--- Log opened Thu Mar 31 00:00:37 2016 |
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02:02 | <@Reiv> | HEY VORN |
02:03 | <@Reiv> | I was going to ask for your help, but I totally don't remember any more |
02:04 | <@Reiv> | oh |
02:04 | <~Vornicus> | heh |
02:04 | <@Reiv> | so, you have a set of rules |
02:05 | <~Vornicus> | Okay. |
02:05 | <@Reiv> | roll a d6, if you roll over X it's a hit |
02:05 | <@Reiv> | If you roll over X+2 it's a hit that doesn't allow a save |
02:05 | <@Reiv> | Saves are 3+, 4+, or 5+ |
02:06 | <@Reiv> | The average probabilities are easy to calculate |
02:06 | <@Reiv> | The 'critical hits' are hurting my head |
02:06 | <@Reiv> | (To-hits are 2+, 3+, 4+, and a very occasioanal 5+ which is thrown en masse) |
02:07 | <~Vornicus> | So: given the to-hit target and the save target, how often do you get a hit that isn't saved against? |
02:07 | <@Reiv> | yep |
02:08 | <@Reiv> | Like, obviously 3+ enjoys the fact that 50% of their hits don't get saves against, which is grand |
02:08 | <@Reiv> | But messes up my intuition of "Oh, so that's 4/3 hits, vs this other 6/2..." |
02:08 | <@Reiv> | (Which quickly refactors, but you know what I mean) |
02:10 | <@Reiv> | There's an extra wrinkle beyond this one, but that's the basic setup |
02:10 | <@Reiv> | So that's basic gunnery. |
02:11 | <@Reiv> | Second step! |
02:11 | <@Reiv> | Then you have Burnthrough lasers: They roll dice to hit, and for every hit they get to roll again, and this goes again until you run out of explosions or you run into a preset damage cap. |
02:11 | <@Reiv> | So you might throw two dice, and then those explode up to a combined pool of 6, for example. |
02:12 | <@Reiv> | The final and worstest wrinkle here... is that if a die crits, its subsiquent dies are all automatically crits so long as they keep hitting. |
02:12 | <@Reiv> | (The idea is that you've burned through the armor and are now chomping on delicious squishy innards, of course) |
02:13 | <@Reiv> | But it does rather do my head in when, eg, working out the expected damage of 4x 3+ vs 2x 3+ with burnthru |
02:16 | <~Vornicus> | first step: probability of hit or save is (7 - X)/6. probability of critical is (5 - X) / 6, so saveable hits are 2/6 = 1/3 exactly. This gives: (1 - saveable probability) * 1/3 + crit-able probability. |
02:17 | <~Vornicus> | burnthrough sounds crazy. |
02:20 | <@Reiv> | Burnthrough is the bit where I go from "It messes with my intuition" to "It messes with my excel" |
02:20 | <@Reiv> | Basically if you throw dice pools, you then track dice in the pool afterwards based on 'crits' vs 'regulars'; once a die is in the crit pile it stays in the crit pile until it misses entirely. |
02:20 | <~Vornicus> | yeah this is one I'd have to go to python I think |
02:21 | <@Reiv> | Dice pool as a whole caps at, like, 6 |
02:21 | <@Reiv> | Which on 2 3+ dice could be interesting |
02:21 | <~Vornicus> | and crits is specifically for that 5+? |
02:22 | <@Reiv> | Correct |
02:50 | <~Vornicus> | So do I tally up hits in burnthrough before applying saves? |
03:04 | <@Reiv> | With the aforementioned once-a-crit-always-a-crit, yes |
03:05 | <@Reiv> | (Unless it misses) |
03:05 | <@Reiv> | (I can't help but notice they haven't given us 2+ burnthroughs~) |
03:06 | | * Vornicus fiddles. |
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05:09 | <~Vornicus> | Duck paths. Ducks follow paths made of segments. These segments may be diagonal and may not be of length divisible by the duck's walking speed. I need to detect when the duck reaches or passes the end of the segment. |
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05:38 | <@celticminstrel> | Next step: Goose paths. |
05:41 | <~Vornicus> | hm. I guess I just go push towards finish, if finish is too close then just say I'm there and switch to the next segment |
05:41 | <~Vornicus> | technically the ducks are cultists. |
05:43 | <@celticminstrel> | A duck cult! :O |
05:54 | <@celticminstrel> | Do these ducks worship Drosselmeyer? |
05:59 | <~Vornicus> | possibly. unlikely. they live in r'lyeh |
06:05 | <@celticminstrel> | Eldritch ducks. :O |
06:21 | <&McMartin> | Ducks wg'anagl |
06:24 | <~Vornicus> | (technically the original game has ducks taking the gondola to the beach while avoiding a hippo. my remake has cultists taking a gondola to --- frankly I have no idea where -- while avoiding a swimming Cthulhu whose head is as big as the gondola. |
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11:37 | < abudhabi> | Hm. What's a good (read: fast) Nintendo DS emulator for *nix? |
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12:29 | < catadroid> | 'fixed' is the incorrect description for 'changed the implementation because I thought the old one was ugly' |
12:30 | < catadroid> | ESPECIALLY when some applications were relying on the old behaviour |
12:30 | < catadroid> | Grmbl |
12:33 | <@TheWatcher> | Arguably, that's a pathological coupling problem. |
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12:47 | < abudhabi> | Nevermind! The latest desmume has greatly improved FPS. |
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13:10 | < Emmy> | Oof. for one heartstopping moment i nthought that all of tuesday's work hadn't been saved. |
13:10 | < Emmy> | *pfew* |
13:11 | <@TheWatcher> | >.< |
13:14 | < Emmy> | Turned out that the code window opened on the old backup form instead of the current. |
14:04 | <@ErikMesoy> | Fun at work: Nontechnical boss wrestling with question of where to draw line between "tools" and "programming languages" for various technical employee competencies. |
14:04 | <@ErikMesoy> | It seems to go somewhere between XML and SQL at first draft. |
14:05 | <@ErikMesoy> | Nontechnical boss doing this because letting technical employees write their own competences will result in nitpicking over categories and other sperging, and list is supposed to be read externally. |
14:05 | < Emmy> | hmmmh, without knowing xml, i'd not call it a tool either |
14:06 | <@ErikMesoy> | Point of contention between boss and employee: whether to put "some familiarity with C family" or "some familiarity with C, C++ and C#" |
14:08 | < Emmy> | Yeaaa, there's a difference. |
14:08 | <@ErikMesoy> | Unhelpful third party suggesting that Java be included in C family. Boss puts foot down. |
14:11 | < Emmy> | ... |
14:11 | < Emmy> | >.> |
14:11 | < Emmy> | breaktime |
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15:15 | < Emmy> | Aww mothatfu'in' yisss. one big step closer to finishing this problem |
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16:12 | <&ToxicFrog> | ErikMesoy: C# is closer to the Java family than the C/++ family if anything |
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17:25 | < catadroid> | C# is basically Java++ (literally) |
17:27 | <@ErikMesoy> | A reasonable take, but one I think would not have been worth bringing up. |
17:27 | <@ErikMesoy> | Also I found that Wikipedia's page on list of C family languages is very, very broad. It should probably be renamed "descendants and relatives of the C family". |
17:27 | < catadroid> | More important - what do you need them to *do*? |
17:28 | <@ErikMesoy> | catadroid: Dunno. This isn't for a specific job, it's for employee competence tracking and internal buzzword management. |
17:28 | < catadroid> | Oh then put down LISP |
17:29 | <@ErikMesoy> | https://en.wikipedia.org/wiki/List_of_C-family_programming_languages -- Python, Rust, Go, Haskell, Powershell, wtf. |
17:30 | <@ErikMesoy> | Must be the extended family. |
17:38 | <@celticminstrel> | ...I don't think you can call a language "C-family" if it doesn't use braces to designate blocks... |
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17:51 | < catadroid> | Also it ought to be BCPL family |
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19:10 | <@gnolam> | *Algol family |
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19:13 | < catalyst> | Alcohol,you say? |
19:49 | <@Tamber> | Alcolol? |
20:18 | <~Vornicus> | algohol, clearly |
20:18 | <@ErikMesoy> | Does it blend? |
20:18 | <~Vornicus> | in O(n log n) time |
20:19 | < abudhabi> | The more alcohol you have, the easier it is to blend it on a per-unit basis? |
20:20 | <~Vornicus> | no, it gets harder, but not much harder. |
20:23 | < abudhabi> | If n is the unit of alcohol, then to blend 1 unit, you need like 1 time, but to blend 2 units, you need less than 2 time... or am I being mathtarded? |
20:23 | <@ErikMesoy> | 2 * log 2 |
20:24 | <~Vornicus> | so it'd actually be 0 time for 1 unit, and 2 time for 2 units, and 8 time for 4 units, and 24 time for 8 units. |
20:25 | <~Vornicus> | 'cause you don't need to blend one unit of algohol at all. |
20:25 | < abudhabi> | OK. I *am* mathtarded. |
20:26 | <~Vornicus> | and for a million units it's like 20 million time. |
20:51 | < crystalclaw|AFK> | 14:51 up 8 days, 15:58, 3 users, load averages: 1.48 1.50 1.85 |
20:51 | | crystalclaw|AFK is now known as crystalclaw |
20:51 | < crystalclaw> | welp, there goes my uptime |
20:52 | <@Tamber> | *chuckle* |
20:53 | < [R]> | $ uptime |
20:53 | < [R]> | 13:52:42 up 216 days, 19:29, 2 users, load average: 0.00, 0.01, 0.05 |
20:53 | < [R]> | (If you're going to comment "216 days without an update!" you'd be wrong. |
20:54 | <@Tamber> | http://furryhelix.co.uk/~tamber/pics/tmp/snap-1459454013.png I am not very good at this sysadmin thing. |
20:54 | < crystalclaw> | That was just my laptop uptime |
20:55 | < crystalclaw> | my desktop uptime would be much longer if the power supply wouldn't have blown up >.> |
20:55 | < crystalclaw> | Figurativly |
20:55 | <@Tamber> | Well, at least it wasn't a literal blowup. |
20:55 | <@Tamber> | That's always exciting! </clive> |
20:56 | < crystalclaw> | Well, it blew the breaker |
20:56 | <@Tamber> | Exploded mosfets smell unhappy. |
20:56 | < crystalclaw> | ~30 times, before I narrowed it down to the power supply in my computer |
20:56 | < crystalclaw> | Yes they do |
21:10 | < Emmy> | Tamber: i dunno. the very fact that it's ABLE to run that long without a break... :) |
21:15 | <@Tamber> | hehehe :) |
21:15 | <@Tamber> | What took it down was a hardware failure of the underlying host. Network card puked something horrible. |
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21:22 | < Emmy> | yowch |
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--- Log closed Fri Apr 01 00:00:53 2016 |