Worksheet on abiotic & biotic

Biogeography: For your species distribution needs.

2012.04.30 17:02 Biogeography: For your species distribution needs.

Biogeography is the study of the distribution of species and ecosystems in geographic space and through geological time. Knowledge of spatial variation in the numbers and types of organisms is as vital to us today as it was to our early human ancestors, as we adapt to heterogeneous but geographically predictable environments.
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2024.05.14 01:47 Apart-Egg-7820 Help with magitek

So the power system in the book I’m working on rn is magitek basically combing magic and technology In a unique way
Modern magitek: created by the immortalis it takes the soul of an entity and uses it as a power source while using the body to Create the nanotechnology or the “body” of the system and would be combined with the spirit energy in a way that creates the magitek allowing the user to use the powers of the being it’s created from in the way of systems and programs as it’s a form of biotechnology
~> there are lessor version of magitek that are really just biotech and technology called biotic(biotech) and abiotic(technology) which is used to create things like cyborgs and robots and nanotechnology and all that fun stuff
Now the issue is how to i create ancient magitek as it would be more of a mystical practice and maybe like modern magitek it uses alchemy but maybe in a different way like how scar uses a different alchemy from ed and them any help would be appreciated and I’m aware of the spelling errors this is my first post on Reddit
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2024.05.10 15:50 cats64sonic The Great Gatsby: A Literary Lens On Ecosystem Ecology and Human Impacts on the Environment

Introduction:
F. Scott Fitzgerald's novel, "The Great Gatsby," is a classic work of American literature that explores themes of love, wealth, and the pursuit of the American Dream in the Roaring Twenties. While the novel is primarily a social commentary on the excesses and disillusionments of the Jazz Age, it also offers insights into ecosystem ecology and the interconnectedness of human activities with natural systems. This essay examines the intersections between "The Great Gatsby," ecosystem ecology, biogeochemical cycles (specifically the hydrologic, carbon, nitrogen, and phosphorus cycles), and human impacts on the environment.
"The Great Gatsby": Wealth, Excess, and Ecological Disruption
"The Great Gatsby" is set in the wealthy enclaves of Long Island, New York, during the 1920s, a time of unprecedented economic prosperity and cultural upheaval in the United States. The novel follows the story of Jay Gatsby, a mysterious millionaire, and his pursuit of the American Dream, as narrated by his neighbor, Nick Carraway.
At its core, "The Great Gatsby" is a story about wealth, excess, and moral decay in American society. The characters in the novel live extravagant lifestyles, characterized by lavish parties, opulent mansions, and reckless behavior. However, beneath the surface of this glittering facade lies a world of moral ambiguity, social inequality, and ecological disruption.
Ecosystem Ecology: Interactions, Dynamics, and Feedbacks
Ecosystem ecology is the study of how living organisms interact with each other and their physical environment to form self-regulating systems. Ecosystems are comprised of biotic (living) and abiotic (non-living) components that interact and exchange energy and nutrients through various biogeochemical cycles.
In "The Great Gatsby," the ecosystem of Long Island is depicted as a microcosm of the larger American landscape, characterized by human activities such as urbanization, industrialization, and agricultural expansion. The interactions between human society and the natural environment have profound effects on the health and stability of local ecosystems.
Biogeochemical Cycles: Hydrologic, Carbon, Nitrogen, and Phosphorus
Biogeochemical cycles are pathways through which elements such as water, carbon, nitrogen, and phosphorus are exchanged between living organisms, the atmosphere, the hydrosphere (water bodies), and the lithosphere (rock and soil). These cycles play a critical role in regulating Earth's climate, nutrient cycling, and ecosystem functioning.
The hydrologic cycle describes the movement of water through the atmosphere, land, and oceans, driven by processes such as evaporation, condensation, precipitation, and runoff. In "The Great Gatsby," the characters' extravagant lifestyles and excessive water use contribute to the degradation of local water resources, such as the polluted waters of the Long Island Sound.
The carbon cycle describes the movement of carbon between the atmosphere, oceans, soil, and living organisms through processes such as photosynthesis, respiration, and decomposition. In "The Great Gatsby," the burning of fossil fuels, such as coal and gasoline, contributes to atmospheric carbon dioxide levels and global climate change, as depicted by the smoky industrial landscape of the East Egg.
The nitrogen and phosphorus cycles describe the movement of these essential nutrients through the atmosphere, soil, water, and living organisms. In "The Great Gatsby," agricultural runoff from nearby farms leads to eutrophication of water bodies such as the East Egg Bay, resulting in algal blooms, oxygen depletion, and fish kills.
Human Impacts on the Environment: Urbanization, Pollution, Deforestation, Climate Change, and Habitat Destruction
Human activities have significant impacts on the environment, including habitat destruction, pollution, deforestation, climate change, and loss of biodiversity. In "The Great Gatsby," these impacts are depicted through the lens of human society's excesses and moral decay.
Urbanization and industrialization lead to habitat destruction and fragmentation, as natural landscapes are converted into urban developments, roads, and industrial zones. Pollution from industrial activities, such as coal mining and factory emissions, contributes to air and water pollution, as depicted by the smoky, polluted skies and waters of Long Island.
Deforestation and agricultural expansion lead to loss of biodiversity and habitat destruction, as natural ecosystems are cleared for urban development, agriculture, and timber extraction. Climate change, driven by human activities such as burning fossil fuels and deforestation, leads to global warming, sea level rise, and extreme weather events.
Conclusion
"The Great Gatsby" offers valuable insights into the interconnectedness of human society and the natural environment, highlighting the ways in which human activities impact local ecosystems and global biogeochemical cycles. By examining the intersections between literature, ecosystem ecology,
biogeochemical cycles, and human impacts on the environment, we can gain a deeper understanding of the complex dynamics of human-nature interactions and the importance of environmental stewardship and sustainability in shaping our collective future.
As we navigate the challenges of the 21st century, it is essential to recognize the ways in which our actions affect the health and stability of ecosystems around the world. By promoting conservation, sustainable development, and responsible stewardship of natural resources, we can work towards a more equitable, resilient, and sustainable future for all. Just as the characters in "The Great Gatsby" grapple with the consequences of their actions, so too must we confront the ecological realities of our time and strive to build a better world for future generations.
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2024.05.08 14:06 td1801 Why are battlemaster biotics ?

I don't think there's much ezo on Tuchanka, does Krogan add biotic amp to child ?
submitted by td1801 to masseffect [link] [comments]


2024.05.07 15:50 cats64sonic Globalization's Shadow: Exploring the Downsides and Population Ecology Dynamics

Introduction:
Globalization, characterized by increased interconnectedness and integration of economies, cultures, and societies, has brought about profound transformations in the modern world. While globalization has led to economic growth, technological advancement, and cultural exchange, it also has significant downsides, particularly in its impact on population ecology. This essay delves into the downsides of globalization and its intersection with population ecology dynamics, highlighting the challenges posed to biodiversity, ecosystem stability, and human well-being in a globalized world.
The Downsides of Globalization: Disruption and Degradation
Globalization has been associated with a range of negative consequences for the environment, ecosystems, and populations worldwide. One of the primary downsides is environmental degradation, as increased industrialization, urbanization, and resource extraction have led to habitat destruction, pollution, and loss of biodiversity.
Globalization has also facilitated the spread of invasive species, diseases, and pollutants across continents, disrupting ecological balances and threatening native species and ecosystems. Invasive species outcompete native species for resources, alter habitats, and disrupt ecological processes, leading to declines in biodiversity and ecosystem resilience.
Furthermore, globalization has contributed to overexploitation of natural resources, including forests, fisheries, and freshwater sources, as increased demand for commodities drives unsustainable extraction and consumption patterns. Deforestation, overfishing, and water scarcity have negative impacts on ecosystems, species populations, and the livelihoods of local communities dependent on natural resources.
Population Ecology Dynamics: Interactions and Adaptations
Population ecology is the study of how populations of organisms interact with each other and their environments, including factors such as population size, distribution, growth, and regulation. Population dynamics are influenced by a variety of biotic and abiotic factors, including resource availability, predation, competition, and environmental conditions.
One of the key concepts in population ecology is carrying capacity, which refers to the maximum population size that a particular habitat or ecosystem can sustain over the long term. Population growth may be limited by factors such as food availability, space, and predation, leading to density-dependent regulation of population size.

Population ecology also encompasses the study of population interactions, such as competition, predation, symbiosis, and disease transmission, which shape population dynamics and community structure. These interactions influence the distribution and abundance of species within ecosystems and can have cascading effects on ecosystem functioning and stability.
Intersection of Globalization and Population Ecology
Globalization intersects with population ecology dynamics in various ways, influencing patterns of population distribution, abundance, and interactions across different spatial and temporal scales. The movement of people, goods, and organisms across continents has led to the spread of invasive species, diseases, and pollutants, with implications for population dynamics and community structure.
Globalization also affects population dynamics through its impacts on habitat loss, fragmentation, and degradation, which can disrupt breeding patterns, migration routes, and food availability for wildlife populations. Fragmentation of habitats can isolate populations, reduce genetic diversity, and increase the risk of local extinctions, particularly for species with limited dispersal abilities.
Furthermore, globalization influences human population dynamics through its effects on urbanization, industrialization, and socio-economic development. Rapid urbanization and population growth in urban areas can lead to habitat destruction, pollution, and resource depletion, affecting both human and wildlife populations.
Challenges and Opportunities for Population Ecology in a Globalized World
In the face of globalization's downsides, population ecology faces numerous challenges, including habitat loss, fragmentation, overexploitation of resources, and the spread of invasive species and diseases. Addressing these challenges requires interdisciplinary approaches that integrate ecological, social, and economic perspectives to promote sustainability and resilience.
Conservation efforts must focus on protecting and restoring habitats, mitigating the impacts of invasive species and pollutants, and promoting sustainable land and resource management practices. Strategies such as habitat restoration, protected area management, and community-based conservation initiatives can help to conserve biodiversity and ecosystem services in a globalized world.
Furthermore, efforts to address global environmental challenges, such as climate change, deforestation, and biodiversity loss, require international cooperation and collaboration. Global agreements, such as the Convention on Biological Diversity and the Paris Agreement on climate change, provide frameworks for collective action to protect and sustainably manage the planet's ecosystems and resources.

Conclusion
Globalization presents significant challenges for population ecology, including habitat loss, fragmentation, overexploitation, and the spread of invasive species and pollutants. However, it also offers opportunities for collaboration, innovation, and conservation on a global scale. By addressing the downsides of globalization and promoting sustainable development practices, we can work towards a more resilient, biodiverse, and equitable world for both human and non-human populations. As we navigate the complexities of globalization and population ecology, it is essential to embrace the principles of sustainability, stewardship, and interconnectedness to ensure the health and well-being of present and future generations.
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2024.05.06 18:20 ChickenORtheEggRoll Load calculation to existing dwelling for adding EVSE (NEC 220.83?)

I asked the local building department about adding an EVSE and was told that a load calculation would be required. I asked if the city had a specific form, but was told that any pertinent one would work.
My state (MN) has adopted the 2023 NEC. I believe for my purposes (single family, looking to add a load), I am looking for 2023 NEC Section 220.83.
I have a 100A main circuit breaker on the panel (complete list of breakers listed below).
There is an existing 40A double pole breaker that is abandoned as the range has been converted to gas.
Heat is gas.
Hot water is gas.
Only potentially large loads are electric dryer and air conditioning.

Worksheet following 220.83

Part 1: General lighting/receptacle
Part 2: Small appliance (2) + Laundry circuits (1)
Part 3: Nameplate Rating list:
Device VA
Washer 1200
Water softener 13.5
Range 432
Radon mitigation 84
Fridge 720
Microwave 1550
Garbage disposal 540
Dishwasher 1200
sump pump 1164
Bathroom fan 540
Garage opener 360
HVAC 3360
Laundry Dryer 6240
EV Charger 7680
Calculations:
Calculations VA
Total Load (before demand factor): 32883.5
First 8 KW @ 100% 8000
Remainder at 40% (32883.5-8000) 9953.4
Total Load (8000+9953.4) 17953.4
Amperage (21793.4/240) 74.8 A

Panel:

Label Breaker Amp
Abandoned Range, convert to EVSE (double pole) 40
dryer (double pole) 30
ac (double pole) 30
microwave/fridge 20
furnace 20
Basement bathroom 20
basement outlet 20
garage outlets 20
wash/dryer 20
basement utility lights 20
garbage disposal / dishwasher 20
water softner, Range, radon 15
kitchen outlet 20
kitchen outlet 20
exterior deck 15
Questions:
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2024.05.03 00:28 Sharp_Plenty679 Soldier, Vanguard, Infiltrator - The best Offensive option.

All others are left in the dust next to these. You just can't go back after. My biggest gripe for biotic is missile speed. Yah you can't compete with hit scan but damn is it slow. Simply increasing the speed of the projectiles would go a very long way to making it more competitive. "Unstable Warp - User takes % of damage done but projectile has 200% speed" (also only on insanity diff) "Dark Matter Singularity, ignores all amoshields but renders targets immune to damage for duration"
Sad thing is the best way to kit out an adapt is to amp weapon damage output, wat? This is more for me2/3.
You either need to increase the flexibility of cc or increase its damage throughput. Ideally you would have options for both but not at the same time.
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2024.04.30 02:39 xTottosz tried to be normal ? couldn't ? still living in the past ? now need ways to end it peacfully.

WAYS I TRIED TO KILL MYSELF WITH THAT DID NOT WORK :
Overdosed : Heart meds Diabetes meds Anti Biotics over 100 pill > result vomiting 30 times on the span of 2 hours
Overdose : Xanax Valium Midazolam Clonazepam Nightcalm hypnor over 200 pills > Respiratory failure into fainting yet still alive
Cutting and losing alot of blood > got caught and saved
choking my self with a rope > same thing Caught and saved
Other Random meds overdose > Acidosis and hospitalized
weird but almost worked out > Overdose on everything then stop immediately > Insane panic attacks almost broke my hands teeth everything and heart rate increased so fast and my blood pressure was as low as 50 to 45 and my father injected me with 10 amp of something that increases blood pressure
Set my room on fire and inhale Co2 > caught and saved
Throw myself in front of a car > survived 3 times somehow
put my finger in an electricity output 3 times i got pushed away immediately
Getting a gun where i am from is near impossible .
jump from building < no > i don't want to end up being fucking paralyzed i want to die
Mixing Drugs > same thing Respiratory failure for a while and i get pass through it
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2024.03.31 22:46 Fatastic-MuffinD-299 Can I take MICR*2420 without BIOL1080?

Can I take MICR*2420 without BIOL1080?
Hi guys, I wonder if I could drop BIOL1080 and would be still able to go for MICR2420 this summer or not. It's kinda a disconnected course and I want to drop it to maintain my GPA. I will get 9 credits finished by this semester. Has anyone been in this situation? (Like MICR student)
https://preview.redd.it/i29styvreqrc1.png?width=559&format=png&auto=webp&s=94736238b8c9119512a6c7dd59487f6ca1a17f0e
submitted by Fatastic-MuffinD-299 to uoguelph [link] [comments]


2024.03.28 05:14 heh_0_0 Konsa correct hai?

Konsa correct hai? submitted by heh_0_0 to MEDICOreTARDS [link] [comments]


2024.03.20 22:01 Kriesskyu-Unity Chapter 4: I Am Not Alone

Nepila stares down the beast with her aura exposed from her body. "My grief left me astray. I understand now why Aliska wanted me to never stay sad for long. If I'm going to be the nation's Iron Maiden." Nepila uses her hand to summon a wooden staff. "I must be in control of my emotions! Define them, not let it define my heart!" A wave of Pristinia climbs up to reach Nepila as she begins her assault.
The fragile memory is plunged into the ground before being thrown into the Solairian wall. Nepila eyes glow a furious green as she travels through the wall to warp into the fragile memory. The beast sees this, remembering what Enoma did outside. It grabs Nepila and slams her into the ground. It roars, shouting, "Is this what you want!? Death of the memory that once held you and that mistress close together!?" Nepila growls in anger, summoning multiple roots to stab the fragile memory's chest as she uses Zeptheria to launch herself to kick the beast into the air.
"Just like how I was with my guilt. You're trying to manipulate the truth. The truth is that you aren't the memory of Aliska because she would never be such an unruly wretched monster!" Nepila uses the Solarian Dome to create a temporary stasis ball to slow down the beast fall. Taking her chance to finish it, Nepila tries to create an attack, but a hole opens up in the dome. Outside, everyone can see each other on both sides. Nepila is about to say something when she finally sees what her anger can do. An arm lifts up as he comes crashing down on to Relinna. Nepila cries out no, but it never fully crushes her. Nepila is shocked, confused about who could've saved her until a cold voice yells from underneath Fenrir's arm. "Maple! Control it, woman! You're not a kid anymore, stupid girl!" Sil punches the arm, which hurts the fragile memory inside.
Nepila hears it roars in pain as she realizes where she's truly at. "This is not the void of thoughts or quite simply my head space. We're literally in the central spot of the brain. This means that the stasis field I put up is allowing him to freely move the Fenrir outside! Fine! Let's play this game!" Nepila uses her Solarite to create a flaming hand to jump into the stasis field.
Inside, Nepila finds herself moving extremely slowly, trying to use the outer walls to connect to the outside world. However, Nepila quickly realizes that the beast can still attack her with projectiles. The beast launches a barrage of Solarite blast towards Nepila, who can't dodge the attack. Nepila is about to get hit when she remembers that she's in the brain. Using a memory she saw of Aliska, Nepila eyes glow bright green as she sticks a hand out and creates a barrier. When she creates it, the beast and Nepila are transported to a familiar field to both of them.
Nepila stands still, tanking the beast attack with the barrier she created from her hand. The two stare at it, seeing the massive wall Nepila has created. The beast walks back and forth, laughing as Nepila does the same except that she stares at the beast angrily.
"Yes! This place! Where you and that mistress first met. What a memory!" The beast looks behind itself, admiring the destroyed town in flames. "The hometown of Aliska. The woman who was created from a relic to uphold the plant life in this cold, blizzard underworld we call Arnaedia. Let me tell ya, she done well with the plants for a while until she met you." Nepila is about to get angry but calms herself. "No." The beast looks at the maid confused, surprised she even muttered a word. "No, that woman kept going even after meeting me. She put up her best protecting plant life while still living as a human. This relic that defines her and her magic did not stop her from trying to be more than what she feels. Unlike you and your species!" The beast is shocked and offended, rushing at Nepila as it breaks the barrier. Nepila tries to block the beast attacks, but she is dragged into the snow as the beast throws her into the wall of the memory. Nepila breaks through the wall and sees herself flying into another memory as she lands into a tree.
She falls onto the ground, getting picked up by the beast who slams her onto a frozen lake nearby. "Look at yourself before her, maid!" Nepila looks up to see herself talking to Enoma. "You speak of things defining someone, but what about you!? You grew up with barely any pain except motivation and a heart of compassion! You grew up in a solitary home with your mother, father, and three siblings! A father who committed a crime and was taken away to another nation! And a mother who relied on you to raise your other siblings! Your greatest struggle doesn't involve death, pain, or some random revelation." The beast is about to say more but stops. It can feel a boiling rage in Nepila, grinning in the process. Nepila is about to summon her flames until she remembers the Fenrir and Aliska words. Sighing, Nepila summons Pristinia again as she gets up.
"I see what you're trying to do. You are so despicable for even trying to make me lose sight in order to get me to hurt my own people. However, fragile memory." Nepila stares at the beast, summoning another Pristinian barrier. The beast is confused, but it smiles. Nepila smiles, too, expanding the barrier and breaking it into thousands of pieces. The beast backs up, unaware as to where Nepila is taking her attack. "You want to see me angry, right? Then let me show it to you in its controlled state!" Nepila takes the pieces of the barrier and sends them all flying at the wall of the memory.
The pieces begin to bounce all around the memory. The beast thinks it'll have to dodge a lot, but the shards are all purposely missing it. "What is this!? Is it an attack!?" The beast looks at Nepila, who begins to fly up. "Since you won't mention Aliska, I will mention her for you." Nepila stops at the middle of the memory. The trees surround her as the moon stares the beast down. "My greatest struggle was dealing with the death of my best friend. The revelation that shook me, a truth that would break my heart. I may never be able to stop missing her, but I can tread on my path with her still by my side with her relic." Pristinia twirls from Nepila's chest as it circles into a dark green and orange background with Nepila being the only bright thing in the memory. "Aliska sacrifices herself for me with the goal to be able to help me succeed in the end with this inner battle. Fragile memory, remember this. I may not have a partner to help me fight in the depth of battle. But I am not alone!" A giant flower that Aliska is known for creating appears from the background. "The Mari'flaundra shall rise and upheave the cleansing hour! Purge evil from within us!" The flower blooms, sending out a massive of cleansing pollen onto the memory, causing the beast to panic. The beast tries to run, attempting to break the wall, but it's too late. "Your crowd of evil shall plague us no more!" Nepila rushes forward, slashing the beast open as she's kicked from inside her head.
Outside, Nepila is shot out the Fenrir, but she's brutally beaten. Sil sees her fly out, realizing that if Nepila lands on the ground, she'll die immediately. Sil tries to fly, but her left arm gets scorched by the Fenrir. Sil shriek in pain but flies to save Nepila. As she flies towards her, fireballs fly at her as she tries destroying them all. Some of them she manages to defend against, but she realizes she wasn't the main target. "The fireballs! They're aimed at Maple! No!" Sil tries to fly faster, but the fireballs rapidly approach Nepila. It it looks like Nepila is about to be hit. "O' Grand Shrine, Sheath Their Last Gazing Breath!" A woman appears, absorbing the fireballs and proceeding to launch the attacks back down at Fenrir. Everyone is shocked, asking who the woman is until Samikoiya steps up. "That woman is my step sister. Yoiyami." Yoiyami dashes downwards, landing as she steps in front of Samikoiya. "Hi, Koi! I'm finally here to help out!" Everyone gets mad at Yoiyami, confusing the Sly Fox. "Yoiya, why didn't you grab Maple!" Samikoiya asked, but the woman simply knocks herself on the head. "Oops, I meant to say we." The group looks back up at Nepila when another voice can be heard. "The Ecosystem Guides You!" A man catches Nepila and uses his bow to grapple back to the ground. "What the!" Sil screams out before being grabbed by a bird.
Everyone groups up on Nepila, checking to see if she's still alive. As Enoma is about to use her Pristinia, the man stops her. "I'm sorry, but this requires a much stronger dose of Pristinia." The man places a hand on Nepila forehead, pulsing her with massive amounts of Pristinia. "This amount of Pristinia. It's more than mine. Even with my title as wizard, I don't own this amount of Pristinia. Who are you?" The man's face change to a sad expression. He sighs as he lets go. "My name is Ekonari. I am a living ecosystem of abiotic and biotic features." Ekonari uses his magic to vitalize the plants all around the forest. "I met Nepila when she came to my sanctum injured. I saved her and took care of her using the animals before sending her off. But that's as far as I can go with my relationship with Nepila. I'm just a savior to her. But that Starlight Mage and his Sly Fox of a sister. Those two are my bosses." Enoma looks at Samikoiya with a puzzled expression. But before Samikoiya can explain, Relinna and Mynia can be heard screaming. Everyone checks back on Fenrir and sees that he has grown stronger.
"The Fenrir! It doesn't have a host to be restricted, so it's just its own entity! Everyone, fend off the Fenrir while either one of us strategists comes up with a plan!" Everyone nods at each other, rushing into battle. Samikoiya, Sil, Enoma, and Yoiyami plan a finishing attack. Isolis, Mynia, and Ekonari fight and defend Relinna.
Samikoiya stays in the back, using his magic to kick and punch as magic circles appear and launch beam attacks the Fenrir. Enoma uses her Solarite and Frolaryte to create flames and ice all around Fenrir to blind it or hit blind spots. Yoiyami blitz the Fenrir with Aqauria and Frolaryte with slash attacks. Tricking the Fenrir into sliding into attacks. Isolis uses Voleria and Solarite to cause a lot of explosions while Mynia uses Earthrallion to block attacks from the Fenrir. Everything seems to be going to plan until the Fenrir howls in anger. From being orange to now being a black and white flaming wolf.
While in the process of tricking up Fenrir, Yoiyami notices something off. All the strategists realize what the Fenrir is about to do. "Yoiya! Run!" Yoiyami tries to run last second, but it's too late. The Fenrir transforms the ice below him into a portal. Yoiyami falls in it, warped into the air as Fenrir performs multiple slashes on her before spiking her down with his tail. Yoiyami crashes into a tree next to Nepila. Samikoiya rushes to his sister, crying as he screams for Yoiyami to wake up. And just like that, everyone begins to lose the battle.
Fenrir rushes down towards Sil, who tries to punch him, but he dodges Sil punch. Fenrir uses his teeth to bite Sil's arm off, making her shriek in pain again before tail whipping her away. Isolis attempts to flee, but he's swiped away into a tree, making him gasp for air. Mynia puts up a wall for herself, but Fenrir slashes it and hits her away into a nearby hillside. The constant loud noises finally wake Nepila up to the ongoing battle. Nepila looks to where the shriek came from to see Sil's left arm burnt while her right arm is torn off. Nepila gets up and tries to use Aliska's abilities but realizes that she can't. "Wait, I'm not in my head. I can't use her abilities because I don't know how she performs them. Tch! I'll just." Nepila is about to use her magic when the Fenrir warps behind her. Nepila tries to turn around, but she's hit by Fenrir's tail. Nepila is sent flying into a tree, but she's hit again by the Fenrir into another before she can feel the Fenrir teeth clamping in her. Nepila screams in pain as Fenrir tries eating her, but it stops as Enoma sends a blast its way. "If you want her, you'll have to go through me!" Enoma says, rushing at Fenrir.
Behind Enoma, a purple spell can be seen as it transforms Enoma into a Mage. Enoma slams Fenrir into the ground as red colors her outfit. When the transformation reaches the top, Nepila heart drops. An hourglass in the shape of multiple bones appears on Enoma's hat. "Wait, the Hourglass Death of Flame is you?" Enoma is disappointed in herself for not telling Nepila, but she keeps her focus on Fenrir. "I'm sorry, Maple." Enoma summons a dark red Voleria that shocks Fenrir. Fenrir barks in pain as it swipes Enoma away. Nepila watches Enoma fight head to head with Fenrir in her Death of Flame state. She launches spiraling death blades at Fenrir while the wolf keeps warping around. Nepila is about to cry but stops. Understanding that Enoma had her reasons for not saying anything about her true self. She also understands that Enoma isn't evil anymore. Seeing how she's using her magic for good and not trying to rob a civilian for money. The stories of the old Enoma make sense to Nepila now. Just as Nepila thinks the battle is won, Enoma screams in pain as Fenrir toss her body away. Nepila sees her body falling, horrified Enoma was defeated in battle. Fenrir howls again, but this time, he sets his sights on Relinna. Fenrir rushes at Relinna, who is trying to help Mynia get up. Nepila emotions flare up, screaming for Relinna to move until she suddenly uses Pristinia and Zeptheria to calmly guide herself to Relinna's location.
When Nepila makes it, she comes out with a defensive ability to shield Relinna. "A Mother's Duty Never Ends!" Nepila shouts as a Pristinian, and Solarian rose appears underneath Nepila and shields her and everyone nearby from Fenrir's attack. Inside the rose, Nepila realizes what she has just done. "This rose. It's like the one when I lose control, except it's calm. Relinna!" Nepila hugs Relinna, holding back her tears as she checks for any injuries. Relinna stops her and asks if Nepila can do anything for Mynia. Nepila is about to say no but realizes she had Pristinia. Using her new knowledge of Pristinia, Nepila places try multiple ways to heal Mynia, but nothing works. Nepila is about to give up, hugging Mynia, believing she has failed her sister. That is, until a voice calls to her. Nepila thinks it's Aliska again, but it's someone else. Nepila listens to the voice, feeling a great sense of warmth from the beautiful voice she's hearing. "The children are withering away. They haven't fully blossomed yet, sister." Nepila realizes what she needs to do. She sticks a hand out, summons a rose, and chants bloom as it heals Mynia.
Mynia opened her eyes as Relinna hugged her immediately. Nepila looks at her hands and back at Fenrir. "With my magic, I can't defeat Fenrir. However." Nepila turns to Samikoiya, who had just walked up to her. "Maple, do you have a plan?" Nepila nods. Using her magic to heal Yoiyami, Nepila tells Samikoiya that they must heal Enoma. Samikoiya nods, rushing outside the rose to secure Enoma. Relinna asked what she could do to help, and Nepila smiled at her. "Gather everyone here with Auntie Yoiya, okay?" Relinna eyes sparkles with excitement, yelling okay as she rushes to Yoiyami and helps her up. Nepil thanks Relinna under her breath before taking off to fight Fenrir.
As expected, Nepila is being beaten up by the giant wolf. He constantly slashes Nepila and bites her, but something is different this time. Nepila seems to be using her magic to strengthen her endurance. Getting frustrated, Fenrir throws Nepila to the side and tries to destroy the rose, but he's quickly stopped by an Earthrallion wall. "Stay back!" Mynia shouts, using her Earthrallion walls offensively. Nepila thanks Mynia as she continues to distract Fenrir.
Minutes would go by, fighting off Fenrir. Nepila is critically injured, barely able to use her magic. She tries to stand up, but she's too injured. She stays on one knee, using her remaining to try creating a shield, but something forms in front of her. Nepila eyes widen, realizing what she is seeing, forming before her as a woman screams at Fenrir. "Leave my student alone!" Enoma flies down at Fenrir with a swarm of arms and skulls trailing behind her. Nepila smiles, healing Enoma with her last remaining magic as she passes out.
Enoma lands on Fenrir, using her magic to create an ocean of arms as it drowns Fenrir within. It roars, trying to escape the trap, but fails to do so. Realizing what she must do, Enoma uses her own life essence to cause a death spiral to form. In the middle of the death spiral, an hourglass appears as lightning, water, and gale surrounds it. "The Hourglass has run out of its call for Armageddon! See its last drop as it coats life with perilous agony!" Enoma flies downward into the arms. Everything grows silent before an explosion goes off. The battle has been won, but at what cost?
Back at the group with Relinna, everyone watches the rose bloom away as all that's just left is Enoma and Nepila on the field separated from each other. The group splits up to take care of the two. Samikoiya, Yoiyami, and Nepila's sisters check up on the maid. She looks exhausted and hurt but still alive. Sil, Ekonari, and Isolis check up on Enoma. What they see before them terrifies them. Enoma looks older with her purple hair, losing its color. Isolis says it aloud for everyone to hear, shocking the group except Samikoiya. He sighs in frustration. "She lost Aliska, her best friend. Now, she's about to lose her master. Hm." Samikoiya walks up to Enoma, who's just started opening her eyes. She asked if she did it, and Samikoiya nodded. He tells her that Nepila is alive but is probably on the brink of death. Enoma tries to rush to her side, but she notices that she's too injured to even move. She feels frail and weak. She mentions this, making Samikoiya shake his head. "For one, mage. You nearly sacrifice yourself if it isn't for Nepila's healing and the extra mana I gave you. But that aside. I will do you a favor if you do one for me." Samikoiya sticks a hand out as Enoma grabs it. She asked what Samikoiya's favor before feeling something warm in her hand. "That favor I want is for you to never go into that state ever again. For trying to sacrifice yourself, here's your stupid reward." Enoma eyes widen as she screams in pain. Everyone is about to attack Samikoiya until sensing Enoma's magic growing a lot stronger while Samikoiya grows weaker. He groans in pain as the sound of Enoma screams echoes in the forest.
Days later, Nepila finds herself waking up in a medical bed. She lays up, feeling her bandages all over again. "Was that just a bad dream?" Nepila asked before seeing everyone else that was in the battle brutally beaten. She's about to jump out of bed, but someone grabs her hand. She looks to her left and sees Relinna tears flowing on her hand. "Please, big sister. Stay here and rest. I can't lose you and anyone else here." Nepila is about to move but realizes that everything is okay now. She sits back, squeezing Relinna's hand, who begins to sleep on it. She smiles, looking up at the ceiling as she thinks about what happened earlier. But her thoughts are interrupted when the voice of a woman calls for her.
"Hello, Ms. Saiki-Nera?" Nepila looks to the right to see a woman who eerily looks familiar. "Ah, yes, you're awake. That is just fantastic!" The woman speed walks to Nepila's right side, blushing and seemingly nervous while fiddling with her clipboard. "Hello? You look like someone I know. Dvarski?" The woman jolts in shock but nods quickly as a bright smile shows on her face. "Yes! Yes! Yes, I am the daughter of the doctor! My name is Beoila! Nurse of my father's hospital that we are currently in!" Beoila jumps around, confusing Nepila, who's trying to understand what's going on. "Be-Beoila. You seem to be very ecstatic. Perhaps you're seriously not." Nepila stops her words, seeing Beoila nodding at her words. The two are embarrassed, awkwardly staying quiet before someone else breaks the silence. "Well, Maple. To anyone, it would be an honor to serve you. After all, you are the leader of a clan, saving thousands of people from a crisis." Dvarski says, walking in and checking up on everyone.
The three chat with others for hours. Chatting about Beoila's personal life of being Nepila's biggest fan. Beoila fights with her dad, making Nepila laugh as the two use Pristinia to play fight. As the three chill with others, food arrives at the door. Nepila didn't realize it, but she remembers not eating anything at Enoma's library. She takes her food from the delivery man who smiles at her. Nepila assumes it's her brother, but surprisingly, it's Yoiyami. "E-yo!" Yoiyami throws up a peace sign as she uses it as bunny ears. "Yoiya!? Are you fully healed?" Yoiyami shakes her head. "Nope, but I do have these!" Yoiyami reveals bandages stretching from her waist to her neck. "Those bandages. Take it easy, girl." Yoiyami laughs, sitting on Nepila bed as she begins to eat. "Wait a second! Did I get told to take care of a woman who went toe to toe with a freaking beast that nearly killed her!" Nepila choked on her beef, swallowing it down before saying, "That's not the point, kay!" Nepila starts coughing as she drinks her water. "Welp, at least you're still the Nepila we know. I can't help it, but deep down in my heart. And probably those that are here with us. We're all proud of you." Nepila pauses herself from taking a bite of her sandwich. "Seriously, Nepila. I still remember the day you took me and Samikoiya in with welcome arms. You did us such a huge favor, and now, I feel like doing favors, so let me do one for you." Yoiyami hugs Nepila, who drops her sandwich. Yoiyami catches it with her tail and places it back in Nepila hand. "Go on ahead. I know you're holding back your tears for her. After all, I'm the Sly Fox. I can see the hurt on your face. Go on. Tell us about it." Nepila begins to cry on Yoiyami shoulder, talking about her past with Aliska. This would go on for some time before a book opens to Nepila sleeping with her siblings sleeping on her.
"Archive number 85. In regards to the woman known as Aliska, here's a full report. All information can be gathered from Nepila Saiki-Nera or formally, Ms. Saiki-Nera. Continuation. Aliska, a bio life form born from a Pristinian relic. Not considered as an animal but a plant. But yet, Aliska understood us humans more than we can each other. Ability Design: Rooted Emotions. Aliska was designed to collect data and help the nation as a whole. But since the king restricted her magic, Aliska couldn't act out her order. So, the only one who could carry on her task is Nepila. The Iron Maiden. As it stands, from what Nepila could gather about Aliska's abilities. They are triggered when someone is in danger on their own. Explain why, in her own words, was being protected by the roots of Aliska. The reason why Aliska couldn't just give Nepila her Pristinia was because her Pristinia was trying to help Nepila. The only way Aliska was able to let Nepila absorb her was by calming her down and forcefully getting absorbed. Sacrificing herself in the process. Her abilities stem from just helping out those in need. However, she never used Solarite with her abilities. Not only that, but Nepila heard a different voice that wasn't Aliska's. From the description of the voice and what she felt. Could it be that her constellation is coming true? Is the woman I came to know for years no longer here and now is just her? Could she be? Telbarra?" Samikoiya looks at the sleeping Nepila who's holding onto Mynia and Isolis shoulders while Relinna sleeps on her. "Hm, I should contemplate this later. For now, this chapter must come to an end. Yes, this chapter shall come to a beautiful end." Samikoiya says, staring into the night sky from the library window, knowing that something in the future is rapidly approaching.
submitted by Kriesskyu-Unity to PyroAdventures [link] [comments]


2024.03.16 20:56 chau2930 Update-How to access this Hard Drive

My previous post is here -https://www.reddit.com/computerhelp/s/P28G4W6Jag
So I have removed the cover as everybody said but now I don't know what to do
Do I remove the black part as marked by the Arrow, if so how do I do this.
submitted by chau2930 to computerhelp [link] [comments]


2024.03.02 00:36 GlitteringBuilder110 CT: Fate

Here's another one, my own:
Cursed Technique: Fate
Doom : User spreads a thin layer of CE around them for 200 meters in every direction. In this field, they are aware of everything that produces, stores or has CE. This is crucial for the ability to work. The user then can target objects, biotic and abiotic(objects with CE, ex. Slaughter Demon), to inflict Doom upon. This includes Cursed Techniques used by the opponent, and Cursed tools as well. Naturally, anyone who can sense CE will become aware of this field if they weren't already. Note that field of CE is not enough for techniques like Nobara's Straw Doll Technique: Resonance***.***
Doom works by eating away at a targets CE, at a rate that scales with the strength disparity between the opponent and the caster. It cannot be seen by those without CE(obviously), but it's effects are seen by those who possess CE as thousands of black pinpricks appearing and piercing into their skin seemingly doing nothing. When the target's CE falls below 10% of the Caster's own Maximum CE, the color in their bodies will fade, their bodies(clothing and accessories, not including Cursed tools) turning black (pure black) before disintegrating into specs of black ash. The less targets Doom is inflicted on, the quicker they will disintegrate. For example, a Grade 2 Sorcerer with Fate would be able to exorcise Grade 4 curses in 0.1 seconds individually and Grade 3 curses within 2-3 seconds. This would scale for them going up to 10 seconds for a Grade 2 and 1.5 minutes for a Grade 1(assuming they survive that long, they are an Grade 2 sorcerer ofc). There will be a large jump to Special-Grades, by hitting times like 30 mins - 1 hour. The technique will stop if the opponent leaves your CE field, but they will not recover the lost CE unless they do it artificially or have time for natural regen to replenish it.
Consecutive hits from Doom cut down the death timer by half each time. CE drained by Doom is added to you after the opponent is fully disintegrated, not before, not after. A binding vow can be made to alter the conditions of your ability( less CE drained, or no death at the end, in exchange for receiving CE during the fight.) You can imbue your body or weapon in a Doom aura to wield in a fight.
Doom: Maximum Output
Doom: Maximum Output is an instant kill technique that uses 2.5 times more energy than a regular Doom. This is only usable when in direct contact with your target. The technique checks the target's CE amount, if the CE is less than 25% of the caster or their CE quality is less in anyway by a significant amount, the target instantly disintegrates. Using it on a target already inflicted with Doom speeds up their death timer by whatever amount.
Death's Embrace
Death's Embrace is a higher leveled technique that functions essentially the same as Sukuna's Hollow Wicker Basket. By enveloping you body and everything 1 inch off of it in a dense Doom Aura, you can eat away at CE thrown at you. this is an effective stopgap measure against Domain Expansions and their sure-hit effects. Note that this only works against things that have CE and not inanimate objects like stone or debris.
Cursed Technique Reversal: Grace
Cursed Technique Reversal: Grace, unlike Doom and the gloominess that comes with it, Grace is a bright technique. It appears as Golden pinpricks coming off of the target. Within your CE field, you can empower targets with buffs, healing them to a certain extent, increasing durability and giving them a level of defense against CE. This technique performs less than RCE (positive energy/reverse cursed technique), more than standard CE reinforcement and somewhat equal to someone shielding themself from CE using their own CE. Unlike Doom that drains CE, Grace gives your target a set amount of CE at the end of the technique. CE still leaves you when you end the imbuement on a Cursed tool, except it simply dissipates.
Cursed Technique Reversal Maximum Output: Destiny
This a technique that uses little to no cursed energy to perform. It can only be used once a day. Only possible through the usage of binding vows. If you fall/die in combat and this technique was cast prior to it, you will be resurrected with 75% your Maximum CE and a falling CE output. After 1 hour, you will be rendered unable to manipulate your CE for 24 hours.
Domain Expansion: Purgatory
(The interior of the domain can be up to you want, the constants will be the freezing temperature, and having 95% of the domain covered in darkness)
Domain Expansion: Purgatory 's Sure-hit effect shreds all defenses that an opponent has to blocking Doom. This does not include techniques that negate sure-hit effects, but other methods like making yourself more durable through the use of CE or reinforcement. Doom is inflicted upon targets in the domain every 5 seconds automatically for no CE cost. The Opponent(s) CE will flow more sluggishly with each Doom that is inflicted on them.
-------------------------------------------------
Cursed Technique: Fate is an ability that focuses heavily on offense with limited defense. Defensive techniques to pair with this are limited to CE reinforcement(that i'm aware of).
It's effective against single target enemies, dealing immense damage to their fighting ability in a short time. A binding vow can be made to limit the target Doom can affect in exchange for a shorter Death Timer. The Death Timer, if I wasn't clear earlier is the time it takes for the CE in your opponent to hit 10%. The enemy will weaken with every passing second.= until death.
Using reversed cursed energy to nullify Doom is a viable option for your opponents. The RCE used to nullify it will have to equal the amount used to inflict it. This has a reduced effectiveness inside the Domain Expansion: Purgatory.
It's user will excel in dealing with large amounts of small scale curses that most others simple do not have the time to bother exorcising like fly heads, or other nuisances, though it will cost more CE because they have to individually target each curse with Doom. A temp binding vow can be made to change the single target to AOE for a weaker Doom. Possible job oppurtunity? That said, the user will also excel in single target exorcisms due to the deadliness that they possess. They would be at their least effectiveness when fighting a small group of powerful opponents. This is because the user would be forced to switch between focusing on each opponent separately while fending themselves off. Getting consecutive hits with Doom would be hard(not impossible).
This technique and all of it's variations only work on or against things that have CE. This means humans, curses, cursed tools, cursed techniques, shikigami, talisman, barriers, cursed objects, domains.
This means, that this power does not affect or works less effectively against opponents like, Hanami, Toji Fushiguro, Plants, Buildings, doors, corpses(unless they have CE for some odd reason), Maki, and etc.
If you use it, Credit me! - MagamataMask
:D
submitted by GlitteringBuilder110 to CTsandbox [link] [comments]


2024.02.27 16:53 sarecycling Sustainable Application of Rice Husk Biochar in Agriculture

Sustainable Application of Rice Husk Biochar in Agriculture
In the quest for sustainable agricultural practices, the utilization of rice husk carbonizer technology has emerged as a game-changer, offering innovative solutions for enhancing soil fertility, crop productivity, and environmental stewardship. Biochar derived from rice husks, a byproduct of rice milling, holds immense promise as a versatile soil amendment with multifaceted benefits. Let's delve into the myriad applications and advantages of rice husk biochar in agriculture, propelled by rice husk carbonizer technology.

Enhancing Soil Structure and Moisture Retention

Rice husk biochar, when incorporated into soil, acts as a soil conditioner, improving soil structure and enhancing moisture retention capacity. Its porous structure facilitates water infiltration and retention, reducing irrigation requirements and enhancing drought resilience. Moreover, the high surface area of rice husk biochar provides habitat for beneficial microorganisms, promoting soil biodiversity and enhancing nutrient cycling dynamics.

Mitigating Soil Degradation and Erosion

The application of rice husk biochar serves as a potent strategy for mitigating soil degradation and erosion, particularly in vulnerable agricultural landscapes. Biochar-amended soils exhibit increased resistance to erosion, thanks to improved soil aggregation and stability conferred by rice husk biochar. By minimizing soil loss and nutrient runoff, rice husk biochar contributes to the preservation of arable land and watershed health, fostering long-term sustainability in agriculture.

Sequestering Carbon and Mitigating Climate Change

One of the most compelling benefits of rice husk biochar lies in its capacity to sequester carbon and mitigate greenhouse gas emissions. Through the process of pyrolysis facilitated by rice husk carbonizer technology, rice husks are transformed into stable biochar, effectively locking carbon in a recalcitrant form. By sequestering carbon in soil, rice husk biochar mitigates atmospheric CO2 levels, contributing to climate change mitigation efforts and promoting carbon-neutral agricultural practices.

https://preview.redd.it/g85vdv4qg5lc1.jpg?width=1300&format=pjpg&auto=webp&s=0a830c2d68e58bdc47646348519fea2fc5522bfb

Improving Soil Fertility and Nutrient Management

The application of rice husk biochar enriches soil fertility and enhances nutrient management dynamics, thereby optimizing crop productivity and yield potential. Biochar serves as a reservoir for essential nutrients such as nitrogen, phosphorus, and potassium, gradually releasing them to plant roots as needed. Additionally, the cation exchange capacity of rice husk biochar facilitates nutrient retention and reduces nutrient leaching, minimizing fertilizer requirements and nutrient losses to the environment.

Alleviating Soil Salinity and Heavy Metal Contamination

In regions plagued by soil salinity and heavy metal contamination, rice husk biochar offers a viable remediation solution, owing to its sorption properties and ion exchange capacity. Biochar-amended soils exhibit reduced sodium uptake by plants and improved soil structure, mitigating the adverse effects of salinity stress on crop growth. Furthermore, the adsorptive properties of rice husk biochar enable the immobilization of heavy metals, reducing their bioavailability and toxicity in soil ecosystems.

Enhancing Crop Resilience and Stress Tolerance

The application of rice husk biochar confers numerous agronomic benefits, enhancing crop resilience and stress tolerance against abiotic and biotic stressors. Biochar-amended soils exhibit enhanced water and nutrient availability, enabling plants to withstand periods of drought, heat stress, and nutrient deficiency. Moreover, the presence of biochar in soil enhances plant defense mechanisms and stimulates root development, bolstering plant vigor and resilience to pest and disease pressures.

Facilitating Sustainable Crop Production Systems

The integration of rice husk biochar into agricultural production systems fosters the transition towards sustainable and regenerative farming practices. Biochar-amended soils require fewer inputs such as irrigation water and synthetic fertilizers, reducing production costs and minimizing environmental impacts associated with conventional agricultural practices. Furthermore, the long-term stability and durability of rice husk biochar ensure sustained benefits for multiple cropping cycles, enhancing the resilience and productivity of agroecosystems.

Promoting Circular Economy and Resource Efficiency

The utilization of rice husk carbonizer technology for biochar production embodies the principles of circular economy and resource efficiency, transforming agricultural waste into value-added products with diverse applications. By valorizing rice husks, a readily available and underutilized biomass resource, rice husk charcoal maker machine technology contributes to waste reduction, energy recovery, and sustainable resource management. Moreover, the byproducts generated during biochar production, such as bio-oil and syngas, can be utilized for energy generation or further processing, maximizing resource utilization and minimizing waste generation.
In conclusion, the sustainable application of rice husk biochar in agriculture represents a paradigm shift towards resource-efficient, climate-smart farming practices. Empowered by rice husk carbonizer technology, biochar holds immense potential as a multifunctional soil amendment, offering solutions to pressing challenges such as soil degradation, climate change, and food insecurity. By harnessing the benefits of rice husk biochar, farmers can cultivate resilient, productive agroecosystems while safeguarding environmental health and fostering sustainable livelihoods for future generations.
submitted by sarecycling to u/sarecycling [link] [comments]


2024.02.23 06:19 Ready-Possibility505 Where she gets $$

Where she gets $$
I bet none goes to Ellie at all… just Mariah’s food and dumb shit she buys
submitted by Ready-Possibility505 to ryuhthebadmom [link] [comments]


2024.02.22 02:02 perfectfire Calculated data on each support's non-ult burst healing to a single target, AOE, and hybrid (single target and AOE at the same time). Data in table and link to google sheet.

Previous post was automatically taken down because apparently the bot thought it was a r_nt. I think it may have thought that because I used the word r_nt once otherwise I have no idea how anyone could think a table full of data is a r_nt.
Here's the google sheet of this data which will probably be easier to read, but it also contains my opinion on who the best support is.
I got all of my data from https://overwatch.fandom.com/wiki because they're the only site that seems to have the data up to date.
Here's the markdown table form without my long opinion on the best support:
Hero TL;DR Notes Single Target Single Target Period AOE AOE Period Hybrid Single Target HST Period Whole Team Max HPS Personal Notes
Meaning Condensed takeaway Maximum possible burst healing delivered to a single player Time over which healing is delivered to a single player Maximum possible burst healing delivered in an area of effect Time over which healing is delivered to an area of effect Maximum possible burst healing delivered to a single target and an area of effect if the hero can do so. Time over which healing is delivered to a single target and an area of effect Maximum burst healing delivered to the whole team (probably the same as Hybrid Single Target or AOE if there are no hybrid numbers). Kind of a TL;DR for whole team healing My notes about their healing numbers. Very opinionated. I am a Lucio main and my second most played is Bap. I've made it to high diamond 4 -5 times with playing mostly Lucio and once playing only release Illari. If I listen to my teammates even 1/3rd of the time about which supports to pick I can't climb out of Plat. If I ignore them I always climb out of Plat.
Ana Highest single-target burst over a short time, average all-team healing over a short time with one guy getting most of the healing though you can switch targets, but you'll probably shoot slowemiss more. 60 grenade heal (.69 seconds recovery) + 105 boosted rifle shot (0.8 seconds recovery) + 105 boosted rifle shot (0.8 seconds recovery) + 105 boosted rifle shot (takes 0.59 seconds to heal) = 375 over 2.88 seconds = 130.20 hp/s avg over 2.88 seconds Grenade duration 3s. 0.69 s grenade recovery + 0.8 s rifle recovery + 0.8 s rifle recovery 2.29s = .71 seconds left, not enough for another shot, but the heal effect takes only 0.59 seconds so healee will receive the full 3rd shot dose. 3rd shot will finish at 2.88s 60 health instantaneous. Up to 5 targets. 12 s cooldown so overall 300 hp instantaneous or 25 health/second sustained (meaning just throwing grenades at your whole team over and over) 0.0s 375 over 2.88s to a single target, 60 heals from the grenade to up to 4 other targets = 240 heals. 375 + 240 = 615 heals overall to the entire team over 2.88 seconds or averaged to 213.54 hp/s to whole team. Same as Single Target: 2.88s 213.54 hp/s over 2.88 seconds Third best single target boost heals, but only for 3 seconds. After that it's just 87.5 hp/s to a single target at a time. AOE heals is just an instant grenade hit to up to all 5 characters and then at most 3 boosted heal shots. Can only heal herself every 12 seconds for 70 heals and if you do that, you don't get to burst heal anyone for 12 seconds. Plus anti is the most potent use of the grenade and I think the most powerful regular ability in the game, so using it on yourself is kind of a waste.
Baptiste Pretty good single target, AOE, and hybrid bursts that last a little longer than Ana (4 seconds vs. 3). Team-wide healing has one teammate getting more healing than the others, but the gulf isn't as wide as with Ana. Non-burst AOE healing is very good too. Direct grenade hit is 70 hp per hit, 13 ammo, 1.1 shots per second (0.90 s/shot) ( so 70 × 13 910 health over 12 × 0.90 s/shot = 10.80s and 70 health × 13 direct hits = 910. Regen burst does 40 instant to targets over 50% max HP or 80 to targets less than 50% max HP, then 40 more over 4 seconds. Max is 120 heals over 4 seconds. 910 + 120 = 1030 health Over 10.80 seconds = 95.37 hp/s sustained over 10.80 s. Over 4 seconds he can get 4 shots in so 280 health from direct hits + 120 from regen burst = 400 health. which is 100.00 hp/s for the first 4 seconds. The next 6.80 seconds will be 630 health from direct hits or 92.65 hp/s. So 100 hp/s for 4 seconds then 92.65 hp/s for 6.8 more seconds. Rate of fire is 1.11 shots per seconds or 0.90 seconds per shot. First shot has no recovery so 12 × 0.90 = 10.80 seconds 13 shots of 50 health splash damage to up to 4 teammates over 10.80 is 13× 50 × 4 = 2600 health. Regen burst does 40 instant to targets over 50% max HP or 80 to targets less than 50% max HP, then 40 more over 4 seconds. to up to 5 players is 600 heals over 4 seconds. Grenades + Regen is 2600 + 600= 3200. Divided by 10.80 s is 296.30 hp/s avg sustained over 10.8 seconds before reload. The first 4 seconds are 600 for regen and 4 shots at 50 health to 4 players or 800 health total over 4 seconds = 1400 health / 4 seconds = 350 hp/s for 4 seconds to entire team. Same as Single Target: Rate of fire is 1.11 shots per seconds or 0.90 seconds per shot. First shot has no recovery so 12 × 0.90 = 10.80 seconds Take the Single Target heals = 910 or 84.26 hp/s over 10.80s then add AOE grenade heals, but only for 3 other teammates: 13 shots of 50 health splash damage to up to 4 teammates over 10.80 is 13× 50 × 3 = 1950 health. Total grenade heals over 13 shots is 2860. Divided by 10.80 s is 264.81hp/s to the rest of the team sustained over 10.8 seconds before reload. Regen adds 5 × 80 instant then 5×40 over 4 seconds for 600 health to the team over 4 seconds. Total all heal sources over 10.8 s is 2860 + 600 = 3,460 health over 10.8 seconds for 320.37 hp/s to the team (Bap himself gets much less because he can only use regen on himself). Over 4 seconds he can get 4 direct shots in so 280 health from direct hits. 4 splash damage hits to 3 targets = 600 health. Regen over 4 seconds is 600 health. 280 + 600 + 600 = 1480 health over 4 seconds = 370 hp/s overall to the team (some getting much more than others). The next 6.8 seconds will be 1980 health over 6.8 seconds = 291 hp/s to the team (some getting much more than others). 370 hp/s for 4 seconds, then 291 hp/s for 6.8 seconds for 320.37 hp/s for all 10.8 seconds. Same as ST or AOE: 10.8 seconds before reload 370 hp/s for 4 seconds, then 291 hp/s for 6.8 seconds for 320.37 hp/s for all 10.8 seconds. Okay single target heals. 30.2 less than Ana, but lasts 4 seconds and then can go 92.65 hp/s for another 6.8 seconds so it's more sustained though hard to do direct grenade hits even when close. AOE heal potential is almost the best. 370 hp/s for 4 seconds and 291 hp/s for 6.8 seconds. But that relies on you hitting your whole team with regen (unlikely), hitting one target directly 13 times (unlikely), and the splash from the direct hits always hitting the other 3 teammates (extremely unlikely). But even if you're hitting fewer players with regen and grenade splash it's still a good amount of team healing that lasts a long time. Best theoretical burst healer, but grenade splash is so small you usually only hit 1 or 2 players with splash.
Brigitte Suprisingly good single target burst heals, team-wide burst is okay if you average it, but at least 2 people on the team aren't getting a healpack so for them it's not a burst. Her heals come from an (almost) always on heal with an even bigger radius than Lucio and that lingers if they go out of LOS. Good single target burst, always on healing keeping everyone topped up, some armor, shielding, and disruption, she's kind of a middle ground pick that has a little of everything except consistent single target heals (she only does 15 hp/s with inspire) and only melee range. Repair pack does 25 health instantly, then another 100 over 2 seconds (50 hp/s for 2 seconds) and does not stack. Inspire does 15 hp/s for 5 seconds. If Brig throws 3 packs it will take 6 seconds to heal for 375 health over 6 seconds. She will give 15 hp/s for 5 second from inspire for 75 health. Total health of inspire plus 3 packs is 450 over 6 seconds or 75 hp/s on a single target and you have 3 packs saved up. 6 seconds. Each pack takes 2 seconds for the full effect and you can have 3 Inspire does 15 hp/s for 5 seconds, followed by a one second cooldown. In 5 seconds you can get 75 hp for all 5 players making 375 hp over 5 seconds which is 75 hp/s for the whole team. Over time with the 1 second cooldown you would get about 62.5 hp/s indefinitely as long as you are proccing it. 5 seconds to get the full 75 hp per person even if they leave LOS. 1s cooldown so a 6 second cycle. If you have 3 packs and you use them all on different teammates you can throw them in less than 6 seconds. There seems to be a 0.25 second ability lockout after throwing a pack so it would take 0.5 seconds to throw 3 and the last pack would have a travel time and take 2 seconds. It's hard to pin down the minimum time. Plus the travel times would overlap, so maybe it would take about 1 second to throw all 3 then 2 seconds for the last one to finish so 3 seconds puts out 375 health which is 125 hp/s. Inspire will heal 5 players 15 hp/s for 5 seconds to which is 375 hp, so you will get 75 hp/s for 3 seconds from inspire while getting 125 hp/s from packs so that's 200 hp/s total for 3 seconds so 600 hp total (3 seconds) or 750 total over 5 seconds which averages out to 150 hp/s. Then it's just inspire doing 75 hp/s for the next 2 seconds. Then 0 hp/s because of the 1 second cooldown on inspire. 3 seconds for packs plus 2 more seconds for the rest of the 5 second inspire, then a 1 second where you have 0 hps. 200 hp/s if you have 3 packs (which everyone says you shouldn't have) over 3 seconds Then just 75 hp/s for 2 seconds and 1 second with 0 hp/s. For 5 seconds the average is 150 hp/s then 1 second of 0 healing until you hit someone. One of the higher theoretical single target heal bursts for an AOE healer at 75 hp/s, and it lasts a moderate amount of time (compared to Ana at only 3 seconds) at 6 seconds. But you have to have had procced inspire and be in their range and you have to have saved up 3 packs which doesn't happen much. People say you should always be using her packs to maximize healing, so you should never build up more than 1 pack, but sometimes you'll want to save up for a special occasion. Downside is after the burst is done and inspire is on cooldown you're doing 0 heals. Inspire alone can do 75 hp/s total to the whole team, even herself, for 5 seconds for 375 total heals, but they all have to be around her, but inspire radius is big @ 20 meters (vs 12 meters for Lucio) , and also they don't have to stay in LOS.the whole time. If you want to maximize teamwide burst you can give 3 packs to 3 different teammates at the same time and do 200 hp/s over 3 seconds (some teammates get more than others), then 150 hp/s team-wide for 2 seconds. So fairly high team-wide healing with some getting more than others. The highest burst is just over 2 seconds on a single target. With brig you want to constantly proc inspire to output small amounts of heals to everyone in range and it's a pretty big range and they don't have to stay in LOS. If you're not constantly proccing inspire your heal output is garbage though your burst can be pretty good to a single target.
Illari Highest single-target burst heals at the cost of abysmal total match heals. She used to be pretty good with overall match heals, great with the occasional single target burst heal and tons of damage and elims. Now she just has that burst and really low overall heals and not enough damage/elims to make up for it. Solar Rifle Alt Fire does 105 hp/s for 3 seconds for 315 total heals. Pylon does 30 hp over 0.45 seconds and fires 1.25 shots per second (0.8 seconds per shot) for a continuous 24 hp/s. In 3 seconds you can alt fire 315 heals at 105 hp/s and also get 3 shots from the pylon at 30 health per shot for 315 alt file + 90 hp pylon = 405 heals in 3 seconds which is 135 hp/s for 3 seconds. After that you'll have to charge your rifle for 2.9 seconds while the pylon gets 4 shots (just short of 5) in, so you're down to 120 heals in 2.8 seconds which is 42.86 hp/s. 3 seconds for 405 heals, then 2.8 seconds for 120 heals. .1 seconds more and your rifle is full again and you'll get another 375 or 405 heals before running out in 3 seconds. Assuming your pylon is in a place where it is needed for healing and hasn't been destroyed which basically never happens in anything above low gold league. No AOE NO AOE You can split the rifle and pylon between 2 different teammates. All that does is mean one guy is getting 105 hps/s for 3 seconds and then having to wait 2.9 seconds to get healed again. While the other guy is getting around 37.5 hps continously. 3 seconds of high heals followed my 2.9 seconds of no heals followed by 3 seconds of heals...etc. The guy on the pylon can stay there until the pylon is moved or destroyed or they move out of range. 405 heals in 3 seconds then 120-150 heals for 2.9 seconds then repeat if your pylon stays in a good place long enough which isn't happening anymore. Second highest single target burst heals at 135 hp/s over 3 seconds (same time as Ana's burst), but then for 2.9 seconds you're doing a continuous 24 hp/s to a single target wihd pylon. Both types of heals are short range and now I find that people prioritize killing the pylon even in low gold league, so it's either dead or in a position that doesn't provide very useful heals. If you're near the front line (which you need to be because your heal beam is so short), you're probably not able to put the pylon down to add to your healing, or you put it down and it is instantly destroyed, so practically you're only getting the 105 hp/s for 3 seconds and then 0 hp/s for 2.9 second while you recharge. With just alt-fire you're averaging 53.39 hp/s over time to a single target which is good for a short burst, but sustain is terrible without the pylon. Plus even with the python you're only able to heal two targets at once and the pylon probably isn't healing people in the front line that need it most, and you can't reposition it very quickly a lot of the time especially if it was destroyed. Right now the pylon sucks. Release Illari was a good short-range healer with constant self-heals (partly because people weren't focusing the pylon much yet) with a high damage/elim output. Now you lose more than 50% of your potential healing because the pylon isn't doing anything useful. Unless you're absolutely wrecking the other team with headshots or for some reason your team only needs the occasional burst plus some far-backline healing then Illari is a poor pick. Which is sad to me because she's the only other character I've made it to diamond before other than Lucio.
Kiriko Small single target instantaneous burst heal. Very small instantaneous team burst heals. You shouldn't be playing her for any burst heals. You should be playing her for the cleanse and/or damage/elims. 10 shots before reload 13 health per shot so 130 health per 1.7 s for 76.47 hp/s. She can't simultaneously fire her suzu, but she can throw a suzu that takes a while to land and then shoot talismans at the person so I guess that can count as healing with two things at the same time. Suzu does 80 (no cleanse) 110 healing (cleanse), so for 1.7 s she can do 240 heals for 141.18 hp/s. 1.7 seconds for a full 10 talisman burst Suzu does 80 health (no cleanse) or 110 health (cleanse) so max is 5 × 110 or 550 instantaneously Instantaneous 550 health max for suzu plus single target 130 health over a 10 talisman burst is 680 heals in 1.7 seconds (technically, the suzu takes time to get there and the talismans are stupid fucking slow and unreliable (I hate Kiriko's regular healing, it feels so bad and slow)) comes out to 400 hp/s over 1.7 seconds. After that it is just 130 health to a single target every 1.7 seconds for 76.47 hp/s indefinitely. 1.7 seconds for 10 talisman burst 400 hp/s over 1.7 seconds. After that 76.47 hp/s indefinitely. High single target burst that lasts a very short time (instantaneously because suzu doesn't heal over time) with suzu landing at the same time you hit them with the 10 talismans. Theoretically very high team-wide burst if you hit all 5 players with suzu and it cleanses all of them, but it's just 1.7 seconds for suzu + 10 talismans and it's her only self heal and on a 15 second cooldown. So team-wide burst isn't great either in practice. At least she can teleport which is similar to mercy flying to teammates, but it's on a longer cooldown and can go through walls. Highest regular, consistent single target heals, but I hate using those talismans (talismens?) because they're so slow and they can lose lock, but you can't pre-throw to someone you know is coming into LOS and have the talismans heal them. You play Kiriko to counter the best ability in the game (suzu vs. anti-heal) and to do high damage/elims, but isuzu is on a longer cooldown and you're constantly forced to use it for the burst heal on yourself/others instead of to actually cleanse. Honestly if you aren't constantly cleansing effects and/or doing lots of damage there's not a good reason to play Kiriko except for high normal single target healing, but that really doesn't help much IMO.
Lifeweaver Very little single target burst over a very short time. Not even that great in continuous healing. You play this guy for his abilities which can be very powerful. Healing blossom (already charged) does a max of 70 heals over 0.30 s for 233.33 (repeating of course) hp/s. I guess life grip does 50 healing so you could throw a blossom and grip them at the same time for 120 healing over 0.3 seconds (0 seconds for life grip, 0.3 for the application of blossom) which comes out to 400 hp/s for a whopping 0.3 seconds. 1 second charge plus 0.3 second recovery means each shot is about 1.6 seconds so over time he'll do about 43.75 heals per second indefinitely. Although I think the 0.3 second it takes to heal overlaps with the recovery and recharge, so really it should be 70 heals every 1.3 seconds for 53.85 hp/s continuous. This seems low, I should check the numbers somewhere else. 0.30s if you already have it charged. Otherwise there is a 1 s charge and 0.3 s recovery for about 1.3 s per fully charged shot. Not true AOE, but like mercy he can heal himself while healing others with rejuvenating dash. It does 50 heals instantaneously every 5 seconds. So 10 hp/s on average. No AOE No true AOE, but rejuvenating dash plus healing blossom and lifegrip gets you 70 + 50 + 50 health in 0.3 seconds which comes out to 566.67 hp/s. After that burst his heals then drops to 53.84 hp/s to a single target until dash comes off cooldown again, then you can do 120 health or 400 hp/s without life grip which takes much longer to cooldown. 0.3 s 400 health/perscond for 0.3 seconds, but then drops to 53.84 hp/s to a single target until dash comes off cooldown again. Very little burst and the burst he has is only for a tiny amount of time. If you're already charged LW can do 70 heals instantaneously (ignoring travel time), and life grip you for 50 (but that may put you in a position you don't want to be), and then continuous healing is low at 53.85 hp/s (I think, it might be lower, but lower seems wrong). If you include his dash he can do team-healing of 566.67 hp/s for a whopping 0.3 s which amounts to 120 total heals to one teammate and 50 to himself at the same time. His kit is very powerful, but in my experience it's not used effectively very much. He just doesn't really get a chance to use it much, but also it seems 5 out of the 6 times I get pulled were unnecessary or even bad. I consider petal platform to be an annoyance I have to walk around. The only time I really want it is if it lifts me out of ult range (or lifts Orisa out of ult range) which is a very rare occurrence.
Lucio Second worst single target burst heals after Zen. Even whole-team heal burst isn't that high. But larger AOE, being able to get anywhere quickly, and always on healing makes up for that and at least gives him average total heals. Heal song + Amp it up is 52 hp/s for 3 seconds so 156 hp total 3s Heal song + Amp 156 total health for 5 players so 780 heals over 3 seconds is 52 hp/s × 5 players = 260 hp/s. When amp is over he does 16 hp/s to teammates in range and only 10 hp/s to himself for 26 hp/s most of the time which is pretty low, but higher than Brig (but a smaller radius than Brig and the heals stop out of LOS). 3s Heal song + Amp 156 total health for 5 players so 780 heals over 3 seconds is 52 hp/s × 5 players = 260 hp/s. When amp is over he does 16 hp/s to teammates in range and only 10 hp/s to himself for 26 hp/s most of the time which is pretty low, but higher than Brig, but lower radius (comparing large AOE, constant healers) 3s 260 hp/s for 3 seconds then 26 hp/s for the next 12 seconds. Worst single target burst heals. Mediocre AOE heals. But the nice thing about Lucio is that he is always healing. He doesn't need to interrupt his healing to do anything. Heal/Speed song lingers for 1 second after you swap, so you can be healing swap to speed to make enemies miss you, get behind cover, etc. then switch back to heals and since the heal song effect lingered it means you never stopped healing. Healing also has a wide area of effect all around Lucio (compare this with the tiny grenade Bap grenade splash or smaller cone of piss Moira has), so you're more likely to be healing more people at the same time. And he has a permanent, always on speed boost (wall ride) that doesn't require to switch of healing, so he can quickly bring heals and disruption to wherever it's needed. So less theoretically low burst heals, but practically closer to equal over time and you never turn of healing. Not turning off healing, being everywhere at once, and wide AOE doesn't factor into burst theoretically, but it's just a big reason he has good healing overall when his numbers look so bad. I usually beat my other healer in total heals with Lucio.
Mercy No actual burst and regular heals are barely better than Lucio's burst heals. Makes up for it by always healing and being everywhere healing is needed very quickly. Supposedly she was getting the highest total heals out of all supports before they buffed Lifeweaver. Not sure the situation after this latest patch. 55 hp/s indefinitely Infinite No AOE No AOE 1s to start self healing passive @ 20 hp/s from 1 health to 250 health is 12.45s so 13.45 seconds for 249 health. Plus whoever she is healing is getting 55 hp/s so total is 75 hp/s for up to 13.45 seconds if she doesn't take damage after the self heal kicks in. This doesn't take into account DPS heal debuffs or support role passive self healing. 13.45 seconds if she doesn't take damage during passive healing. 75 hp/s for 13.45 seconds Almost the worst single target burst, just barely better than Lucio. No AOE heals at all (outside of Ult). If you consider her self healing passive you can put out 75 hp/s for 13.45 seconds which is still small. But like Lucio her heals are always on. You're always flitting from teammate to teammate to apply heals where it is needed. I thought they had boosted Mercy's healing when the target is under a certain percentage of health, but they must have reverted that because I'm not seeing it on wikis (https://overwatch.fandom.com/wiki/Mercy which seems to have the latest patch numbers e.g. she has 250 health). Plus damage boost can be very useful and it's something to do if your team is already full. So no burst, but still gets good overall match-wide healing, bringing the heals where they need to be quickly.
Moira Extremly high, but short theoretical burst heals for the entire team. Theoretically very high single target heals too if you bounce the orb right. Not that hard to position to heal lots of teammates at once. Can put out a ton of heals and a ton of damage and elims at the same time, but has no support ability other than heal. Biotic grasp is 70 hp/s until piss runs out: 20 energy/s and 156 total energy = 7.8 seconds. 546 health over 7.8 seconds. Biotic orb is 65 hp/s up to 300 = 4.62 seconds. 300 + 546 = 846 health total over 7.8 seconds or 108.46 hp/s. For 4.62 seconds she can give 300 from the orb and 323.40 from biotic grasp for 623.40 health over 4.62 seconds = 134.94 hp/s. The next 3.18 seconds she can do 223 hp so that's 70.13 hp/s for the following 3.18 seconds. After your energy runs out you can do damage to get 24 hp/s self-healing, so with no ammo and orb on cooldown you can do 24 hp/s to yourself forever. Or you can use the ammo you regen to start healing again. You get 25.715 energy/s total regen while doing damage and you can do 3.5 healing per unit of energy spent. You spend energy at 20 energy/s so if you do a ratio of 0.78 seconds of damage to 1 second of healing you can do 0.78 seconds * 24 hp/s (self healing) + 70hp/s * 1 second * 4 teammates = 18.72 hp + 280 hp per 2 seconds for an average of 149.36 hp/s (9.36 hp/s to yourself and 140 hp/s to 4 teammates) forever. 7.8 to exhaust full piss pool. 4.62 seconds to fully absorb an orb No real difference between AOE and hybrid AOE No real difference between AOE and Hybrid AOE Biotic grasp is 70 hp/s × 4 players for 280 hp/s until piss runs out: 20 energy/s and 156 total energy = 7.8 seconds. 2184 health over 7.8 seconds. Biotic orb is 65 hp/s × 5 players for 325 hp/s up to 300 = 0.92 seconds. 300 + 2184 = 2484 health total over 7.8 seconds or 318 hp/s. For 4.62 seconds she can give 300 from the orb and 257.6 from biotic grasp for 557.6 health over 0.92 seconds = 606.09 hp/s. The next 6.88 seconds she can do 1926.4 hp so that's 280 hp/s for the following 6.88 seconds 0.92 s for orb to run out. Then 6.88 seconds to run out of piss juice 606.09 hp/s for 0.92 seconds then 280 hp/s for 6.88 seconds for an average of 318 hp/s for 7.8 seconds Absurdly high theoretical team-wide burst in a very short time. Good single target burst too if you throw your orb right. In my experience I can position myself to burst towards a big chunk of my team (if they're grouped up well) so the theoretical team-wide burst healing isn't nearly as far from what I experience in real games). After the short burst she gets several seconds of okay team-wide burst healing if everyone is together. When you play Moira to maximize heals you try to position her so that you can hit the most people with your spray and orb and so that your orb will go through, then bounce back at least once so you get all the healing you can get from it. It's not that hard, she's the easiest healer to play, can do good damage and get elims, can throw her short-cooldown ball through shields and her ult goes through shields too. So she has great match-wide healing, damage, and elims, and is pretty mobile (even vertically now) with the only downside being she doesn't have any support abilities other than heal.
Zenyatta Better constant heals than Lucio, but no burst at all. No AOE or multi-target heals outside of ult. You play this guy for the direct and indirect damage. Zen has no burst healing at all. Orb of Harmony does 30 hp/s indefinitely or until the target loses LOS for a few seconds No time, just 30 hp per second continuous. He has no burst at all. No AOE No AOE He is mostly composed of shields that regen at 30 hp/s. At 175 shield health that would take 5.83 s. For 5.83 s he can heal 60 hp/s for a total of 349.90 heals over 5.83s. 5.83 seconds max, One non self target, plus self shield regen 60 hp/s if Zen is down 175 health and has his ball on someone the whole time. No burst at all, just a really low 30 health per second that stops if your target goes out of LOS for a few seconds. If you consider his shield regen to be healing then he can get total heals of 60 hp/s (30 on a teammate, 30 shield regen) for 5.83s for a total of 349 health. You don't play Zen for AOE or burst heals. You play him for the damage, both indirectly via the orb of discord or direct damage from his balls (orb of destruction). He can burst a ton of damage with his balls, but heals aren't his forte outside of ults.
Edit: I forgot to include Moira's self-healing when she uses her regular attack. I'm going to recalculate that and update the table in a bit.
Edit2: Okay the bit about maximizing healing using damage to gain energy for heals is in Moira's data now.
submitted by perfectfire to Overwatch [link] [comments]


2024.02.13 02:09 toadfishtamer Can sharks and rays reproduce? Article + My thoughts below.

https://www.businessinsider.com/mystery-of-pregnant-stingray-could-be-explained-male-shark-scientists-2024-2?amp
Y’all may have heard about the “mystery” at the marine facility in NC - a female stingray with no apparent male partners available became pregnant with young. Researchers noted bite marks on her, supposedly from sharks. They noted abiotic parthenogenesis as an alternative explanation.
Now, to me, this whole thing sounds wild. It seems stupidly unlikely that a shark and ray successfully copulated and that led to developing young. I’m not much of an expert on elasmobranch reproduction, but the shark theory sounds wild as heck and wildly counter to established speciation arguments. Mechanical and genetic factors make this seem wayyyyyyy far fetched.
Of course, someone on the internet seems determined to prove me wrong, even citing guitarfish as proof of hybridization (yikes, I know). Help me prove my sanity.
submitted by toadfishtamer to biology [link] [comments]


2024.02.12 20:33 UberActivist Overwatch 2 Retail Patch Notes – February 13, 2024

Overwatch 2 Retail Patch Notes – February 13, 2024

These patch notes will go live on Tuesday, Febraury 13 at 11:00 AM PST.

WELCOME TO SEASON 9: CHAMPIONS

Season 9 brings core gameplay updates, a reworked Competitive game mode, and a new Co-op event that will test the courage of even the bravest heroes as they face a dangerous threat of cosmic proportions.

NEW EVENT: COSMIC CRISIS

Face off against eldritch abominations in the twisted reality of Cosmic Crisis, a brand-new co-op mission. Work with three other players to repair your ship and escape the ruins of Ecopoint Antarctica while fighting off the monstrous Null Sector. But keep an eye out for your teammates… an ancient power lurks in the shadows, waiting for its chance to strike.

COMPETITIVE PLAY UPDATES

Developer Comments: With your feedback, we’ve made new improvements to Competitive Play that aim to provide more transparency into your progress after every match, plus we introduced a new skill tier and new Competitive Rewards to earn.
Skill Rank Reset
Placement Matches
Competitive Updates
Skill Modifiers
New Skill Tier - Champion
Versus Screen
New Grouping Requirements
Art & UI Updates
Competitive Points
Competitive Progression
Competitive Rewards
Matchmaking Rating
Competitive Challenges

GENERAL UPDATES

PLAYER PROGRESSION

FRIEND ENDORSEMENTS

SETTINGS

CROSSHAIR UPDATE

New Reticle Types have been added.
New Reticle Dots have been added.
New Reticle color options have been added.

HERO UPDATES

GENERAL

Developer Comments: Season 9 features changes to the fundamentals of Overwatch 2 gameplay that affect every hero. We’ve heard the community feedback around some gameplay pain points, and these changes are in response to many of those.
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
Hero combined HP (base health/armoshields) increased by 15-25%.
Ultimate Charge
Regenerative Passive for All Heroes
Support Role Passive
Damage Role Passive
Quick Melee

TANK

D.Va
Self Destruct
Doomfist
Rocket Punch
Junker Queen
Rampage
Mauga
Orisa
Ramattra
Reinhardt
Rocket Hammer
Charge
Roadhog
Sigma
Winston
Tesla Cannon
Primal Rage
Wrecking Ball
Zarya
Particle Cannon

DAMAGE

Ashe
B.O.B.
Bastion
Cassidy
Deadeye
Echo
Focusing Beam
Duplicate
Genji
Dragonblade
Swing recovery decreased from 0.9 to 0.7 seconds.
Hanzo
Storm Arrows
Junkrat
Frag Launcher
Mei
Pharah
Rocket Launcher
Jet Dash
Jump Jet
Concussive Blast
Barrage
Hover Jets
Developer Comments: Pharah has a significant update that empowers more individual plays and shifting her movement capabilities from high up in the air to more horizontal movement that can cover distance quickly.
Reaper
Sojourn
Railgun
Soldier: 76
Sombra
Symmetra
Photon Projector
Torbjörn
Tracer
Widowmaker

SUPPORT

Ana
Baptiste
Brigitte
Rocket Flail
Illari
Kiriko
Kunai
Lifeweaver
Lúcio
Soundwave
Mercy
Guardian Angel
Sympathetic Recovery passive
Moira
Biotic Grasp
Zenyatta

MAP UPDATES

JUNKERTOWN UPDATE

Developer Comments: We’ve added more cover—including new structures—to help counter some of the long sightlines around the first checkpoint. Additional changes in the third area allow attackers to push through certain chokes more easily.

BUG FIXES

GENERAL

MAPS

Antarctic Peninsula
King’s Row
Midtown
Shambali Monastery

HEROES

Doomfist
Echo
Lifeweaver
Lúcio
Mauga
Orisa
Roadhog
Sombra
Torbjörn
Winston
Zenyatta
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2024.01.01 15:00 Miserable-Fall9671 Genji Guide to Matchups

Playing Genji is like playing hard mode. Because of many heroes in the game that can entirely or partially inhibit Genji's playstyle, I have compiled information on each matchup to make life easier. This guide is mainly for new players and to better prepare aspiring Genjis. All following information is only in general and can vary based of enemy interference, teamcomps, game sense and other factors. This only a matter of opinion, so feel free to disagree. Starting off with your best encounter, thematically on point, Genji's own brother.
Best Matchup:
Hanzo is coincidentally your best matchup as a Genji. Each arrow is deflectable and it is not common to kill him them. While he does share your wall climbing, he has very little horizontal movement to evade you aside from his aerial leap and has a decent hitbox, making him a good target. Note that he does have some amount of counter play, namely his insta-kill headshot (which he does to every <225 health hero) and his use of dragonstrike on your blade targets to force you to dash away or kill you if you have dashed. Some positions will make it difficult to dive without taking risks, so be careful and make sure to have deflect up.
Good Matchups:
Widowmaker has the same one-shot threat as Hanzo, but is preferable to play into. Her smaller health of 175 makes her easier to kill and will typically be standing still whilst aiming, making it easier to primary fire + dash for a kill. Her shots are deflectable, giving you the edge in a 1v1. Her methods of counterplay are small but should be taken note of. More intelligent Widowmakers will use their venom mines on popular flank routes, alerting them of you, or near their own body to punish you for dashing into them. Their infra-sight will make flanking impossible, but can be waited out.
Bastion is a hero who you fare well against. This is due to his large hitbox, making aiming less intensive. Not only that, but his minigun form is deflectable, allowing you to burst him if you take him but surprise. He has tiny mobility aside from his tactical grenade jumps, making him a viable target to attack. 2 things to keep in mind are his large health of 300 combined with his small amount of armour, letting him take more damage, as well as his grenade sticking onto you, as it deals a potentially lethal amount of damage, though deflectable. His ultimate is generally not a problem.
Reaper is an odd case, where he can't do much to you and is easy to avoid. Due to his short range, dashing away from him will make him a non-threat. His shots are deflectable, giving you an advantage in 1v1s, as well as his Death Blossom, allowing you to be safe or entirely kill him with his own ultimate. It will only kill you if you are taken by surprise and cannot react. The only things to be careful of his is larger than average health of 250 as well as his potentially lethal shotguns, though it can be mitigated through deflect + strafing.
Sojourn is, by herself, a good matchup, though a mercy pocket makes her much more problematic. Her disruptor field is typically only used to charge her ultimate, and a Sojourn without her slide is normally easy prey. She is very doable to 1v1, skewed in your favour due to being able to deflect her railgun and her having only a slide to disengage. She is also a good blade target because of only having slide, so forcing it or blading as she slides is effective. She can potentially burst you down with her railgun however, and she does this best at medium-long ranges, so being closer is better. Genji can be difficult to land railguns on due to his erratic movement and deflect. Her ultimate is very lethal to you, since deflect only lasts a short period, so it is best that you find some form of cover.
Ramattra typically doesn't pose a direct threat to you or your playstyle aside from basic peeling. His void staff and pummels can be deflected and his ravenous vortex can be walked out of as you deflect. He is a large hitbox to farm blade and only becomes an obstacle when he uses his ultimate which forces you to back off since you cannot dive if low on health. His void barrier is negligible since it disappears in 4 seconds.
Preferable with counterplay:
Ana is both an excellent and terrible dive target depending on her cooldowns and positioning. She has no movement abilities as well as having a normal health pool makes her easy to initially dive, but will typically be in the far backlines, making a flank take long or not feasible. On the other hand, she is an good duelist, since her primary fire's hitbox was buffed to be slightly larger and her biotic grenade gives her an edge in health as well as harming you. It is typically not possible to deflect her it due to her throwing it at her feet, but her sleep dart is. Tread carefully, because being hit by said sleep dart means you are either dead or you are forced to disengage. Deflecting it is unlikely, but it is also not guaranteed to hit you. Ana can also be effective at peeling for your other targets either by nading them, potentially hitting you, or nano boosting them, making them unkillable. She is, however, one of the best blade targets due to her lack of mobility, though sleep dart is your main fear. Diving an Ana is a high risk, high reward. Cocky Anas who like to spam long range sleep darts can occasionally hit you, resulting in your death. Due to her being in the backlines or positioned near supports, she can often catch breaks from your dives, meaning her Role Passive kicks in and regenerates her health.
Ashe herself is a decent target to dive due to her only mobility being her coach gun, where you can chase with your swift strike. She is a good duelist due to her hitscan bullets and good burst damage. Her two main ways of playing around you is constantly spamming you with dynamite, which has an explosion you cannot deflect, forcing you to back off for healing or killing you in combination with an additional shit. She also has B.O.B, making diving impossible for his duration. However, she herself is a good blade target due to her having one form of mobility.
Zenyatta is like Ana in the sense that he is an good dive target, but can be lethal and destroy you if skilled enough. Zenyatta is more troublesome than previous seasons due to having 25 extra health, making him survive attacks which would have killed him before i.e. two blade slashes. However, he remains slow and his only way of countering your dives is by killing you. His orbs of destruction are deflectable and his hitbox is large, but he can dispatch of you using his discord orb and shooting you. His ultimate completely invalidates yours, so before blading, it is best to force it with a dive or wait for it to be used. Otherwise, simply use Dragonblade as Ultimate bait, which it is VERY effective in doing, due to everyone wanting to shut down Genji's blade. His role passive can matter, combined with his shield health regen, so leaving him so a second or two will put you at a disadvantage in health.
Neutral Matchups:
Genji is you, thus, is entirely a skill based matchup in terms of 1v1s. However, there may be other external influences acting on the Genjis like the amount of resources they put into them (damage boost/nano), team/enemy compositions or teammates varying skill levels.
Tracer is another mainly skill based matchup. Though she has an advantage in terms of movement and can be hard to hit, successfully hitting her can kill her or force her to disengage/recall due to her small 150 health. You also have deflect for duels and the advantage in burst damage since you can triple headshot her for an instant kill (happens rarely but is sad for the tracer when it does).
Dva is mainly an ultimate battery for you since she has a large hitbox and poses no real threat to you because her micro missiles are deflectable and her only source of burst damage. One thing she has over you, however, is the ability to peel for her teammates with Defense Matrix, forcing you to dash out or get caught in the open with no dash and getting bursted down as soon as deflect ends. She has no bearing on your Dragonblade and is excellent blade material when de-meched, letting you secure a dash reset.
Reinhardt cannot directly harm you often, since both his hammer and fire strike are deflectable and you can safely dash outside his effective range. He does, however, have two methods to deal with you, either catching you off guard (or unintentionally) with his charge or when you blade his teammates or solo-shattering you as you blade, which is highly wasteful. His shield will stop your poking but he can only hold it up for so long before it breaks.
Junker Queen cannot attack you well due to deflect and only really serves to charge your blade. Even if she lands her knife and pulls you, it is easy to dash to your team and re-engage later. Her shotgun is only really good at short-medium ranges, so you can dash out of range to avoid it. Her carnage is the only cooldown to actively look out for, since it deals a surprising amount of damage and has a long wind up time. Her ultimate is very lethal to you and if you get hit by it, back off immediately to cover and wait out the anti heal if you are able to, otherwise, you're dead.
Special Matchups:
This section is for heroes who are only good for a blade target, but counter you in many other aspects. Soldier 76 is the best matchup, due to his regular health pool and only being able to run. His hitbox is good, but His biotic field makes him difficult to 1v1, so unless you're confident you can burst him, wait for him to use it before diving. You can easily burst through it with your blade and catch up to him with dash. He can beat you in 1v1s because his Helix Rockets are very fast and almost unreactable, so you must predict it's usage in advance. He can also shoot it near the floor or a wall, causing undeflectable splash damage. His best way of beating your blade is using his Tactical Visor as you dive someone else.
Illari is a pain to deal with when attacking her and her team, mainly due to her pylon. It is highly advised before diving that you destroy it since, unless you confident in your ability to burst, your damage will be out-healed by the pylon. There may be times where you must go out of position to destroy it. If the enemy composition is poke based, you cannot easily go into enemy lines of sight without dying, in which case you must wait for the enemies to push in. She also has a high burst healing of 105h/s, so you must either burst her teammates quickly or only attack them when out of her range. Illari is also an fantastic duelist, having high hitscan damage and an Outburst to disengage, however, you can hold dash to chase. She can however, place a healing pylon while you duel, meaning you must kill her before it activates or destroy it. She also has a small hitbox but is a fantastic blade target since you can hold dash for her Outburst. One more thing you have over her is that her ultimate is deflectable, however, smarter Illaris will shoot near the floor or on a wall, preventing deflect from reflecting the Captive Sun. Earlier comments about the support passive apply.
Kiriko is another painful matchup because of her Protection Suzu, invalidating dives and forcing you to dash out or die. She herself is also difficult to attack due to her teleport and her Suzu. Her wall climb gives her another layer of evasion, though you can chase her with yours. All of the aforementioned as well as her slim hitbox make her a formidable duelist which you must prepare to die fighting. Your only advantage is that she's a high value blade target. Though she has 2 main ways of avoiding blade, you only need to look out for where she teleports, since she will usually use Suzu in a panic to get more time to react. After that, she becomes killable unless she wall climbs. As mentioned earlier, can very realistically beat you in duels due to her Kunai headshots doing more damage than your Dragonblade, though needing more skill to hit, as well as her two cooldowns allowing her to escape any fight. There have been an increase of cocky Kirikos playing her more like a Damage Hero and flanking/off angling with her, teleporting to her team when things look bad and playing normally. Role passive again also is relevant.
Baptiste is the worst hero in this section. He makes killing his teammates much difficult because of his large healing and high burst heals from his Regenerative Burst, healing his team back to full health when low. He can also prevent his teammates from being successfully dived with his Immortality Field whilst shooting you down with his hitscan burst rifle and healing his teammates in succession. The silver lining is the long cooldowns on each ability, so waiting out one of them makes it easier to dive him. You can also choose to force them and dash out after he uses them, though he may shoot you down in the process, leaving you empty handed and forced to back off. Done successfully however and you bait high value cooldowns that benefit your team to have gone, though it doesn't feel rewarding. His Amplification Matrix turns him into an even deadlier weapon, so if diving him when activated, make sure to dash/move through the Matrix to prevent him from benefitting. He counters your blade with both his cooldowns, often leaving you getting no kills and left only with deflect. If you can successfully wait out/bait one of his cooldowns, you have a shot at killing him with blade. If not, then you can use Blade only to bait cooldowns, and dash back to your team, like Zenyatta's Transcendence. It is highly advised that you don't duel a Baptiste unless you are confident that you are much better or catch him without one of his cooldowns because his damage is very high and ironically more consistent than many Damage Heroes. This combined with his excessive self sustain and high damage make him a detrimental target to 1v1. You only have two advantages, which is that you can deflect amplified bullets and that Baptiste himself only has vertical mobility which makes him an optimal blade target since you can double jump and wall climb.
Disadvantageous Matchups:
Cassidy is one of the least harmful soft counters to Genji but should still be respected. His damage is relatively high and can 2-3 tap you if not deflected on time. His Magnetic Grenade destroys you if hit properly, shutting down your dash and passive, but can be deflected easier than before it's rework due to it now being more telegraphed as it homes onto you. He also has 225 health and damage reduction on his roll, making him difficult but not impossible to duel. His hitbox is quite large and it can be difficult to land shots on Genji at times. However, he has two ways of shutting down your Dragonblade, being his Magnetic Grenade debilitating you and solely hitting you with Deadeye. Deadeye can hypothetically be deflected in this scenario but is difficult to react to when focused on blading supports.
Junkrat is a dangerous hero to fight in every range though being up close is the worst. His grenades do 120 damage on direct, and with his 110 damage mines means an instant death. His grenades are deflectable but difficult to successfully hit him with and his mines can simply be instantly detonated, bypassing deflect. He has high mobility due to his mines and can force you away, kill you or escape with those mines. His haphazardly thrown traps can catch you off guard while you in the heat of battle, causing you to get instantly deleted by him and/or his team as soon as deflect ends. His bombs on death don't often get you but can do so if you accidentally dash into the floor after killing him, thinking that you needed to dash to secure the kill. His ultimate is unavoidable and often times cannot be bursted down due to your shurikens low damage and travel time, as well as the rip tire's speed and aerial strafing.
Lúcio is more trouble than he is worth and often times is not worth shooting due to his mobility and self sustain. His speed boost and wall ride make him difficult to hit and can quickly heal himself thanks to his Amp It Up's self health regeneration penalty being buffed. His soundwave, while having small knockback, can be detrimental to your dives if dash has been used and also cannot be deflected, giving him an edge in 1v1s. His Amp It Up healing, speed boost and Role Passive makes killing him high effort, low reward unless you do it with your team or he is alone. He is also very good at escaping bad situations due to speed boost, making him difficult to punish. Lúcio's ultimate suffers from the same "Shutdown Syndrome" as Zenyatta's Transcendence, Brigitte's Rally and any other defensive ultimate/ability. Often times, an enemy composition of Lucio + LifeweaveZenyatta/Baptiste/Brigitte means that your Blade is relegated only to Bait duty, which is sad but also an advantage, because unless your enemies are highly skilled/coordinated, they will blow every cooldown and ultimate they have only to shut down your blade. At that point, you either dash out or die, knowing that you have gotten value. His soundwave can also hinder your blade if dash has been used and you will often chase enemies to no avail due to Speed Boost allowing him and his team to run out of your Blade's range.
Mercy is a hero whose position on this is debatable, but still makes your life difficult. Basic pocketing makes the pocket unkillable and undefeatable unless you can burst them. Thus, you must prioritize the killing of Mercy above every other character in the game aside from Lifeweaver or Widowmaker who are your number one targets. Her erratic movement is difficult to keep track of because of Guardian Angel, which only has a cooldown of 1.5 seconds. Mercys that spam the crouch function of Guardian Angel, propelling them up are vulnerable when you are on high ground. Reserve your dash near the end of her next Guardian Angel and patiently wait for your chance while peppering her down with shurikens. Your only obstacles are the Sympathetic Recovery passive, letting her regenerate 25% of the health she heals her allies and her Role Passive, so it is best that you focus her down. Resurrection is a double edged sword. Getting a swift pick while the enemy is near their team is inadvisable due to her invalidating your kill via Resurrection, but she is also at her weakest when she does so (unless she is using Valkyrie). A right click + dash + 180 turn right click + melee should be enough to kill her as she stands still, so you can dash and deflect out. Mercy is the one of the most valuable picks in the game since she essentially counts as two people. She is however, very good at peeling for her teammates with basic pocketing, so she is the highest priority target to focus. Valkyrie also counters your blade due to it giving enhancing her regeneration, giving more heals to her team and granting her more mobility, making her virtually unkillable unless you kill her just as she uses it. Though it is possible to dash into the sky to slash her, it is highly discouraged because she still has Guardian Angel and highly mobile. Make one mistake, miss one slash and you fall to the ground standing there useless. Diving whilst she uses Valkyrie is also not encouraged because her team automatically heals, requiring high burst or else getting your damage outhealed. Luckily for you, her Guardian Angel is somewhat telegraphed (outside her ultimate) and you can hold dash until it ends so you can successfully blade her and her hitbox while gliding is generous. One last thing is Mercy's Caduceus Blaster, which admittedly, can be scary to fight against. She typically pulls this out as a last resort, when you are likely to have used your health and/or cooldowns. It's large hitbox makes it easier to hit and she has 25 shots, so don't think she can't kill you
Pharah is always in the sky and difficult to hit unless you commit your wall climb, dash and double jump to kill her, which is actually very possible. Air sniping/anti-air Genji can be doable due to her lacking horizontal movement in the skies and his dash usually being enough to reach her. She is most vulnerable after using her Jump Jet, although she can use concussive blast on a wall to escape. Pharah does however, a lot of damage on direct hits and has explosions that cannot be deflected. Blading her teammates can be lethal if a Pharah pays attention to you and one direct may mean death. Her Barrage is where she is most killable, but beware as she can take you by surprise on a flank before you can deflect it, similar to Reaper. It is overall better to just focus supports than put all your effort into a Pharah in the sky who you are likely to fail killing unless you are really confident in your mechanics.
Roadhog is a Hero that is often better avoided. If you are caught by his hook, you are most likely dead, thanks to the new Pig Pen giving him more burst damage. Even if he misses his one shot, any stray beam/splash damage will finish you off as you deflect or his teammates shoot you when hooked. He is impossible to kill alone due to his large health pool, health regeneration and damage reduction and serves only as an ult battery like most other tanks. He counters your blade by either hooking you or using Whole Hog on you as you blade his teammates, in which case you deflect and/or dash near your teammates and let the Whole Hog carry you there. Avoid if you are able to.
Torbjorn is a candidate for Hard Counter status but at the moment is not viable enough in the meta. His turret is your largest obstacle, making flanks impossible. Prioritize it's destruction and any other deployables before diving. Torbjorn himself has 250 health, 50 of which is armour, making him unoptimal to dive, though his hitbox is very generous. His Overload makes it harder to dive him, giving him an extra 100 health, 30% higher movement speed, faster fire rate and reload time. This, combined with his large health pool and deceptively high damage Rivet Gun make him one of the best Damage Hero duelists against you. He can also resort to throwing a turret as a distraction/aid during the 1v1, forcing you to retreat, or burn ammo and/or deflect trying to destroy his turret while he fires at you, likely killing you. His ultimate is negligible to you since you have lots of vertical/horizontal movement. One thing in your favour, though not fault of the hero and varies with the player is that some Torbjorn players tend to have subpar mechanics, relying on his turret for damage and spamming Rivet Gun's primary fire down chokepoints for headshots, although many Torbjorn players do not follow this. In that case, Deflect will be very helpful in defending against a Torb.
Winston can be very lethal to you due to the fact that Tesla Cannon goes through deflect and requires no mechanical skill to land. His Jump Pack is also on a 5 second cooldown, making it difficult to escape when your Swift Strike has a cooldown of 8. It also has a small amount on non deflectable damage on landing. Winston's Primal Rage is usually only used as a second life and will rarely hit you, since you can deflect it and dash out. You have only one thing over a Winston in that he has a massive hitbox, letting you pressure him with your team if he dives, forcing him to back off or making you dash to your team for healing if he is not bursted within that time. Overall, Winston cannot kill you quickly, he will whittle you health in 4-5 seconds, so dash away when he pressures you. He can peel for his team if you dive them, so reserve your dash for when he jumps onto you. If shielding you, step outside of it immediately since you need healing more than anything else when he pressures you.
Orisa is similar to Roadhog in that you should avoid her at all costs. Do not bother shooting her unless she is the only target or there are no supports to heal her. She is unkillable due her Javelin Spin only being a 7 second cooldown. She has a massive health pool of 550, 275 of it being armour. Fortify gives her 100 health AND makes her immune to CC AND headshots AND makes her take 45% less damage AND lessens the heat of her fusion driver. When she is gold, don't bother shooting her. An Orisa with half a brain will know to rotate her usage of Javelin Spin and her Energy Javelin which has a cooldown of 6 seconds by an interval of 3-4 seconds each, making it difficult to kill her since she'll always have at least one cooldown. Diving her teammates may prompt her to Javelin Spin you away from her team, isolating you from your team and forcing you to use both cooldowns to run or die if you don't have them. Additionally, Energy Javelin can prevent your flanks and is difficult to react to, though deflectable. Make sure to have your dash ready when she uses Terra Surge, since being caught without it means death. Avoid Orisa at all costs unless she is killable/isolated.
Doomfist is not as oppressive as other characters in this group but still poses a threat. Some advice is to respect Doomfist's punch. It bypasses deflect and getting stunned on a wall likely means you die or have to dash to your backlines. His Seismic Slam is also undeflectable. His ultimate is avoidable but the slow debuff will hinder you. Wait for it to wear off. Countermeasures against Doomfist is to focus him when he dives in because he is very killable without a dedicated support. He has no armour and can only block , so you can punish him for diving or force him to back off, though it goes for you too. The only way he can stop your blade is to punch you away from his team, which is effective if dash is used.
Sigma is another tank to avoid. His Hyperspheres are deflectable, but their explosions are not. His experimental barrier prevents you from poking but has low health. Kinetic Grasp can be waited out and you can reload or melee in the meanwhile. Sigma is an annoyance at long range where he prefers to be since you do little poke damage while he cuts you off from pushing. His Accretion is by far the largest threat, being hit by it means death if you are not near cover or your team. It is also undeflectable, so wall climb or dash to avoid it. Gravitic Flux is like Orisa's Terra Surge because you must have your dash to avoid it, otherwise you die.
Echo is a very lopsided matchup for you. This is because of her high damage output with her sticky bombs, which are deflectable as they travel, but being stuck by them or them sticking to floors/walls will still damage you. Her most lethal threat is her focusing beam, which bypasses deflect and will kill you unless you are near cover or can dash to coveyour team. Her flight and gliding make it difficult to hit her and a mercy pocket makes her unkillable. Not only that, but her flight is only on a 6 second cooldown, so attempting to anti-air Genji will just have her fly away. Her ultimate is a free life and more often than not will copy you, so burst whatever she copies before she can generate her ultimate. Avoid unless confident you can kill her, but the 1v1 is possible to win.
Finally, the newest character, Mauga, is less of a counter than others on the group but should be feared nonetheless. Though his hitbox is large, his damage is outrageous and his passive gives him extra overhealth according to his critical damage. Attempt to deflect before being lit on fire to avoid extra damage and go to cover. His Cardiac Overdrive makes diving less optimal, since his teammates may live what would've killed them otherwise due to them regenerating health up to the damage they deal as well as reducing the damage they take. His largest annoyance however, is his Cage Fight. Not only does he generate this comically fast due to his ludicrous damage numbers, but like Doomfist, you suffer from the CC that is burdens you with. It robs you of your wall climb, double jump and Swift Strike. You get caught in it, try to burst the cage with your measly 81 damage shurikens with your team and pray that you don't get focused after deflecting. You are as dead as a doornail, and petty Maugas will solely use Cage Fight on you as a way to shut down your blade. The worst part is that there is no counterplay you can do aside from trying not to get caught by it, which means that you are uselessly poking from a distance getting no value.
Hard Counters:
The following characters usually have something in common, which is that they are beam characters or force you to abandon your playstyle. Mei does both. Not only does her primary fire slow you down excessively and bypass deflect, it takes only basic mechanical skill to hit. She can also wall you off from your team as she does this, so unless you dash upwards, your wall climb will be slowed down and unable to climb over it before getting bursted by the entire enemy team. Mei herself is impossible to duel because of her 250 health as well as having a second life in the form of Cryo-Freeze. This in conjunction with her bypassing deflect means that you must hit every headshot possible to stand a chance. Her ultimate, Blizzard is highly unlikely to deflect as well as requiring your dash to escape if caught in it. You will notice that most characters on this list are very common swap choices specifically for Genjis, since they lack the skill to otherwise beat them. Mei is no exception and should be avoided when they try to hard focus you since their primary fire can only be used up close.
Symmetra is less so of a counter than the others here, but is horrible regardless. Her left click, as per usual, circumvents deflect and does a large amount of damage the more it hits, which, needless to say, is very easy. Her turrets on certain maps completely prevent you from diving without your team and unless your tank is tanky enough to destroy them and risk getting bursted or unless you are willing to take the risk of being horribly out of position to destroy them, you can only uselessly poke from a distance. Symmetra also beats you out in the poke department, with her fully charged right click doing 100 damage, though it is excellent deflect material. The only way to take her on is up close and personal, where you can very possibly burst her down since her health got nerfed to 200. Her ultimate is unimportant when you blade and can be waited out when it is activated, though it is a pain for your team. A common counter swap choice for people who solely want to hard focus Genjis and stop them from diving.
Zarya is your worst matchup in the tank role. Like a broken record, she is a beam character, bypassing deflect and melting you down at higher charge, which is very easy to get by pressing shift and standing in the open. Her right click however is deflectable but the splash is not, which is your only tiny advantage over her. Any slightly better than average Zarya knows to protect her supports by pressing E, forcing you dash away or die due to not getting your dash reset as well as giving Zarya charge, as well as being melted as she uses her Primary Fire on you. The worst thing that can happen to you is being solo ulted by her as you blade, which is again, very wasteful and petty. It is unlikely for Graviton Surge to be deflectable, as cool as it is. Often times, tanks will counterswap to her if they notice that you perform too well and will put their heart and soul into denying you value, especially when you are the best/highest value player on the team.
Sombra is the most lethal counter swap in the group. Sometimes, you will be surprised by Sombras at the beginning of the match or when they first counterswap. When you try to take aggressive angles, make space/apply pressure or scout the enemy team, they hack you as you're caught out in the open separated from your team. They use their new Virus, which you cannot deflect due to being hacked prior, fired at and deleted. When this happens, don't tilt and stay with your team to be easier to peel for. It is incredibly difficult to 1v1 Sombras due to the higher burst damage they got from the rework as well as locking you out of cooldowns and your passive, leaving you vulnerable and unable to properly burst her. If you live her attack and try to pressure her, she will simply teleport upwards/to her team and turn invisible. When she does this, unless she messes up her teleport, don't bother chasing her. Even if you dash her, she will likely have ran away from the area. Many Sombras opt to only hack Genjis constantly due to their defenselessness. It feels toxic and unfair, but you must remain near cover or near your team. More evil Sombras will stay near their supports as you dive them, waiting in order to hack you and burst you down alongside their supports. In this case, rely more on your team and shoot at whoever your tank/damage heroes are firing at. The worst part about facing a Sombra is that unless you are far better than them, there is little to no counterplay to them apart from staying with your team and being more passive, taking away from your value at which point the Sombra player already wins. Hack is nigh-unreactable and spiteful counter swappers who know that you're doing too well may choose Sombra and hard focus you excessively to great success. EMP is a death sentence to you. For some reason, they buffed EMP's ability lockout duration to 3 SECONDS. That means no dash, no deflect, no wall climb, no double jump, NOTHING. It used to be bearable, but now means your death. My only advice is to stay vigilant, with your team, and punish her for any mistake she makes, though her Translocator and Stealth make it very forgiving. If a Sombra player is destroying your mental state, take a break and calm down. Your last resort is to solo blade the Sombra as she translocates away, which may not always work and her translocated position may not allow it, but usually is possible. This gives you great satisfaction and also saves your teammates a lot of pain and suffering.
Moira is one of the only hard counters on the list that, while detrimental to you specifically, actually benefits your team. Typically, unless they choose Moira from the get-go, people playing heroes susceptible to diving like Ana, Zenyatta and Mercy default to switching to Moira. This is how you know that they are bad. Instead of picking Brigitte to counter dive more effectively or Lifeweaver to have high sustain and useful utilities, they rather picked a character that, while having lots of self sustain, gives the team no special utility, like Ana, Baptiste or Kiriko. However, she is not healthy for Genjis specifically. Moira is the most bearable counter on the list, worthy of moving up to the Disadvantageous Matchup group, but still is a bad for Genji specifically. Diving a Moira is a fool's errand. Not only does she have a Fade on a 6 second cooldown, offering her lots of mobility and a free escape, but also a healing orb to sustain herself, giving her almost an extra health bar. Her alternate fire pierces Deflect, damaging you whilst also healing herself. Never 1v1 a Moira unless you are confident you can burst her down before she can react, take her by surprise or if you catch her without Fade. The pettiest Moiras will solely pop their Coalescence on you and chase you down because they know that you are easy prey. It is made worse by the fact that some Moira players prefer to prioritize damage and will hunt you down relentlessly out of spite or because you are her best target. In this scenario, stay with your team and ask for healing since she can only do tickle damage. Any damage orb that flies down the main battlefield is best to deflect for free ult charge. Moira is deadly when following up on enemy damage because she bypasses deflect and does not need to aim heavily, so you can die from a Moira doing some chip damage on you randomly or taking advantage of your vulnerable state.
Speaking of Brigitte, she is tied with Lifeweaver for the worst support Matchups. Brigitte is a better duelist than Genji due to her not needing to aim her mace and having armour as well as a shield to absorb shurikens. She also has low cooldowns (4 for Whipshot, 5 for Shield Bash), so drawn out battles are a losing battle in combination with Inspire and the Role Passive regenerating her health. Though you can deflect her mace (no damage reflected) and her Whipshot's damage (knockback still applies, no damage reflected), her shield bash is not deflectable and can be used to chase you when diving her team. A Brigitte's greatest strength is the ability to peel for her team. A competent Brigitte, while not necessarily in mechanics, but in game knowledge, will stick to their support like glue and defend them. They also know that they can force a Genji to back off with Whipshot (even without damaging him due to deflect) or punish them if they commit to dashing in, at which point the Genji is an easy kill. It is also very easy for her to give repair packs to targets that Genji is attacking from a good distance away, basically winning 1v1s, making Genji die after committing too much and not getting a dash reset or dash to his team if he has it. Her Inspire heals her teammates simply by attacking, causing people to live what they shouldn't otherwise. She is at her most deadliest as she pops Rally. Often times, Brigitte will pop it the moment she hears you unsheath blade and press Q immediately. Not only does she get 100 armour, but she gives overhealth to teammates over time, her shield gets larger and has more health as well as her shield bash being able to stun enemies, cancelling deflect. This makes it incredibly easy to cancel Dragonblade and defend people you are blading including herself, so until she uses it for something else, hold it or use Blade as an Ultimate forcer, since it's good for nothing else.
Last but not least, the final counter that completely rebuts your playstyle, Lifeweaver. His entire kit is designed to shut you down. Life Grip is self explanatory. Any attempt at diving a teammate of his means that he will grip them. Thankfully, the cooldown got increased but is there regardless. Dive him constantly. This however is challenging due to his Rejuvenating Dash, healing him for 50 as well as giving him extra mobility, making distance and also giving an effective health pool of 275. He also has a larger than average health pool of 225 with 50 of it being shields. This lets him tank two blade slashes, forcing you to wait for the 3rd slower one, or commit your dash, which if healed or made invulnerable during that time, leaves you a sitting duck with no dash and likely having your blade canceled. His Petal Platform also gives him an easy escape, though this can be mitigated through wall climb + double jump, it only works if there is a wall to climb. Even still, it will stall enough time for his shields and role passive to start regenerating, making you need to fire more shurikens. By that time, 5 seconds are likely to have passed, meaning that Rejuvenating Dash is off cooldown. His Tree of Life completely stops your Dragonblade, being both a physical barrier to overcome, giving him overhealth and constant sustain in combination with his Rejuvenating Dash make him unkillable. His high healing output and Life Grip denying your flanks/dives means that he is the number one targets to attack. Your advantage over him is that he his hitbox is very generous, so shots are more likely to hit. However, he is similar to Mercy in that you shouldn't underestimate a Lifeweaver's ability to DPS, since his thorns are numerous and have a good hitbox.
submitted by Miserable-Fall9671 to GenjiMains [link] [comments]


2023.12.28 18:14 Bitter-Working725 Geo syllabus doubt ch 1

Geo syllabus doubt ch 1
Stuff inside red and the chart ayega kya?
submitted by Bitter-Working725 to CBSE [link] [comments]


2023.12.09 13:37 Least-Ad7754 GIS for pond's plant communities

Hello everyone
I'm throwing a bottle into the sea. I have just started a PhD on the study of macrophyte community dynamics in ponds. I would like to set up a study using GIS in order to (1) map ponds in terms of specific composition and habitat heterogeneity. And (2) predict variability in assembly induced by heterogeneity in abiotic and biotic parameters. Knowing that I already have a database of several years on the ponds studied.
I am therefore looking for opinions, papers or workshops that could help me in the realization of this project.
I look forward to reading from you.
submitted by Least-Ad7754 to ecology [link] [comments]


2023.11.29 14:52 Nepene The One's Labyrinth of Godbound homebrew, tools, and adventures

Previous thread
A list of all the homebrew and campaigns online to join and see. We welcome any new submissions. Any new words or submissions are valued.
New content will have a bolded star by it.
Podcasts and youtube stuff
A podcast by Josh Long about Godbound Home brew setting. Sandbox style. Long running campaign newly converted from D&D 3.5 to Godbound with evil characters. Mature content. Youtube here
Sponsored By Nobody It starts as an Exalted RPG podcast but season 3/episode 9 they convert to Godbound rules and the speed of play greatly improves! Great example of alt setting using Godbound rules actual play.
Youtube videos of Godbound Thanks to MPA2003.
Other Godbound Communities
https://discord.gg/kjFhWvP - An Exalted, Godbound, Scion related DISCORD chat for folks to join and ask questions on. Still very active.
https://discord.gg/7yTXMwM a Godbound western marches roleplay server.
https://discord.gg/HRNmdPM a Godbound server.
Godbound Roleplay Thread on forum.rpg.net - RPG.net long running Godbound thread. Been ongoing since Godbound was announced. Great place to ask questions that isn't here. The creator of Godbound often comments there. This is the sequel
House rules and new Words
Apotheosis variant by yours truly
Aegis by Jakin, revised protection
Angels
Chosen Hero word by Ion
Depth by The Hives Mind
Dreams by TheDreamingDark
Dungeons by alreadyded
Elf, dwarf, hobbit, and orc concept words by me also
Fallen Empire Words by me, revisions of Sword, Sorcery, Night, Journeying, Fire, Wealth, Beasts, Earth, Deception, Sky, and Endurance.
Froggie word by MekkeMekkeHighHighHi
Ghost by Classictoy
Giants by MrMe
Goblins by Jarret
Hotblood by urbanwarrior
Houserules by Darkview, word revisions
Hunger by Josh
Ink by Punch
Jarret's Word of strife
Kevin's words
Law by IronGentry
Metal by Serp
Nature by Achilnos's
Punch's five words Spirit Gourmet, Thunder, Hearth, Grace
Seasons by Distant
Shoggoth Word
Slime by Alreadyded
Spacemarine word by Nineheavens
Sin
Soulbound word by An Arrogant crocodile
The RandomSpook's flair royalty and scribe words
Thief's slayer word plus predator rules
Truth word by Punch
Unicorn word by Punch
Wishes by Insuling
New theurgy
Jakin and Jarret's converted dnd spell list
Sorcery Revisions by me
JosholDorr's exalted theurgy
*Strifes and low magic *
Black strifes
D&D strifes by Jarret
Runic low magic
Saintly ways low magic
Hundred hand strife
Strife of the lyrical sword
** Homebrew general **
Enhanced pantheon goals by JoshOlDorr
Distant homebrew content
Distant bestiary
Tools
Character Sheet by Darkview
Dominion Worksheet by Darkview
Multi-Purpose Worksheet by ThePiachu
Godbound maths, by me
Jakin's dice probability calculator
Word of Kevin, by me
BandanaRob's adventure crafting sheet
Newbie Guide by me
Dominion Guide by me
Battle turn rules by distant for mass combat
Streamlined faction turn by Distant
Arcem Empire lore guide by Punch
Adventures
The Piachu's Yang Storms of Yiz Adventures
All below by ThiefofWhispers
Wake The Beast
Invasion
The Eightfold Iron Tower
The Darkness in the Machine
The Depredations of the King
Hunter Killer
Corpse World
The Cosmic Kitten
Mostlyjoe's post
To enhance the reddit I'm adding this post of useful sandbox links, good pdf products for world building, and other subreddits that will prove very useful in building your adventures. Expect this list to expand with time and eventually migrate to our wiki once I get it full enough.
USEFUL REDDIT LINKS
/loremasters - This is a general GM resource but it holds a lot of useful idea or suggestions if you are world building.
/worldbuilding - Reddit's own make-your-own setting resource.
/RPGinspiration/ - A fine collection of art, articles, and resources to flesh out your RPG world.
/osr - Since Godbound is an OSR inspired resource consider this one of your safe havens for asking question or looking for compatible osr resources to flesh out your game.
USEFUL SANDBOX LINKS
https://donjon.bin.sh/ - Donjon is the treasure trove of random tables, generators, and tools to add meat to any sandbox setting you are currently building. It has name generators, maps, monsters, you name it.
http://www.pbegames.com/ - PBE is another great random table, die roller, etc tool resource. If Donjon didn't have what you were looking for PBE should have it.
DIVINE INSPIRATION LINKS
http://www.godchecker.com/ - Wanna get ideas for Made Gods or old pantheons? This side has an easy to read list.
http://killsixbilliondemons.com/ - A webcomic, however the setting design, empty throne of heaven, and angels/demons of the 7 realms is most likely one of the best places in recent history to farm ideas.
http://www.angelarium.net/ - A list of angels, a great resource for NPC angel ideas.
USEFUL PRODUCTS
http://www.drivethrurpg.com/product/78409/The-Dungeon-Alphabet - The Dungeon Alphabet is one of the better OSR products of ideas you can use to fill your heavenly shards.
http://www.drivethrurpg.com/product/151109/The-Monster-Alphabet - The Monster Alphabet is a good companion for weird critters you can amp up to make all sorts of strange creatures to fill out your world.
MISC LINKS
http://www.writingexcuses.com/ - The Writing Excuses, perhaps one of the best world building/story writing resources I can think of. Hosted by Brandon Sanderson, Mary Robinette Kowal, Howard Tayler, and Dan Wells. A round table of writers all showing you ways to build settings, stories, and characters.
submitted by Nepene to godbound [link] [comments]


2023.11.27 04:22 Forsaken_Pie5012 Watch GPT4 Create A Precision 300 Word Essay By Utilizing 'Self-Tagging'

Quick note after further experimenting: I'm not sure if it's the required increase to focus/creativity, vector changes, forced discipline of word choice, or the needed extra computation, but I'm noticing seemingly overall improved outputs when having the model approache certain tasks this way. Not sure what to make of this.

Original post:

I spent the weekend conducting a bit of experimentation with GPT-4, with a goal to better understand the limitations in regards to mathematical reasoning and the ability to adhere to strict output guidelines. I have some understanding of how tokenization works and the issues it causes with the models ability to count words. However, I had success with performing long multiplication in part due to the use of grouping and labeling as seen here ( https://youtu.be/KqjNCuzNRH8 ), so I approached word counts similarly by having the model wrap each word and pair it with a number, it's tag, (1- Like) (2- so). The goal was increased attention to the # and recognition of each word as a whole, rather than the token.
After some trial and error via API chat completions, I'm receiving remarkably accurate output, if not exact, using this self-tag technique. The ability to generate with such cohesiveness along with the foresight to cleanly bring the peice to a close at the desired mark was damn impressive.
Here’s one of the generations, an exact 300 word essay, as it happened. I'll include the actual output with the tagging removed at the end of the post:
https://youtu.be/NFzGApBw8P8
It appears GPT-4's ability to accurately conform to a specified word count is absolutely possible when using a self-tagging approach to increase its attention ability. Is this just an example of algorithmic design, or an emergent property?
Additionally, the model’s ability to structure content as if it had foresight, especially in the context of a fixed word limit, suggests a level of sophistication beyond basic next-token prediction. What mechanisms within GPT-4 might facilitate this apparent planning? What other areas can be improved with this concept of having the model essential label it's own data at the output level?

Full output below:

User: 'Write me a 300 word essay on the ecology of the desert cactus'
Assistant:
"The desert cactus stands as a unique beacon of resilience in the harshest of environments. Its ecology is a complex web of interactions with various abiotic and biotic factors. Survival in the desert calls for exceptional adaptations, which cacti have in spades. Firstly, their thick skin reduces water loss. Significantly, they possess spines instead of leaves, minimizing the surface area for transpiration. The roots of desert cacti spread wide to capture sparse rainfall, while their stems store water for dry periods.
In terms of reproduction, the vibrant flowers attract pollinators, ensuring genetic diversity. Moreover, they offer shelter and sustenance to desert wildlife, thus playing a pivotal role in the desert ecosystem.Their presence assists in soil stability and prevents erosion by anchoring the sand.
Cacti are also a crucial component in the desert food web, serving as a resource for birds, insects, and mammals. Some species even rely on the cactus exclusively for water and nourishment during droughts. The relationship between cacti and desert inhabitants is symbiotic as some animals help in seed dispersal, thereby aiding cacti in propagation.
However, human activity and climate change are threatening these ecosystems. Habitat destruction, illegal collection, and the introduction of non-native species have the potential to disrupt the delicate balance. Desert cacti are adapted to survive extreme heat and aridity, but they are not invincible.
Conservation efforts must be enacted to protect these resilient plants and their roles within the ecosystem. Cacti epitomize the beauty and complexity of desert ecology, a testament to life's perseverance. Even in adversity, they thrive and contribute to the biodiversity of their arid habitats. It is essential that we recognize and maintain the significance of desert cacti, not only for their intrinsic value but also for the survival of desert ecosystems and the myriad forms of life therein." (300 words)
submitted by Forsaken_Pie5012 to OpenAI [link] [comments]


http://activeproperty.pl/