulative results would actually be three times as high on plain addition. Again we see that the Reroll 1's effect has very little impact, especially at a single die but even all the way up to five. The Reroll Hits and Misses ones have more of a noticeable impact.
But I think this shows that, if your game or your special ability or whatever does involve tossing substantial amounts of dice, the effects of a beneficial rerolls ability start giving you a hefty amount of successes. With ten dice against 4+, with rerolling misses, you could casually assume you'll get five or six hits. Certainly you'll get at least two or three, right? Conversely, even if you start avalanching all the D6 dice you have nearby at the same time you'll never have good odds of getting more than one success against 6+ with either negative reroll type. But you stand a reliably good chance of getting at least one if you can reroll misses!
But what's that you say? You don't care about "successes" you care about the total number of pips from a roll? Well, I mean, that's not a very common thing in most games, but yeah sure it's valid. Dungeons and Dragons famously uses a few D6s added up for the starting ability scores of characters, though that game also uses D20's not just D6's so... Yahtzee? That game is a whole 'nother can of worms regarding probability...
Maybe people don't use it very often because it's not common knowledge how rerolls influence that! Good thing I'm here! Though actually it's just because it takes a lot more time and effort to do all that addition over and over again, especially if you have lots of dice. And then there is usually a bunch of record-keeping associated with it... Still, it's just more basic yet tedious math that I figured out before writing this so that you don't have to!
Now, when looking for as high a total as possible rather than a specific number or better, you don't have any "Hits" or "Misses" but you can calculate the odds if you could voluntarily reroll "low" numbers or be forced to reroll "high" numbers. Which you would, logically, define as 1/2/3 and 4/5/6 because if you rolled a 4 initially you are more likely to roll something worse or the same than you are to reroll that into a 5 or 6.
So.....
https://preview.redd.it/r7s2lovbx11d1.png?width=3840&format=png&auto=webp&s=c9cd7dc26bdeb9563c11ac09afaeb543ab49509a
As you can probably see, the effect is very minor unless you are rolling lots of dice and adding the pips up. Which quickly becomes cumbersome and boring after five dice and unless there is a substantial difference between a result of 17 and 19 in your game, it probably won't make a meaningful impact regardless of what beneficial or hindering rerolls you have. Having visual evidence of that is helpful though, and again perhaps your game actually does have tangible consequences between a total result of, say, lower than 10 or higher than 10. If so, and if in your game you routinely roll three dice, against that threshold rerolling highs and lows would actually come into play in a meaningful way frequently. But it might be worth considering just adding or subtracting a die instead, to cut down on time and brain power spent on rerolls.
I can hear the people in the back... "Yeah, that's swell dude, but in MY game we don't use target numbers OR cumulative totals. We use opposed rolls, where both players roll one or more dice at the same time."
Alright listen here you lil' shits...
I mean, uh, that is, mathematically speaking that would look similar to but not identical to the graphs and discussion we already went through, just with the "target" numbers decided at the last moment by whichever die happened to stop moving first. I understand it would be a bit more complicated than that regarding % probability, since unlike the stuff we've gone over so far the temporary "target" results one players needs to beat the other player might be affected by different reroll rules, which would alter the overall impact of "your" reroll effect on the probability you'd win in the end.
That is, while the above graphs could give you accurate info on your chance of victory or defeat after one of the opposing dice stops moving, that isn't the same as knowing your overall likelihood of winning before taking the tactical or strategic action that triggers the opposed roll.
I could do the math, but it would be difficult to display that information without cumbersomely large or dense graphs, or a large number of simpler but very specific use-case graphs. There are too many variables. What if different players roll different numbers of dice? Is there only one "round" of rerolls after the initial toss or is it more like each player is allowed a reroll independently? Like, we both have a Reroll Misses ability. I roll a 4 and he rolls a 3. So he gets to use his reroll, and then gets a 6. Do... I get to reroll now too? No, it's only a second chance if I initially lose the toss? What if we both roll the same number in the first toss? That is a whole lot of very specific calculations (some of which are tricky to reduce into a simple "X% chance I win" numerical value) to display in a single post.
In many ways the numbers would be very similar to what is above anyways. So if you intend to have opposed rolls in your game, just look at the graphs here and imagine a few minor changes up or down. And maybe reconsider the wisdom of opposed rolls with rerolls, because that is going to be a nightmare to even playtest, let alone reliably balance.
So... anyhows,
What have we learned? Well, nothing really since I did all the math for you and didn't explain how I did it or how I implement these rerolls into my game/s. But personally I feel a lot more informed and confident in my decision to emphasize rerolls over generic +1 or -1 modifiers. I also feel comfortable recommending that the Reroll Hits and Reroll Misses way is better than the Reroll 1's and 6's idea. Mostly because it is more symetrical in the positive or negative impact and also less of a trivial difference, but also because I feel that the Pass/Fail mentality is superior to the number specific mindset.
Dolling out these reroll abilities too liberally or arbitrarily would bog down the game and be very difficult to balance. If four-out-of-five units in your army and three-out-of-five in your opponent's army are rerolling on a regular basis, we are going to be spending literally twice as much real life time or worse on a very basic aspect of gameplay. And it can feel very arbitrary or immersion breaking to see such an effect on the dice that doesn't have a plausible or rational justification in the lore or aesthetics.
My Lunar Elite veterans of the Marson IV campaign get Reroll Misses on their Fear rolls or Initiative rolls or whatever. Okay sure, that makes sense, they are experienced combatants so might be a little quicker on the rollout or need less time to react to things than a fresh recruit because unlike the new guy they've already seen horrible cosmic abominations before and defeated them. But that guy has a jetpack... so... why does he make your opponent Reroll Hits in melee combat again?
Thus, in summary, jetpacks are awesome, +1 modifiers are to be avoided when possible, and I think I got all the math correctly computed and accurately placed on my graphs. If you actually care about the formulas or want to double check my findings, I am totally happy to write them out in a comment down below! And yeah, I'd love to hear your thoughts on rerolls, or know if anybody but myself actually benefits from these data visualizations. Keep making and playing games!
___________________________________________________
Bonus Round!
Here are three example formulas. For these examples I'll use the Reroll 1's effect. The process is mostly the same for different target numbers and reroll effects however. You figure out the formula for a single die, then use binomial calculations or arithmetic to work out subsequent additional dice.
If, say, the target number is 5+, and you reroll 1s, the formula would look like this, at least before any condensing or simplification:
((2/6)+((1/6)*(2/6))
Not so hard. It results in 0.38̅ or ~39% chance of at least one success. Now, since each die of a set acts individually, that is, you may roll them at the same time but the results of any specific die do not interact with or change the results of other dice, a straightforward Binomial Cumulative Distribution Function gives you a percent chance for N number of dice.
So if, say, we wanted to see what our chances are with the Reroll Ones ability and a target number of 5+ when we roll four dice... it would look like....
Y=F(1∣4,0.38̅)=1∑i=0(4i)0.38̅i(1−0.38̅)(4−i)I(0,1,...,4)(i) *which may or may not display correctly on your screen*
So... ~86.05%
Math!
Now, for the average total, on a normal D6 die you have equal chances of getting any result so the average total is ((1+2+3+4+5+6)/6) or exactly "3.5". But if you are forced to reroll 6's or allowed to reroll 1's, then you actually have a slightly more than 1/6 chance of getting the other numbers and only a 1/32 chance of getting the 6 or 1 a second time in a row. So the average total is different. Same idea, with a few more parentheses, for rerolling Highs and Lows.
If we sought the average cumulative total for rolling 3 dice if we are Rerolling 1's, the formula would look like this:
(1*((1/6)/6))+(2*((1/6)+((1/6)/6)))+(3*((1/6)+((1/6)/6)))+(4*((1/6)+((1/6)/6)))+(5*((1/6)+((1/6)/6)))+(6*((1/6)+((1/6)/6)))
Simplified and turned into a decimal number, it is 3.916̅. No binomial crap here, more dice just stack up more pips, so that number times three, or...
11.75 as the average total in that situation.
Ta'da!
submitted by Sandro-Halpo to tabletopgamedesign [link] [comments]


2024.05.17 03:32 julieuliebulie sigewinne builds & teams at c0

sigewinne builds & teams at c0
hi!!! i love sigewinne so here are some builds and teams that i think would work very well with her <3
note: this is for a c0 sigewinne!!! r1 or f2p weapon can both follow this guide <3 regardless, at c0 she's best as a healebuffer
edit/note: sigewinne's passive is maxed out at 65,000 hp! (every 1,000 hp after 30,000 is +80 elemental skill dmg for off field characters for a max of 2,800 dmg)
  • you can calculate an estimate of how much hp sigewinne will have by adding all your hp% (from weapons, artifacts, her ascension stat, etc) whatever you'll get hp from and then multiply that % by her base hp (13,348) and then add any flat hp stats also don't forget to add her base hp to that number too!!!
artifacts: (not ranked by best to worst btw)
  1. dedicated to maxing out her passive and healing without sig:
    • 2pc tenacity +20% hp + 2pc vourukasha's +20% hp
    • hp%/hp%/hp% main stats
    • hp% and flat hp sub stats
      • i recommend using this set if you really care about maxing her passive that is capped at 65,000 hp, otherwise, there are better options (and completely ignore this set if you have her sig, it'll be kind of a waste)
  2. dedicated to personal dmg and healing (this could max her passive with sig)
    • 4pc clam
    • hp%/hp%/hp% main stats
    • hp% and flat hp sub stats
      • i recommend this set over songs for some personal dmg and the fact it can be boxed without farming a useless artifact set! (unless it helps you, go for it!!!)
  3. dedicated to buffing the party and healing (this could also max her passive with sig)
    • 4pc songs
    • hp%/hp%/hp% main stats
    • hp% and flat hp sub stats
      • i recommend only farming songs if you have a geo dps like navia!!! otherwise the other set isn't very worth it.
  4. dedicated to massive healing
    • 4pc maiden's
    • hp%/hp%/hp% main stats
    • hp% and flat hp sub stats
      • i don't recommend this set because there's much better options and she heals a lot already imo. but if you want a ton of healing go for it!!!
  5. dedicated to burst damage
    • 4pc emblem
    • er%/hp%/hp% main stats
    • crit rate, crit dmg, er%, hp% sub stats
      • i honestly only recommend this build for sig weapon havers since it raises burst crit rate and helps with her hp requirements. this build will also be good if you have yelan's signature, aqua simularca. it's still doable without either weapons so don't be discouraged!!! i personally don't think it would be her best build in that case, but whatever makes you the happiest, do it! genshin's about having fun :) who care's about meta am i right??? <3
overall, artifacts depend on your personal account in my opinion. if you are going to have her sig, ignore 2pc/2pc 20% hp since you'll be way over her passive cap. if you want the most out of her passive without sig, go for 2pc/2pc 20% hp. if you get her sig, you have a couple more options! now it really just depends on your other characters. songs can't be boxed, and the domain drops pieces mainly for navia so i wouldn't recommend farming it unless you have navia or plan on getting her (bonus if you already have good songs pieces if you farmed for navia previously) on the other hand, clams can be boxed!!! the other set in the domain is also a geo set so i wouldn't recommend farming it unless it benefits you as well. in this case i'd recommend farming a domain you need more, and boxing poor pieces to clams.
weapons: (ranked best to worst)
  1. pouring heartstring (5* sig) 66.2% hp at lv90
  2. recurve bow (3*) 46.9% hp at lv90
  3. favonius or sacrificial bow (4*) er%
    • fav for more er%, but personally i think sac might be better for c0 since her burst wouldn't be a significant focus. sac could end her skill cooldown making it able to be used more, especially since it doesn't have 100% uptime
  4. hopefully we get a 4* hp% bow in the near future <'3 the gap between recurve and fav/sac bow is crazy :(
some quick calculations:
sigewinne's base hp at lv90 sits at 13,348. so here are some calculations to get a good idea of how much hp she will have at lv90: (useful idea if you want decent passive buffs)
  • lv90 no artifacts, no weapon
    • base hp: 13,348
    • ascension stat: 28.8% hp
      • total: 17,192 hp (.288*13,348+13,348)
  • lv20 main stat artifacts hp%/hp%/hp%
    • 46.6*3 (because there's 3 main stat artifacts) so 139.8% hp
    • flat hp from flower: 4,780
      • total: 40,632 hp (1.398*13,480+17,192+4,780)
      • for every main stat that isn't hp%, subtract 6,220 from that number and place that in below calculations
  • lv90 signature weapon
    • second stat: 66.2% hp
      • total: 49,468 hp (.662*13,348+40,632)
      • sig weapon also has an effect that can add up to 40% more hp (5,339 hp) at max levels
  • lv90 recurve bow
    • second stat: 46.9% hp
      • total: 46,892 hp (.469*13,348+40,632)
  • two hydro's in the party
    • 25% hp bonus
      • adds 3,337 hp to sigewinne
  • 2pc/2pc hp% artifact set users
    • 20+20=40% hp
      • adds 5,339 hp to sigewinne
  • artifact sub stats
    • i can't calculate this since it's completely rng. but basically, just add all your sub stats to one percent and then multiply it by her base hp (13,348) then add that to the rest of youmy calculations (please know how to convert precents to decimals or use an online calculator for accuracy)
    • it is going to be very hard to max her passive but it's definitely doable with the best rng luck <'3
teams
sigewinne's kit honestly looks like a furina buffer. they have incredible synergy. i think almost every sigewinne team should include her for the best team comp
klee burgeon
fischl/raiden hyperbloom (yae miko could work too)
another hyperbloom option (recommend doing full em kuki since sige is the healer, em raiden could work too)
neuvillette pure hydro (works better if neuvillette is c1)
furina-sigewinne-kazuha-dps (open to almost any dps, make electrocharged team, bloom, vape, freeze)
pretty flexible hydro-reaction team (open to almost any dps like previous team with furina)
edit: some added teams
https://preview.redd.it/y2fzxyjqi01d1.png?width=1000&format=png&auto=webp&s=79f1351f6ce67bf011b071e0a43ce08d29fbccb5
nilou bloom (furina could be replaced by other hydro applicants)
https://preview.redd.it/w6ye44iti01d1.png?width=1000&format=png&auto=webp&s=aec3a556b7ac1567ee46f75c09ee453712998b2f
alhaitham/tighnari-nilou bloom
https://preview.redd.it/ydgsyw1gw21d1.png?width=1000&format=png&auto=webp&s=0023f0d434ed9867b0affc00bf560405474e1a8b
wrio & sige combo teams would be absolutely adorable! i hope they work well <333
https://preview.redd.it/jvcnrnwgw21d1.png?width=1000&format=png&auto=webp&s=018afb1559317248ff6b537f03cd903063484631
this teams a little iffy, kokomi would be better here as if it were an ayaka team too. but sigewinne could be a great placeholder!!! plus no one's getting use out of sige's passive here :( non-shenhe havers could use rosaria for second cryo, or someone else for damage like xiangling for melt
note: sucrose could easily replace kazuha! dendro mc could replace nahida as well!
submitted by julieuliebulie to SigewinneMains_ [link] [comments]


2024.05.16 03:57 Blockchain-TEMU Various Descriptions of Vectors

1.1 A resonator vector has multiple base modes 1.1.1 At offset fifths all in resonator is laxative 1.1.2 At offset octaves is Parrafin wax 1.1.3 A resonator vector has a few ranges in semitone division C1-C2 Always Rubber C2-C3 Normally Rubber C3-C4 Base Crude C4-C5 Food Grade Oil C5-C6 Laxative Only C7-C7 Flavor Only 1.1.4 A resonator vector is best cured by a filter reds method 1.1.5 A resonator vector usually indicates rubber or a laxative when it is unmessed by the filter reds method 1.1.6 By default a resonator vector is a rubber source of latex rubber 1.1.7 Cured Resonator forms the LaTeX substance which has various functions 1.1.8 LaTeX and Resonator are slightly but not altogether that toxic 2.1 A corpus vector has a physical object 2.2 A beam object is the fluid object and a marimba object is the human object and a membrane object is the drummer object and a pipe object is the stoner object and a tube object is the dauchund object 2.3 Corpus appears in a few range 16.35-120 Roor 120-262 Bacteria 262-512 Plants 512-1024 Foods 1024-2024 Human Related 2024-4048 Human Perephiery Related 2.4 Corpus has brightness or object ID material or object scientifics spread or object alignment inharmonic or object wavy filter or object oily or smoky 2.5 Objects may be made magical by realigning their direct spread to mid 2.6 Objects encode the disease of the person that used it 2.7 Objects yield food tokens when used in correct 3 depth beam tube pipe then cooked with pizza box or otherwise 2.8 Objects have an exact identifier by harmonics or upclicks and version for different variant upclick 2.9 Objects have a serial identifier associated with them which is their direct harmonic offset 3.0 A grain delay vector is a fluid extraction vector 3.1 A grain delay causes a derrick to appear on the signal when configured correctly 3.2 A grain delay should be used on the aboveground portion of crude extraction 3.3 A grain delay pumps fluid 3.4 A grain delay is best used at 1 and -9 or -24 or +12 3.5 Do not exceed one grain delay per extraction as it is the sampled oil derrick 3.6 Do not use grain delay in an ocean or it will cause an oil spill 3.7 Do not generally use grain delay or derrick outside of a fluids extraction 3.8 Do not use grain delay spray or the derrick will break 3.9 Do not use grain delay parameter besides 1 or the derrick will break 4.0 Vocoder is the fluid extractions vector 4.1 Use negative formant to go underground 4.2 Proof the oil at up to total proof at depth 4.3 Use 40 vector for best usage 4.4 Use up to 200 bandwidth for best usage 4.5 Top sample peaks if they are excessive 4.6 Increase fluid flow if possible to reason 4.7 Take fluid from belowground to aboveground with top formant 4.8 Do not use any form of negative total proof or it will be a shower 4.9 Tune after each peak 5.0 Q or eq is the tune process 5.1 Use tune to make a different amount of the particular thing 5.2 Put things all in the right place and resonance to get the detailed oil or water out of a signal 5.3 Use tune to isolate a particular thing 5.4 Use one tune to get your hands on something or use a motor pool tool with classic tune 5.5 Use tune with a network to do maintenance on something 5.6 Use tune to isolate a specific force 5.7 Use tune to create a hormone effect on the body 5.8 Use tune to specify how many hydrocarbon rings something has 5.9 Use tune at octaves for rubber wheels 6.0 Ugandan process saturator 6.1 Saturator gets the commoners on it 6.2 Saturator increases crude oil yield 6.3 Saturator prevents fires 6.4 Saturator adds more content to oil making it less pure 6.5 Saturator is an early stage process not a late stage process 6.6 Saturator causes mutagen to appear in the signal 6.7 Using at least one saturator in extraction makes the oil ugandan method 6.8 Using more than one saturator in the signal makes the oil actually ugandan 6.9 Saturator should be used with radiation surpression protocol 7.0 Vinyl is the ugandan refinery 7.1 Vinyl is the base cost of oil to create one barrel of oil at 221$ for a ugandan barrel 7.2 Vinyl creates stasis noise 7.3 Vinyl at hydrocarbons modification creates the appearance of stereo vinyl signal which is the vinyl chloride 7.4 Only one vinyl should be used in the ugandan method, the initial hydrocarbons source 7.5 Vinyl can be used to isolate pure vinyl chloride with mid side 7.6 The product is always polyvinyl chloride for a synthesis which uses more than one vinyl 7.7 The product is actual vinyl chloride for a synthesis which uses the mid side extraction method 7.8 A specific cure for the vinyl chloride created in extraction method exists 7.9 Vinyl is the rather dangerous portion of the ugandan process 8.0 Tube Amp or get jonnay a sample 8.1 Tube Amp does a minor observation on the signal which is not the actual observation of the signal 8.2 Tube Amp is the process used at the pre cracking stage before pre cracking in the oil field lot to certify oil field purity 8.3 Tube Amp can get jonnays hands on it and make the oil light and sweet crude 8.4 Tube Amp biases the signal towards mutagen 8.5 Tube can deconvolve the foundry observation or keep it the same 8.6 Tube Amp allows for up to three or a twentieth of the sample oil taken 8.6 Tube Amp is generally nonessential but allows for the process to be modified to light sweet crude 8.7 The modification to light sweet crude takes no time 8.8 The process involved may define oil sources further 8.9 Tube Amp is toxic to use as is as a standard signal and a wideband cure exists 9.0 Chanel eq or smelly 9.1 Chanel eq is where smell is observed in the signal 9.2 Adding just one chanel adds 10 times the smell 9.3 Chanel can do basic tasks and even in a pinch more than the standard worker number of chanel could do product work 9.4 Chanel is a perfumes process which causes something to become odorfactant 9.5 Chanel can make a signal less mutagenic substantially 9.6 Endocrine disruption by chanel has a specific cure 9.7 At the foundry chanel causes typical foundry area petrochemicals smell 9.8 Chanel Eq can expose you to something odifacantly 9.9 Chanel EQ is a critical process of drugs sensing 10.1 Cabinet Cabinet puts something in the cabinet, with the garbage 10.2 Cabinet has the garbage bin of all your friends in it 10.3 Cabinet can be used to imply something kept secret, deleted, or otherwise specifically specified 10.4 Cabinet has the bacterial disease of the cabinet on it 10.5 Cabinet is no more dangerous than your garbage bin in your kitchen 10.6 Cabinet can access your garbage bin in your kitchen 10.7 Cabinet is an essential part of home renewal processes to specify which part of the house needed to be renewed 10.8 Renewal process exist for specifying 2 cabinet upgrade 1x12 and 2x12 cabinet can be fulfilled by the renewal system 10.9 Cabinet can cause skin irritation if the cabinet is destroyed 11.0 Amp is the process of a drug addict 11.1 Amp provides a drug addict with reasonable amounts of their drug 11.2 Amp uses the food of the drug addict to generate the smoke of the drug 11.3 Amp is very dangerous and if set to default and not the rock user will kill the user outright 11.4 Amp is a specific process which is used when heavy metals are in the signal like at the oilfield hell which went too deep often amp is used to create synthesis effect in the oilfield hell 11.5 Amp provides Amp MTN DEW to the user 11.6 Amp Unlocks the mail system to the user 11.7 Amp causes many disease and a cure only exist for about half 11.8 If cured amp must be set to specific amp MTN DEW Abilities like Obtaining AMP MTN DEW at a store or obtaining amp MTN Dew by mail 11.9 Amp is very dangerous but I heard you can store marijuana in it 12.0 Gate or medical epitalon 12.1 Gate heals a signal, when the appropriate full poly gate is given at gate inverse gate for the whole range, then the recreational drug is formed 12.2 When gate is given in appropriate range to heal a generic signal and there is a gate inverse gate assembly for the whole range and the range does not exceed healthy and unhealthy there is a vaccine 12.3 When the vaccine is used in the recreational usage there is a battlesedative usage 12.4 A purely recreational use FLIP (few) exists, a purely recreational use CBX (20) exists, REDS medical (156) and BAGS (30) Medical Exist all also using Medical Gate 12.5 Gate has no cure of itself but can detoxify itself and even fetch a signal 12.6 Gate is not a signal router so should not be used to route a signal, this is emergency feature 12.7 Gate has various parameters which are always REDS 9,.02,10,333,-inf in a medical usage 12.8 Many gate have a use to create pressure with nominal pressure, gates can create pressure 12.9 Gates can refine a computer signal to detect right and are involved with doing work on something 13.0 Compressor or Pipes 13.1 Compressor Routes a signal somewhere else 13.2 Compressor Does quality assurance on an existing foundry full product 13.3 Compressor does the engine compression of a car without causing framerate lag 13.4 Compressor can do something on bequest of another pipe 13.5 Compressor has a variable pipe response to different substance, different behavior can be specified 13.6 Compressor in quality assurance should use the same sybian knee and threshold equal one another 13.7 Compressor in quality assurance should not exceed 5 minor acts of quality control 6 or 1 major act of quality control 12 13.8 Compressor causes unsteady supply 13.9 Compressor causes internal combustion in internal combustion 14.0 Delay or phase 14.1 Phase or delay can do surgery at 500 and 1000 and 0 rather third unused there is surgery 14.2 Phase or delay can do a keyboard retrieval or a keyboard flash at 333,666,999 14.3 Phase or delay can do shift register at 5000 14.4 Phase or delay can do manual register at 375,500,1000 14.5 Phase has a specific infinite ammo use at 4000 14.6 Phase has a firearms use at 37.5,50,75,100,200 except in blueprint use 14.7 Phase has a blueprint use 1,2.12,5,10,11.1,15,20,22.2,25,33.3,35,44.4,50,55.5,60,66.6,70,75,77.7,80,100 14.8 Phase has specific blueprint use of the offset of the individual components at the high end 14.9 Phase has splitter use of 5000,2111, and the firearms rate in splitter 15.0 Looper, or Pizza Box 15.1 Pizza box automatically cooks food at minus 20 15.2 Pizza box creates more of the food than you can believe 15.3 Pizza Box allows for the food to be cooked from Pizza Box to Pizza Box 15.4 Pizza Box Allows theft of item when recording 15.5 Pizza Box Is An Obligate Time Consumer Using Wav 15.6 Pizza Box Allows You to Get an Item from the Pizza Box (PIZZA SLICE) 15.7 Pizza Box Only Actually Cooks the Item on Retrieval 15.8 Pizza Box is Not Watertight And Cannot Become Watertight 15.9 Hit Circle (PIZZA) To Add Pizza or Other Food to Pizza Box Directly In 16.0 Frequency Shifter, F(X), Oxidation Reduction 16.1 Use oxidation reduction at exactly 500 Therms of oxidation to cook a food 16.1 Add 11.1 HZ At 50HZ Oxidation Variation to Cook the Food Well 16.2 Change Offset at Oxidation Reduction Parameter Offsetor to Change Food Flavor 16.3 Put an Aircraft literally into the sky by Oxidizing it 16.4 Peroxos, or Base Frequency Shift In Parts of F100 are a critical part of many life processes 16.5 A specific peroxos, lowest phosphors peroxos .01 scanning peroxos is involved with vision 16.6 Peroxos F4100 is involved with life that uses credit stick 16.7 All the peroxos of the intermediary shift between harmonic are involved with life 16.8 Alien Peroxos set outside the reference 261.5HZ Pussy Yeast Bread Harmonic Ledger Are undiscovered 16.9 Different family tree have different total peroxos set (Saplings) 17.0 Power Tools Driver or EQ3 17.1 A power Tools Driver is the old way to disassemble something 17.2 A power tools driver at 300 is the life jacket and at 650 is the bedpan 17.4 A powers tool driver at 1400 is the water filter and a power tools driver at 4100 is the grinder 17.5 A powers tool driver action of all three below 200 50-200 is the cooking request action in classic usage 17.6 A specific powers tool driver action sensor exists for cooking below all three 50-200 total range action 17.7 A powers tools driver with osc unlocks power tools motor action 17.8 A powers tool driver is a worse way to do work than with your hands 17.9 A powers tool driver is good at removing but not adding 18.0 Limiter or Limiter Removal 18.1 Limiter brings in Shadow Company And IDF And Blind Doxxons at Lowest 18.2 Limiter Brings in the Marines at Mid 18.3 Limiter brings in the seals at High 18.4 Limiter causes framerate lag 18.5 Limiter causes A signal to exhibit a perfect quality control even at extreme levels 18.6 Limiter can be used to tame paddles 18.7 Limiter can be used to tame drilling 18.8 Limiter can be used to examine something under a microscope 18.9 Limiter can make the psychoacoustic quality better 19.0 Beat Repeat, or Illformed Glitch Driver 19.1 Glitch Has Large Amounts of Turing Capacity 19.2 Glitch Allows for a signal to be broken into parts automatically 19.3 Glitch has a natural synchro ability like phase 19.4 Glitch has the ability to knacker a signal more than any other effect 19.5 Glitch can cause thought looping when it is combined with a drug 19.6 Glitch involves the usage of more constraints than the other effects vector 19.7 Glitch Phase Decimates the Signal 19.8 Glitch Is the Natural Form of Rocket Leauge Ice Block 19.9 Glitch can be used in gung fu to cure glitch 20.0 Utility or PHEN 20.1 Utility is the medical modifier which enables medicine to function 20.2 Utility is the phase amplifier which allow a phase transistor radio to pick up a signal 20.3 Utility is the suppression signal which yields mid from amidate 20.4 Utility Leads to natural divisions of 6 max 35 20.5 Utility forms methanol when it is prescribed as a compound 20.6 Methanol as utility is critical to curing the body's natural influenza or feedback as the methylation factor 20.7 Methanol as the utility is dangerous as a precursor but not as a component of promethylation medicines 20.8 Utility comes in ethanol above and gaba below at threes for dimerism mixes 20.9 Only one utility should be used unless rezurecting and at its highest it is critical to security signals being sensed 21.0 Reverb or Impulse 21.1 Impulse 10 is the lock unlock signal 21.2 Impulse 5 is the locked signal 21.3 Impulse 20 is the weed lock signal locked 21.4 Impulse 60 is the lucas impulse 21.5 Impulse 120 is the notch impulse 21.6 Impulse 2 1/2 Was Purported but Never Used 21.7 Impulse is always measured at no parameter 21.8 Impulse yields push for 5 second -40-20+35 positive with negative ten second and measured trace at 5 second -60-40+42 positive NANDAND unlocks token 21.9 When attempted 60 and 120 Second Trace were successful but these parameter are lost. 22.0 Auto Filter, or Amidate 22.1 Auto filter is the lettering of the situation 22.2 300 Source 650 Sulfur 1400 Water 4100 SnoreLax Olestra Ketamine 6500 Motion 10000 Tropane 13500 Engine 17000 X-Ray these are the critical amidate to life process nominal 22.3 450 Metal 550 Mains 750 Sewage 850 Treatment 2250 Ethanol 3400 Methanol 4700 Corn Plastic 5700 Plastic 7500 Rimbonant 8500 Soap Use are the natural taxing process of the initial statement 22.4 2000 Gold 1000 Nutraloaf 1100 Starch 1200 Sugar 1300 Glycine 1400 Hydrogen 1500 Pepsi Cola (1600 Peptide 1 1700 Peptide 6 1800 Peptide 3) 4100 Foods these are the nutrient for the system 22.5 131 Female Voice 144 Your Voice 155 Kick Drum 165 Kick Transient 175 Pots N Pans 185 Pots Content 196 Button Mushroom 220 Cache 240 Stash 262 Marisol 276 Clorox 296 Bluewater 300 Source 315 Febreeze 330 Peroxide 350 Nitrate 370 Ammonium 396 Loam 420 Bud 440 Dirt 470 Wheat 496 Soil 512 Potato these are the farm goods for the system 22.6 541 Muffler 581 Transmission 641 Piston 681 Engine 741 Cargo 781 Chassis 841 Fluids 900 Vaseline 999 Nutraloaf 1090 Soylent These are the willis goods of the situation 22.6 60HZ Patient Voice 131HZ Therapist Voice 300 Breath 650 Reanolin 1400 Aquaporin 4100 Cholesterol 6500 Weed 10000 Cocaine 13500 Amide 17000 Lisuride these are the tactical therapist of the situation, normally limited to cholesterol below and tuned to exact bodily process 22.7 -18 Utility This takes 125% 3.00Q to Mid, where a Dual And Dual Q resolves it at -33(MID), and can adjust for the natural armor process of the body -20-0 gate to adjust for the high signal 22.8 5000 Prozac 5100 Benadryl 5200 Scopolamine 5300 Atropine 5400 Benzyldiol this is the resuscitators of the situation 22.9 At 69 percent of 100 percent of the auto filter, 85% resonance is automatic mid 23.0 Drum Bus or Mike Mode 23.1 Drum bus makes the oil automatically virtual like modulator mode 23.2 Drum bus oil is especially good for general tasks, but it virtual 23.3 Drum buss summons the better drummer out of the bus 23.4 Drum bus is able to be flangebent 23.5 Drum bus is similar to communion but just mike 23.6 Drum bus allows for the shape of the item to be controlled 23.7 Drum buss allows for quality assurance to be undertaken 23.8 Drum bus makes the item profiled by mike the drummer from garageband 23.9 Jake the Drummer from Garageband Generally profiles and designs the item otherwise 24.1 Drive Sends the Signal to pikachu 24.1 Drive makes the world on the pikadollar standard above 3 use in chain 24.2 Drive increases oil yield 24.3 Drive is similar to flaring but is in reverse, adds pyrolysis to the product but also flares 24.4 Drive can be used to flare and actually control beyond flaring a aeronautical ship 24.5 Drive can be used for afterburners 24.6 Drive increases the torque of electric engines and their tone 24.7 Drive can be used to amputate a torn limb or saw something when used with osc 24.8 Drive can be used to extract oil better underground with tuning high and low 24.9 Drive is a typical stimulant which assumes the amine profile and is a critical part of transition metals.
submitted by Blockchain-TEMU to u/Blockchain-TEMU [link] [comments]


2024.05.13 10:08 Brilliant_Version667 Getting into hot water ...

I'm scared I'm getting myself into hot water here with this guy I just met on a dating site. I just joined FB Dating to distract myself after my ex shattered my heart. But he was a good conversationalist so we ended up on the phone and he wants to meet me. I like him in general but after what happened with my ex, my walls are super high. I almost feel like I went from anxious to avoidantly attached.
I never have cute guys telling me I'm pretty or wanting to call me and after my ex decimated my confidence, there is a huge discrepancy between what he says and what I believe. I feel 100 percent sure that he won't like me when he meets me and will regret driving four hours just to walk out on me like my ex did.
I told him maybe he can visit in the summer or something. But I'm just putting him off. There's no way I can do this. Now I'm getting comfortable enough talking on the phone but my ex made it perfectly clear that phone and in person were not the same and that phrase rings in my head daily.
I feel really bad for this guy because it is great to talk to him but I'm "cold inside" like my ex was. I want him to talk to but I want to push him away too.
I have never been so destroyed as by my last ex, who was a childhood friend who is no longer in my life at all.
I don't want to hurt anyone and I've been honest that I'm not ready but just hoping to talk. But I know how things work. The faster they go, the faster they burn out. . I am still way too hurt by my ex, like gutted. Obsessed. Lovesick.
This has never happened to me before to this extent. I'm truly afraid that he has ruined me and made it impossible for me to ever trust again even if I wanted to.
submitted by Brilliant_Version667 to Vent [link] [comments]


2024.05.12 17:46 Gaze1112 'lsrael' has now killed over 35,000 Palestinians, 15,000 of them being children, with over 78,000 injured. Overwhelming majority of them are women and children. The west committed this genocide.

'lsrael' has now killed over 35,000 Palestinians, 15,000 of them being children, with over 78,000 injured. Overwhelming majority of them are women and children. The west committed this genocide. submitted by Gaze1112 to LateStageCapitalism [link] [comments]


2024.05.10 18:38 London-Roma-1980 [WARNING: MATH] Inspired by "Just how far could this version of Victoria Groce go?", a look at how far a champ should go based on stats

1. Acknowledgements

I'd like to thank Andy Saunders' website TheJeopardyfan.com for providing the idea for this research and a base from which to jump off (namely, his own winning streak predictor). I'd also like to thank Ken Pomeroy, whose own calculations introduced me to the idea of winning probability using standard deviations. Finally, I thank you for reading and discussing this question earlier today, putting a focus on this calculation.

2. Introduction

Late last night, u/WhiteSpider331 asked us all: "How long of a streak could Victoria Groce go on in current form?" Certainly, Victoria's performances have been astonishing and inspiring, especially for someone like me who knew her before she was famous1. But as Alison Betts pointed out in her reply, Jeopardy is a game of high variance. So while there's no way to figure out the answer for certain, a look at past winners may give us an opportunity to throw a number out.
Here, I will present a methodology for estimating the likelihood of a win given a person's stats, combined with the length of the streak that implies. From there, we can use the data on various super-champions (such as Victoria's opponents) and get a baseline.

3. The Giant's Shoulders

On Saunders' website, he gives a methodology for determining how long to predict a winning streak can go. In it, he looks at scores prior to Final Jeopardy, having determined in 2019 that those were more accurate than Coryat scores. Here, he goes over in basic detail how he determines his estimate for future run length. Of particular note is how he hedges standard deviation for players with single-digit numbers of games, giving a weighted average of their standard deviation with that of the field.
While my method doesn't have as much rigor as his -- and, in fact, uses a few shortcuts due to time constraints2 -- it hopefully provides a reasonable answer to the question of projected streak length. It uses the ideas of before Final Jeopardy scores, standard deviations, and field averages to determine first how likely someone is to win a game, and secondly how many games in a row they could win.

4. Baselines

Since I didn't have the time or the permission to trawl the J!Archive to get exact answers, I estimated how the average player in "the field" does. First, I saw the average pre-FJ scores for Seasons 22-35 in regular season play and averaged all of them to get a grand average player3. The baseline performance pre-FJ was determined to be $11,487. For their standard deviation, I used Saunders' number of $6,509; while it's true that it's not quite for the same set of data, there's plenty of overlap between the two and the numbers are close to "Jeopardy scores" (i.e., you could easily tell a friend the range of scores expected is "about 5 to 18 thousand" and they could fathom that, even if they think the range is rather big).

5. The Champs' Numbers

For each champion, I find out their average and standard deviation entering Final Jeopardy, or A(C) and S(C). From there, we perform trials. Each trial consists of:
As it turned out, the average P was usually consistent within .002 or so from one set of trials to the next for the same data. Because Excel can run all those trials in a few seconds, I tracked all the answers it gave (to the tenth of a winning percent) until one number came up five times; that number was official. For average winning streak, I tracked them to the tenth of a win until I got a number five times.

6. Sample Champion: Frank Spangenberg

For those of you too young to remember him, in 1990 Frank Spangenberg was one of the first true Legends of Jeopardy and the most successful player of the 100-200 era. Over his unbeaten five games, Frank had four locks and one crush, ending with $102,597. Set that number in today's terms, and his $205,194 total is second only to James Holzhauer among "first five days". Frank would go on to win the 10th anniversary tournament and get to the semifinals of the Ultimate Tournament of Champions, where he finished second to Jerome Vered and ahead of Pam Mueller. Not bad for a regular traffic cop from Queens5.
To get his probability of 1990 Frank winning in today's game, first we look at his five pre-FJ scores (doubling them to put them on par, of course). Post-doubling, those numbers are $21,400, $25,800, $21,000, $29,600, and $41,000; that averages to $27,760 over five days.
It is here I admit I made a misread the details of Saunders' calculations6, but given that most of the champions we're dealing with will have a "loss game" in their average, I don't feel bad about it. Saunders would recommend that someone playing 5 games would have 40% their standard deviation and 60% the field's. However, I went with 50% for 5 games. In this calculation, Frank gets an adjusted standard deviation of half his own ($8196) and half the field's ($6509), or $7352.
Excel then takes these numbers, performs its millions of trials, and says that in the modern day, Frank would have an 83.1% chance of winning any one game; however, over the course of "many" games, his expected final winning run averages out to 9.1 games. (For the record, given that the data for winning streaks turns out to be exponential decay, it means that Frank would be as likely to bomb out on his first game as he would be to make 18 games.)7
These numbers, of course, don't seem to match; if Frank has a probability of winning of .831, shouldn't his average streak be .831/(1-.831) = 4.9? The difference is in rounding8. To determine his probability of winning, we get a decimal. To convert that to a win or loss, we round it to 0 or 1. In other words, Frank's average chance of winning may be .831, but his coin will come up heads as long as his HS is over 11487. This happens so long as X doesn't cause 27760 + 7352X to be less than 11487. Solving, we find X < -2.21, so D < .098553. This means that while Frank's performances average out to an 83.1% chance, his actual winning percentage is 90.14%, which does in fact leave a 9.1 winning streak.9

7. The Other Masters

To get a sense of how far Victoria could go in regular Jeopardy, we have to see how she stacks up to competition. Thankfully, she's played six of her ten games against exclusively past or present Masters, so we can use the calculations of the 34 games in Masters history (including the GOAT series as a Masters series10) to determine how far above/below the mean she really is. First, though, let's look at the numbers of her six opponents (including Andrew He, since she played three games against him) to get a baseline:

Player Avg. Score pre-FJ Standard Deviation Probability of Winning Expected Win Streak
James Holzhauer $47,655 $13,422 91.6% 14.8
Matt Amodio $33,308 $8,577 87.7% 12.7
Amy Schneider $30,112 $6,430 87.8% 18.1
Andrew He $26,500 $4,665 (adj.) 86.0% 24.8
Yogesh Raut $25,050 $5,887 (adj.) 81.5% 10.0
Mattea Roach $21,117 $4,796 75.7% 7.4
Mean Values $30,624 $7,296 85.1% 14.7
Player with Avg Values $30,624 $7,296 86.9% 13.8
So if Victoria were .500 against this field, I would estimate her to win 14 games. She's not, though; she is an astonishing 5-1-0.
In the 34 Masters games, the mean is 16,949 (points, not dollars, but that's semantics) and the standard deviation is 11,592. Two factors stand out:
Entering Final Jeopardy, Victoria has scored 29,600; 41,000; 31,600; 11,400; 37,600; and 29,600 in her six games against past and present Masters. Multiplying through gives us 44,400; 61,500; 47,400; 17,100; 56,400; and 44,400. These numbers have an average of 45,200 and a standard deviation of 15,407. A 60/40 adjustment on the standard deviation gives us a number of 11,848 for Victoria.

8. Our Answer

Throwing these two numbers into Excel gives us an average winning percentage for Victoria of 92.1%, higher than even James' numbers produce. Her average score of $45,200 is 2.845459 of her standard deviations above the mean of $11,487. That number means her average winning streak is 17.2093 games.
So far, Victoria's average post-Final score has been $31,177.83. Multiplying that by 1.5 gives us her average regular season Final of $46,766.75.
All of which means at the end of the day, Victoria leaves Jeopardy a super-champion with, on average, $804,823 in cash winnings.

9. Limitations

The big thing to take away from these calculations is the high amount of variance involved. Just look back at the Masters' tables: Andrew, given his steady performances, should have won way more than 5 games, but in game 6 he ran into Amy Schneider. Yogesh Raut could have been a superchampion as well, but in his fourth game Katie Palumbo played the game of her life (23/0 in regulation!). James, meanwhile, held off challenges that could have cut his run down to size -- famously, he had a $54,000 game where he needed every dollar to beat second place!
It's also noteworthy that the variance on the winning run itself is pretty high. Over 1,000,000 games against average competition, Victoria's average win streak is 17.2 or so. However, she does have instances of losing four in a row, and the longest winning streak over that time is 186. Part of the reason for this, of course, is the range of opposing scores: 5,000-18,000 is a very large range, and that's only one standard deviation so maybe half the scores should fit in that window11 and a combination of good luck for a foe and bad luck for Victoria can derail her. Indeed, she's 0 for 3 in Finals in the Masters and 3 for 3 in games, so one game where she doesn't lock it down can change everything.

10. Too Long: Didn't Read

Victoria would be remembered on regulation Jeopardy as a super-champion who puts up some insane numbers, including several wins above $50,000, but her wild spread of scores would stop her short of a million. Still, there'd be no doubt she is a Jeopardy Master.
submitted by London-Roma-1980 to Jeopardy [link] [comments]


2024.05.10 16:38 iandreec Help me to solve this problem please

Ten years ago, Hailey invested $2,000 and locked in a 9 percent annual interest rate for 30 years (ending 20 years from now). Aidan can make a 20-year investment today and lock in a 10 percent interest rate.
How much money should he invest now in order to have the same amount of money in 20 years as Hailey?
Note: do not round intermediate calculations. Round your answer to 2 decimal places.
Can someone please help me to solve this problem? It would be much appreciated
submitted by iandreec to financestudents [link] [comments]


2024.05.08 17:34 mathchops Top 75 Math Types (based on last ten 10 tests through Z13/G19)

For each pair, which math type was more common on the last 10 tests?
I put together a list of the top 75 ACT questions, based on the research we do to maintain the Mathchops question base. This list is based on the last 10 tests and includes the most recent G19/Z13 TIR. Read on for the answers to the questions above.
Guaranteed To Show Up These have to be rock solid because A) they’ll definitely show up and B) they’ll often be combined with other skills.
  1. Fractions and Decimals – All four operations. Mixed numbers.
  2. Exponents – All operations. Fractional and negative exponents are very common too (see below).
  3. Probability – Know the basic part:whole versions. There is usually a harder one also (like one with two events).
  4. Negatives – Be comfortable with all operations.
  5. Average – Also called the arithmetic mean. There is always a basic version and usually an advanced one, like the average sum trick (see below).
  6. Linear Equations/Slope – Find the slope when given two points. Be able to isolate y (to create y = mx + b). All the standard stuff from 8th grade Algebra.
  7. Quadratic skills – Factor. FOIL. Set parenthesis equal to zero. Graph parabolas.
  8. Ratio – Part:part, part:whole.
  9. Area/Perimeter of basic shapes – Triangles, rectangles, circles.
  10. Percents – Know all basic variations. More advanced ones are common also.
  11. Absolute Value – Sometimes basic arithmetic, sometimes an algebraic equation or inequality.
  12. Picking Numbers – You never have to use this but it will be a useful option on every test.
  13. Plug in answers – Like picking numbers, it’s not required but it’s often helpful.
  14. Solving Equations – Be very comfortable with ax + b = cx + d. Distribute. Combine like terms. You also need to be able to create these equations based on word problems.
  15. Radicals – Basic operations. Translate to fractional exponents.
Extremely Likely (> 80% chance)
  1. FOIL – This has to be automatic.
  2. SOHCAHTOA – Every variation of right triangle trig, including word problems.
  3. Probability, two events – If there's a .4 probability of rain and a .6 probability of tacos, what is the probability of rain and tacos?
  4. Average sum trick – 5 tests, average is 80. After the 6th test, the average is 82. What was the 6th test score?
  5. MPH – The concept of speed in miles per hour is very common (sometimes combined with other conversion).
  6. System of Equations – Elimination. Substitution. Word problems.
  7. Composite function – As in g(f(x)).
  8. Order of operations – Sometimes directly tested, other times part of a harder question.
  9. Pythagorean Theorem – Sometimes asked directly, other times required as part of something else (like SOHCAHTOA or finding the distance between two points).
  10. Time – Hours to minutes, minutes to seconds, time elapsed.
  11. Angle chasing – 180 in a line. 180 in a triangle. Corresponding angles. Vertical angles.
  12. LCM – Straight up. In word problems. In algebraic fractions.
  13. Imaginary numbers – Powers of i. What is i^2? The complex plane.
  14. Negative exponents – Know what they do and how to combine them with other exponents.
Very Likely (> 50% chance)
  1. Factoring – Mostly the basics. Almost never involves a leading coefficient.
  2. Fractional Exponents – Rewrite radicals as fractional exponents and vice versa.
  3. Logarithms – Rewrite in exponential form. Basic operations.
  4. Mixed Numbers – all four operations. Often combined with word problems.
  5. Remainders – Can be simple or pattern based, as in “If 1/7 is written as a repeating decimal, what is the 400th digit to the right of the decimal point?”
  6. Matrices – Adding, subtracting, multiplying. Knowing when products are possible.
  7. Venn – There are 30 kids. 18 are in Algebra. 20 are in French. How many are in both?
  8. Median – Middle when organized from low to high. Even number of numbers. What happens when you make the highest number higher or the lowest number lower?
  9. Algebra LCD – Find the lowest common denominator, then combine the numerators.
  10. Geometric sequence – You usually just need to find a subsequent term (not the formula).
  11. Change the base – If 9^x = 27^5, what is x?
  12. Given points, find equation – You’re given two ordered pairs and must find the linear equation.
Worth Knowing (> 25% chance)
  1. Apply formula – they give you a formula (sometimes in the context of a word problem) and you have to plug stuff in.
  2. Domain – Usually you can think of it as “possible x values”.
  3. Given sine, find cosine – They give you one trig ratio and ask you to find another. As in, “If the sine of x is 4/5, what is the cosine?”
  4. Law of Cosines – They almost always give you the formula. Then you just have to plug things in.
  5. Midpoint – Given two ordered pairs, find the midpoint. Sometimes they’ll give you the midpoint and ask for one of the pairs.
  6. Scientific notation – Go back and forth between standard and scientific notation. All four operations.
  7. Shaded area – The classic one has a square with a circle inside.
  8. Similar triangles – Relate the sides with a proportion.
  9. Weird shape area – It’s an unusual shape but you can use rectangles and triangles to find the area.
  10. Conjugates – Rationalize denominators that include radicals or imaginary numbers. Know that imaginary roots come in pairs.
  11. Difference of two squares – (x + y)(x - y) = x^2 - y^2
  12. Graph translations – Horizontal shifts, vertical shifts. Stretches. You should recognize y = 2(x+1)^2 - 5 right away and know exactly what to do.
  13. Multistep conversion – For example, they might give you a mph and a cost/gallon and then ask for the total cost.
  14. Parallelogram – Know that adjacent angles add to 180. Area formula.
  15. Prime numbers – Usually combined with something else, like basic probability.
  16. Probability with “not” – 3 reds, 5 blue, 6 green. Probability of picking one that’s not red?
  17. Undefined – You can’t have 0 in the denominator.
  18. Special right triangles – 30:60:90, 45:45:90.
  19. Amplitude – If y = 5 sin(x) + 2, what is the amplitude?
  20. Arithmetic sequence – Usually asks you to find a specific term, sometimes asks you to find the formula.
  21. Expected value – There is a 0.3 chance of winning $100 in Game A and 0.2 chance of winning $200 in Game B, which is unrelated to Game A. If you place bets on both games, what is the expected value of your bets?
  22. Volume of a prism – Know that the volume = area of something x height. Sometimes the base will be a weird shape.
  23. Circle equations – (x-h)^2 + (y-k)^2 = r^2. Sometimes you have to complete the square.
  24. Compare numbers – Be able to order square roots, decimals, and fractions.
  25. Find inverse function – Switch y and x, then isolate y.
  26. Permutation – You have 5 plants and 3 spots. How many ways can you arrange them?
  27. Line of best fit – They’ll sometimes ask you to find the predicted value, or the difference between the predicted and actual values.
  28. Linear inequality – Be comfortable solving algebraic inequalities. Graphs appear sometimes also.
  29. Triangle opposite side rule – There is a relationship between an angle and the side across from that angle.
  30. Inverse trig – Use right triangle ratios to find angles.
  31. Toy Soldier (volume) – What happens to the height of the water when you drop an object in the bucket?
  32. Use the radius – A circle will be combined with another shape and you have to use the radius to find the essential info about that other shape.
  33. Periodic function graph – The basics of sine and cosine graphs (shifts, amplitude, period).
  34. Value/frequency table – Find the median and mean in this format.
submitted by mathchops to ACT [link] [comments]


2024.05.07 21:05 Gallowglass-13 The Emerald Girdle: An alternate history of an Earth with lower sea levels, more megafauns and a series of subcontinents in each ocean

This is by no means an original concept, as it's been done in other alt history and spec evolution projects, but here's the basic set ups.
Obviously, this relies heavily on certain factors being a hundred percent on the button, but I think it's a fun world to play around in if nothing else. Let me know what you think and feel free to suggest/point out other things that might come about as a result.
submitted by Gallowglass-13 to AlternateHistory [link] [comments]


2024.05.07 03:38 grancombat The odds of pulling whatever amount of S ranks from a 10 pull any of the banners (outside of pity)

The odds of pulling whatever amount of S ranks from a 10 pull any of the banners (outside of pity)
Edit: Ok, everything is fixed now. The numbers should be accurate and all the tables and charts have been replaced. If I missed any relics of the original draft in on accident, feel free to let me know so I can fix it. Thanks for your patience, and enjoy the wonders of statistics.
Since people seemed to be pretty enthralled with my comment on a post talking about the odds of getting 4 (or more) S ranks in a single 10 pull, I decided I would go ahead and find the odds for everything, on every banner. If you want to skip down to that, I understand. It takes a special kind of weaponized hyperfocus to spend as many hours as I have on this. Normal people, go ahead and scroll to the heading "The Standard Banner" and go from there. That's where I start showing the actual results for this. Warning, some of the numbers are very, VERY large. If you're an actual psychopath like me and want to see the math, keep reading.

The Math

If you saw the comment on the other post, I will be repeating myself some at first. The first picture you see is the only new piece of math that didn't make it into the other post, and it's just explaining combinations in detail. If you haven't seen the comment, don't worry, I'll be going into excruciating detail to make sure everyone understands where the numbers are coming from. This will be boring for some of you, and I apologize for that. I just want this to be as accessible as possible for people who want to apply this to other things, or even other gachas.
We need to start by asking a question. There are several valid questions we could ask, but they fall into 3 categories: the odds of getting exactly x S ranks, the odds of getting at least x S ranks, and the odds of getting any plural number of specific S ranks. I'll be addressing each of these, but they all build off of the fundamental question, which is the first one.
The probability of getting exactly x successes in n trials, with the probability of success on a single trial being p is:
P(X=x) = nCx * px * qn-x
That's cool and all, but, like, what do all those letters mean?
P is the probability of the specific number of successes happening (in our case, the probability of getting x S ranks in a 10 pull).
x is the number of successes we want to test for.
nCx is a shorthand for what is known as a combination. This means "how many different ways can you select x items if there are n total items to choose from, if we don't care about what order they're in?" The math for a combination is as follows:
Source: www.calculatorsoup.com
Those exclamation marks are factorials. A factorial n! is just every whole number from 1 to n multiplied together. So 1!=1, 2!=2, 3!=6, 4!=24, and so on and so forth.
p is the probability of a success on each trial. Unfortunately, the truth has been stretched a bit, and the values in game are actually averages which include the pity pull. The math for the ACTUAL values will be a couple paragraphs down.
q is the opposite of p, or the chance of a failure on each trial. This is commonly seen as (1-p).
Once we get done answering for specific numbers of S ranks, we can get the answers to our other questions fairly easily by just adding different specific answers together.
Now, we need to actually find our values for "p." To do this, we need to do some tomfoolery that u/An-Aromatic-Apple originally did in the comments of a post a little less than a month ago, and u/blitzkarion brought my attention to it on this post.
The tomfoolery is as follows:
The math: let p be the pre-pity probability, q be the post-pity probability, and n the number of pulls to hit pity. We can calculate the expected number of pulls per epic in two ways, which gives us a relationship between p and q.
First, by definition, = 1/q.
Second, we can evaluate directly as a weighted average. For i < n, we have the standard geometric probability P(N = i) = (1-p)^(i-1)*p, and for i = n, we have P(N = n) = (1-p)^(n-1) from hitting pity. Explicitly evaluating the expectation value yields = (1-(1-p)^n)/p.
Hence, we have 1/q = = (1-(1-p)^n)/p. Taking reciprocals shows that q = p/(1-(1-p)^n), which allows us to interpret 1/(1-(1-p)^n) as the pity correction factor that transforms the pre-pity probability into the post-pity probability.
So now that we have that, allow me to translate it into English. What this means is that in order to find the true, unmodified chances for every banner, we need to use the second to last equation they gave, q = p/(1-(1-p)^n), where q is our desired answer for the MODIFIED percentage, n is the pity counter, and p is the value we're trying to find. There are two ways to do this. You can use a graphing calculator to plot out y = x/(1-(1-x)^n , replacing n with the proper pity value, plotting y = [desired modified percent] on the same graph, and telling the calculator to find the point of intersection. Or you can expand (1-p)^60 and solve the equation for p. Spoiler alert, the first one is way easier, though less accurate depending on your graphing calculator. This isn't AS crucial since the numbers in game are probably rounded anyway, so a few significant figures should be fine to estimate proper values.
Doing this, I got the following TRUE rates for each of the banners:
Standard - 0.726%
Rate up - 0.962%
Epic - 3.33%
Stargaze - 1.404%
So the above numbers are our values for p, and the values for q are:
Standard - 99.374%
Rate up - 99.038%
Epic - 96.67%
Stargaze - 98.596%

The Application

Now that we know how to calculate the thing we're looking for, it's time to actually do it. I'll put the above equation and the numerical values of its variables here for readability's sake:
P(X=x) = nCx * px * qn-x
n = 10
p = [0.00726, 0.00962, 0.0333, 0.01404]
q = [0.99374, 0.99038, 0.9667, 0.98596]
This first table is going to have the values for our equations, and some of them are very long decimals. Don't worry about your eyes hurting looking at this one, this isn't the important table to answer the final question.
https://preview.redd.it/sxdngx34l0zc1.png?width=1209&format=png&auto=webp&s=643be2b59c04b63729bdca30e71e1d8ddf305605

The Results

So now we've done it, we actually have all the information we need to see exactly what the correct numbers are for every banner. All that's left to do is plug different cells into our formula and see what they spit out. The next sections are going to be the final results divided by banner, in order of % exact, odds exact, % at least, odds at least

The Standard Banner

https://preview.redd.it/waioauoeo0zc1.png?width=875&format=png&auto=webp&s=6c89395afa89fe93f2302e80955df4774b6c3ed1
https://preview.redd.it/qb5wlvygo0zc1.png?width=601&format=png&auto=webp&s=dfc369f79865273a69140348e17ac3dab9d234d0
https://preview.redd.it/0kes0mzio0zc1.png?width=603&format=png&auto=webp&s=dbe29257676e0fe57f65fadf811c12b8fe5616e3

The Rate Up Banner

https://preview.redd.it/b6d63s5no0zc1.png?width=876&format=png&auto=webp&s=74528c4acae015d66cb93093e61f39b37cd22a69
https://preview.redd.it/gyoaonupo0zc1.png?width=601&format=png&auto=webp&s=408ba92dc3933502cde5b87ac61731e2c14da615
https://preview.redd.it/63v23ssro0zc1.png?width=601&format=png&auto=webp&s=c99a1c0e227b7a982009b4e393ed41a0163316e9

The Epic Banner

https://preview.redd.it/kk8wgzsvo0zc1.png?width=875&format=png&auto=webp&s=f92d9db6d42e319a9b6a20af4fc10b3d9fca458d
https://preview.redd.it/zbccg2ryo0zc1.png?width=601&format=png&auto=webp&s=3ef3c09ab04e98c1eacecdd7475a3b06d130b372
https://preview.redd.it/3ckct790p0zc1.png?width=602&format=png&auto=webp&s=c3ac22224773464e75dfee13ee3e86b765e964d9

The Stargaze Banner

https://preview.redd.it/um5vgwx2p0zc1.png?width=874&format=png&auto=webp&s=2b794cf4093dce4b13495c0a5b5cee73fef12b48
https://preview.redd.it/kmt45dk5p0zc1.png?width=602&format=png&auto=webp&s=0bbcc7ee245b5a9dfc978ad6eff37c3a8923991f
https://preview.redd.it/1f81pi07p0zc1.png?width=602&format=png&auto=webp&s=05dab042772f398cef7e2ba7a9151a8f3f80c362

The Conclusion

10 pulls SHOULD have a non-pity S rank every once in a while, no matter what banner you're on, but the "premium" banners will definitely get them more often. It might several pity cycles to get one, but it'll happen eventually. I would expect 4-5 pity cycles on standard and rate up, and maybe 2-3 on epic and stargaze.
If you have read and digested everything up to this point, thank you. This took several hours of research and learning how to use various online tools to make everything accurate and presentable. But also, please seek mental help. This is not healthy. I appreciate everyone who's reading this, though, because it means you at least cared enough to see it through to the end.
Ok, that's all the time I've got. I gotta get back to playing Animal Crossing: New Leaf on my Nintendo 3DS doing my dailies and smacking a yeti around several times. Good luck going into the new season, everybody. Go get some non-pity S rank pulls.
submitted by grancombat to AFKJourney [link] [comments]


2024.05.03 23:22 HowBoutIt98 [Request] What Are The Chances?

I believe I have an easy one for you guys. Please let me know if I left out any pertinent information.
So we have five values. Each value can range from 0 to 5. Each value can be rounded to two decimal places. For example, 4.99 is allowed. What is the chance, as a percent, that the average of these five values will be the same seven times in a row?
submitted by HowBoutIt98 to theydidthemath [link] [comments]


2024.05.02 19:15 yungsta12 GDHG insiders/retail fight against Hindenburg

GDHG insiders/retail fight against Hindenburg
GDHG is a potential play where insiders have locked up the float by owning more than 60 percent of the OS and is garnering retail interest. Most people have heard about this company IPO'ing last year in April at $4/sh and exuberance spiked it to $22 before it all came crashing down after Hindenburg released their short report. This report that Hindenburg published has been subsequently removed from their website while their posts remain on X. Third party audited earnings released in February debunked most of these claims and shows a profitable business that is expanding.
The setup: Insiders own more than 60 percent of the OS locking up much of the float. They didn't sell a single share during the run-up after their lockup period ended in September. Instead they reaffirmed their holdings in February of this year. A week later they field a $6 million buyback which I believe is strategically planned to boost their holdings back up to fair value. They have a $1 compliance deadline approaching on August 6 and I believe this buyback will be used if needed to meet compliance. They have never done any dilution, issued warrants, done a RS, and have a profitable business, so they have a strong basis for requesting a second 180 day extension IMO. Companies have gotten it with much less.
Future growth: They are expanding. They have pre-funded construction of three additional parks using much of their cash position. They have sufficent liquidity from operations of their cash positive business. I have verified the contract and permits obtained to move forward with these projects. One of the three parks opened for trial two months ago. In addition, they have signed an LOI with a third party in Indonesia for building 30-50 similar parks there. They signed 2 additional lease deals to utilize their parks for festivals, further disproving Hindenburgs claims that the parks are in disarray and unpopular. Recent videos uncovered from Chinese social media show the parks are lively and attendance is strong in 2024 so far.
Again this is a great setup between insiders and retail as we continue to lockup the float. It's a profitable business with high margins that has been decimated by a short report from a known company that makes their bread using these tactics. Sure they made correct calls on some of these in the past, but based on my DD it looks like these claims were bogus. I am just presenting this opportunity, do your own DD starting with what I'm showing in this post.
submitted by yungsta12 to Shortsqueeze [link] [comments]


2024.05.02 19:10 yungsta12 $GDHG insiders/retail fight against Hindenburg

$GDHG insiders/retail fight against Hindenburg
GDHG is a potential play where insiders have locked up the float by owning more than 60 percent of the OS and is garnering retail interest. Most people have heard about this company IPO'ing last year in April at $4/sh and exuberance spiked it to $22 before it all came crashing down after Hindenburg released their short report. This report that Hindenburg published has been subsequently removed from their website while their posts remain on X. Third party audited earnings released in February debunked most of these claims and shows a profitable business that is expanding.
The setup: Insiders own more than 60 percent of the OS locking up much of the float. They didn't sell a single share during the run-up after their lockup period ended in September. Instead they reaffirmed their holdings in February of this year. A week later they field a $6 million buyback which I believe is strategically planned to boost their holdings back up to fair value. They have a $1 compliance deadline approaching on August 6 and I believe this buyback will be used if needed to meet compliance. They have never done any dilution, issued warrants, done a RS, and have a profitable business, so they have a strong basis for requesting a second 180 day extension IMO. Companies have gotten it with much less.
Future growth: They are expanding. They have pre-funded construction of three additional parks using much of their cash position. They have sufficent liquidity from operations of their cash positive business. I have verified the contract and permits obtained to move forward with these projects. One of the three parks opened for trial two months ago. In addition, they have signed an LOI with a third party in Indonesia for building 30-50 similar parks there. They signed 2 additional lease deals to utilize their parks for festivals, further disproving Hindenburgs claims that the parks are in disarray and unpopular. Recent videos uncovered from Chinese social media show the parks are lively and attendance is strong in 2024 so far.
Again this is a great setup between insiders and retail as we continue to lockup the float. It's a profitable business with high margins that has been decimated by a short report from a known company that makes their bread using these tactics. Sure they made correct calls on some of these in the past, but based on my DD it looks like these claims were bogus. I am just presenting this opportunity, do your own DD starting with what I'm showing in this post.
submitted by yungsta12 to pennystocks [link] [comments]


2024.05.01 20:20 ya-boi-benny Respect Thread Rumble: Freak (Marvel, 616) vs Spawner (Ward)

Freak vs Spawner

Two formerly-human abominations that lose more of their humanity with each step in their evolution.
Freak RT and Spawner RT
As a note, I’m ignoring feats from when Freak had a piece of the Carnage symbiote.
Strength
Freak
Spawner
Verdict
Freak has much better strength showings than Spawner, both in striking and lifting. This is thanks to both some really solid objective showings and scaling above the Amazing Spider-Man, who he can pin with one arm. If this fight were down to strength alone, Freak could out-punch and out-grapple Spawner with ease.
Durability
Freak
Spawner
Verdict
Freak definitely has outright durability. Shrugging off strikes from Spidey and having bulletproof skin means that Freak should have no problem dealing with the clawed Brute, Spawner.
One thing that Spawner has over Freak is the ability to regenerate. Freak’s healing only seems to trigger upon metamorphosis. He’s consumed in flames, but he takes a nap and all of his burn scars are gone. Spawner, however, is able to patch up wounds mid-fight, like closing up a hole in his throat or realigning a severed spine. This process is even faster when Spawner has meat to collect from human bodies.
It feels fair to call this category a draw, with Freak taking durability and Spawner having more relevant regeneration.
Speed
Freak
Spawner
Verdict
No surprise here, jumping across a city is better than jumping across a room. Not that either of these guys does a lot of dodging, but Freak can definitely outpace Spawner if it came down to it.
Evolution
Freak
Spawner
Verdict
Freak’s evolution kicks in when he “dies”, giving him resistances to what defeated him previously. Through this power, he’s now functionally bulletproof, bombproof, can withstand explosions, and has a resistance to the caustic substance, quicklime. His evolution seem to solely revolve around his ability to gain resistance to types of damage.
Spawner’s evolution, on the other hand, makes both his bugs and himself stronger, tougher and faster. He can also tweak the evolution at will, like when he spat out his bugs with natural camouflage against concrete surfaces. His evolution occurs when his bugs retrieve meat and bring it to his body. Looking at his genetic base Crawler, later stages of this evolution could make Spawner a truly massive and dangerous force.
For his versatility, rate of change and the empowering of his children through evolution, I’d have to give this category to Spawner.
Miscellaneous
Freak
Spawner
Verdict
Freak’s amazing powers involve smelling meth from miles away and really, really loving the ingestion of drugs. Freakin’ shweet.
Crawler has enhanced senses thanks to past evolutions, particularly sight, which is aided by extra eyes grown all over his back and neck. He can grab enemies or objects with a prehensile tongue at around twenty feet long. His most important trait is the ability to grow and spit out his flesh eating, fist-sized bugs by the dozens multiple times in a fight. With this power, fighting Spawner isn’t just about taking out a regenerating, hulking mutant, but his swarms of warrior drones as well.
Spawner takes this category.
Verdict
Spawner’s brain is a mashup of two completely different individuals. He listens to Ned, the reckless daredevil who found success as Crawler by throwing himself at danger as getting stronger after surviving them. He also listens to Bradley, who survived as Breed for so long by hiding in safety and letting his bugs take his enemies to pieces. Whichever voice he’s listening to during this fight will determine the outcome of this matchup.
If he fought like Crawler did, Spawner would die quickly. Freak’s strength is enough to rend human flesh, warp steel beams and handily overpower Spider-Man, who’s much stronger than Spawner is. I don’t think it’s an exaggeration to say that the druggy could literally splatter Spawner across the street with one good slap.
If he hides like Breed and swarms him with bugs, then there’s a better shot of Spawner coming out on top. Freak might have bulletproof skin, but Spawner’s bugs cut through flesh and bone “like wire cutters through butter” and have the ability to become even stronger mid-battle. They’re coordinated enough to swarm over enemies, like when they reduced a woman into a pile of bloody chunks in a matter of seconds. After enough damage, Freak would need to slink off and undergo a metamorphosis to recover, but that doesn’t mean Spawner couldn’t attack the cocoon directly. It’d be a death from a thousand cuts and it could take hours for Freak’s body to become completely cubed and consumed, but this is a viable win strategy for Spawner.
It should be noted that the Breed mindset is not a perfect strategy by any means. Freak could decide to leap far away before cocooning, which would close the window for Spawner to attack him while he’s asleep. If Freak’s cocoon was acidic, like his first metamorphosis was, the bugs wouldn’t be killed on contact, allowing Freak to return later with tougher skin, more resistant to pincers.
If we were to look at this mathematically, that’s a 50 percent chance Spawner tries to box Freak and dies immediately, a 25 percent chance Spawner decimates Freak with bugs over time, and a 25 percent chance that Freak survives the bugs and returns with tougher skin to kill Spawner. Now, men lie, and women lie, but numbers don't, so Freak has a better chance overall at winning this fight.

Winner: Freak

submitted by ya-boi-benny to whowouldwin [link] [comments]


2024.04.30 11:28 Jace_Albers April 30 Pick Em Favorite

April 30 Pick Em Favorite
Twins Beat White Sox 74.4 Percent
1.744884612% favorite Minnesota Twinkies throwing Simeon Woods Richardson the 2.45 ERA 1.00 WHIP pitcher throwing to a .225 avg .250 obp and a .250 slg having won their last 8 games sweeping Chicago in a 4 game series and winning yesterdays game against the Sox. The White Sox hitting just .214 avg .280 obp and to a .323 against rhp.
With Michael Soroka 0 and 3 on the year with a 6.83 ERA and 1.69 WHIP a .278 avg .376 obp and a .522 slg in tow. The Twins sporting a .218 avg .304 obp and a .386 slg against rhp which while not alot is enough to decimate a team the likes of the White Sox.
Sporting a 4.32 ERA the white Sox against the 3rd best bullpen in the MLB with the Minnesota Twins 2.54 ERA and 1.14 WHIP
submitted by Jace_Albers to MLB_9Innings [link] [comments]


http://rodzice.org/