Binary subtraction using 2's complement calculator

Pokémon Showdown

2012.03.16 23:45 7thFullMoon Pokémon Showdown

Pokémon Showdown is a free, web-based battle simulator. It comes with many different servers and a plethora of features such as fan-made tiers and chatrooms to fit your style. Whether you use it to learn competitive battling, to practice, or just use it for recreation, you are welcome to this community.

2008.07.08 22:36 PlayStation Portable (PSP)

The gaming subreddit which fits in your pocket!

2008.08.26 02:03 Pizza

The home of pizza on reddit. An educational community devoted to the art of pizza making.

2023.06.04 20:56 RedSkyInTheMornin ROTP v1.04 bugs/enhancements

ROTP v1.04 bugs/enhancements
I've been playing ROTP v1.04 since last fall, and it's great. I have found a few bugs and thought of several enhancements. I've emailed this list to Ray Fowler just now (with a .zip of the save files which reddit won't let me post here, but I am attaching the screenshots mentioned below).
Most of these things aren't very impactful, except for B9, IMO.
Is there a mod that just fixes bugs ? Thanks !
Also, I'm not much of a reddit user; this is my first post, so sorry if I'm making any newbie mistakes.
Remnants of the Precursors v1.04
B0. In the ROTP_Manual_v1_04.pdf
- Table 10.5: Heavy Fusion Beam says 4-16 damage, but game Tech tree says 4-30 damage.
- Table 10.5: Heavy Phasor says 5-20 damage, but game Tech tree says 5-40 damage.
- In-game "Graviton Beam" description says "beam capable of rendering ships to pieces". It should be "rending" instead of "rendering".
B1. "Continue Game" doesn't load the most recent save, it loads the most recent auto-save file.
Justification: I save my game several times in-between turns, especially from the middle-game onwards, so I must remember to do "Load Game" vs "Continue Game" to pick up where I left off.
I think this is counter-intuitive. It may be mentioned in the documentation somewhere, but it should probably load the most recent saved game.
Estimated difficulty to change (or fix): "Medium"
B2A. Colonies screen Shipyard refresh bug.
- Goto the Colonies view, select the Ecology View tab (or the Industry View tab).
- Exit to the main map, select a system that's producing a ship (or make a system start producing a different ship).
- Goto the Colonies view, select the Military View tab. The system you were just in is selected, but its Shipyard field is blank (or shows a partial ship name). When you select another system in the grid, the Shipyard field that was incorrect now refreshes with the correct data.
Estimated difficulty to fix: "Medium"
B2B. Technology Discovery % boxes along left/bottom corner refresh problem
If you adjust systems' tech output so that it affects the arrival time of a technology, the 6 technology discovery boxes don't seem to update to the correct value until after you go to the Tech screen and come back to the main screen.
B3. Colony has the same name as a system with no colonizable planets.
- I've got a colony named "New Kekule" in the New Buffon Nebula, and there's a system with no planets of the same name to its SW about 29.4 ly. (Screenshot: "bug_2_kekule_systems.jpg", Save game file: "Mentaran4_679_two_NewKekule_systems.rotp".)
B4A. Cryslonoid ships don't get slowed down by nebulas.
If this is a feature, it should be documented, but it seems like a bug. Although they can colonize any type of planet because of their biology, they doesn't seem to explain how their space travel technology (which is the same as the other races) ignores nebulae slowness. [ see "Mentaran5_722_cryslonoid_ships_nebula.rotp" ]
B4B. Cryslonoid ships immediately upgrade their engines to a new warp speed as soon as it is learned.
B5A. The user choices for the range area display (on the left upper button menu, the concentric blue circles icon) are
- background-stars-OFF/range-circles-OFF
- background-stars-OFF/range-circles-ON
- background-stars-ON/range-circles-ON
- background-stars-ON/range-circles-OFF
However, each time you restart the game, it defaults to background-stars-ON/range-circles-ON, instead of the option the user had selected during the last game session.
This option should be saved as a game setting option somewhere, and not in a save game file.
B5B. The user choices for the ship/transport course dashed-line display (on the left upper button menu, the concentric white circles icon) are
- friendly-unit-course-lines-OFF/enemy-unit-course-lines-OFF
- friendly-unit-course-lines-ON/enemy-unit-course-lines-ON
- friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF
However, each time you restart the game, it defaults to friendly-unit-course-lines-ON/enemy-unit-course-lines-OFF, instead of the option you had selected during your last game session.
This option should be saved as a game setting option somewhere, and not in a save game file.
B6. I was designing a ship and picking an armor for it, and it gave me a weird crash (screenshot: "recent_rotp_2023_02_24.jpg", save file: "recent_2023_02_24.rotp") It's only had that crash that one time.
B7. I when I discovered Advanced Space Scanner, it started showing me a list of many dozens of newly discovered planets. The "Close" button was covered up by the planet display screen (see the screenshot "AdvancedSpaceScanner_planet_list_dlg_bug_underlap_turn_705.jpg" and the saved game file "Mentaran8_704_AdvSpaceScanner_bug.rotp" for the end of the previous turn). As a workaround, I discovered that the "Esc" key dismisses this discovered planet dialog.
B8/E8. When a system has a stargate, in the main map view, the system window shows the system name with a swirl icon to the upper left of the planet image, indicating it has the stargate. This swirl icon is missing in the same view in the Colonies screen when that system is selected. I would consider this a minor bug.
Enhancement: Add a column for stargate in the Colonies screen, maybe under the Military View tab.
B9/E9. Bug in invasion code about hand weapons
I think there's a bug in the ground troop battle system. When being invaded by the Altairi (load the save file "Mentaran12_730_.rotp" from year 730 and poke "Next Year", then see the battle in year 731, with the battle screenshot "mentar12_731_altairi_invade_ion_rifle.jpg"), the screen shows that I have Fusion Rifle, and the Altairi have Ion Rifle, but when I invaded an Altairi world a few turns before (and also the turn after - load save game file "Mentaran12_731_.rotp" and advance to the next year to see the battle in year 732), it showed that both of us have Fusion Rifle and my men get slaughtered. In year 731, looking at the Races/Intelligency screen for the Altairi, it shows they have Fusion Rifle (see screenshot "mentar12_731_altairi_intelligence_shows_fusion_rifle.jpg").
In a previous game (which I stupidly didn't save the files for): I invaded a planet with troops, and the battle screen said I had hand phasors, but at the time I had superior plasma rifle technology that I had acquired at least a few turns before. See the screenshots "battle_shows_hand_phasors.jpg" and "tech_shows_plasma_rifle.jpg".
Enhancement: I think an explicit list of the +NN modifiers for every ground battle enhancement would be nice on the Race/Military screen, perhaps displayed below where it currently shows the total +XX number.
E1. On the Colonies screen, add a way to jump to the selected colony on the main star map.
Justification: If you have a lot of star systems, it's really tedious to scroll around the map to find the system you're looking for.
Suggested implementation: In the upper right corner area with the name of the system and the planet picture, add a "Jump to System" button that immediately exits the Colonies screen and takes you back to the main star map, with that selected system in the middle of the screen. Or, just make poking on the system's name text in that upper right area do the jump, instead of a button (but that's less obvious).
Also, make this button still work when already on the main map screen, in case you've selected a system and scrolled around but don't know which direction to scroll the map back to that system.
Estimated difficulty to implement: "Easy"
E2. Star map incoming population overage color change
For star systems' incoming population lines, change the color to something other than green if the incoming population is too large for that system, and population will be lost upon arrival.
Justification: It's not good to lose population because you overlooked a link in a grand chain migration master plan.
Suggested implementation: The current color is green, so keep that color if the population will fit in the system. Red color indicates inbound enemies, so keep that red. Yellow is also a movement line color already, so for friendly overpopulation moves, I suggest displaying them in the hot pink color, to draw attention to them.
Ideally, this would take into account that system's growth/decline for the time it takes the population to arrive. For attacking invasions, it would probably not take into account battle casualty calculations, but just let you know that some of the population will be killed off unless they first die in battle.
Also, if multiple populations are arriving at such an overfed system, each one would be displayed in that special color.
Estimated difficulty to implement: "Medium"
E3. When colonizing a star system where there is more than one type of colony ship that can build the colony, list each different usable ship design and ask the user which colony ship to expend.
Estimated difficulty to implement: "Medium"
E4. Main map, system name tag changes:
Change it from the current
Pop 83 Fac 216 Base 2
to also show the max pop, max factories, and ship production (with ship production limit prefix, as in the Colonies' Shipyard column):
Pop 83/85 Fac 216/255 Base 2
3 Dreadnought
Estimated difficulty to implement: "Medium"
E5. Colonies screen, add "maximum population", "maximum production", and "incoming population" columns
Justification: I'd like to sort on the maximum pop and maximum production columns, so I can find the systems I need to build mega-ships.
There's a "Capacity" column that I don't know if it means population or production or what. I'd also like to see which systems have population that's scheduled to arrive.
Suggested implementation:
- Remove the "Capacity" column (or leave it, but maybe explain it)
- Change "Population" to "Pop" to save room
- Add a "Max Pop" column, to the right of "Pop"
- Add a "Inc Pop" column, to the right of "Max Pop" (this value is displayed in the "too much incoming population" color if it's too much for the system to hold)
- Add a "Max Prod" column, to the right of "Prod"
Estimated difficulty to implement: "Medium"
E6. Map screen, toggle display of enemy range/extended range borders and enemy colonizable systems, based on intelligence reports for that enemy
Justification: It would be great to see which stars the computer opponents can get to, and which ones they can't, when planning which planets to colonize.
Suggested implementation:
- Add some sort of array of Enemy Overlay buttons on the main map screen. If you turned on Enemy 3's overlay, it would show Enemy 3's known border (based on their known systems) and extended border (as a non-filled in outline in the Enemy 3 color), and any uncolonized systems capable of settling by Enemy 3 would be circled in the Enemy 3 color.
- The player could toggle each enemy's overlay button independently of the others, so that any/none could be on at the same time.
Estimated difficulty to implement: "Medium"
E7. Tech screen, add "Equalize Outcomes" button
The existing "Equalize Allocations" button will equalize the funding to all of the non-locked categories by simplifying dividing the total research amount by the number of non-locked categories. It would be great if there were another button that would set the levels for the non-locked categories so that their research would be done at about the same time.
Suggested implementation:
For example, if I want the Computers/Battle Comp III, Force Fields/Class 3, and Weapons/NeutronPellotGun all to finish about the same time, I could lock down the other fields (Construction, Planetology, Propulsion) and poke the "Equalize Outcomes" button, and it would fund those 3 categories so that they would each have their bubbles filled on about the same turn.
Yes, it couldn't be perfect, but something in the same plus/minus 1 turn ballpark arrival target would be great.
Justification: I'm doing the same thing now manually with a calculator, so this would get rid of that drudgery.
Estimated difficulty to implement: "Medium"
E8. Main map, shrink "Next Year" button and/or add optional confirmation:
Justification: Several times I have accidentally poked on the "Next Year" button when I was intending just to un-select the current system/fleet.
Suggested implementations:
- Shrink the "Next Year" button down to being just big enough to contain its text, and put a blank area (or mini-map, see below) next to it:
Estimated difficulty to implement: "Medium"
E9. "Current game settings" info screen:
It would be great to be able to see the settings that were used to create the current game: size of galaxy, number of opponents, difficulty, and all the settings for the game options.
Justification: When I'm close to finishing a game, I start thinking about what settings to use for the next game, but I can't remember what the settings were for the current game as a basis to go by for setting up the next one.
Suggested implementation: Add another option to the "Game" screen, or to the Game / Settings screen with this info.
Estimated difficulty to implement: "Medium"
E10. "Hall of Fame / Hall of Shame" screen:
Add a screen that records the end of games that are played to the actual end, either to victory or defeat, and indicate that, along with all the game settings that were used.
Justification: It would be nice to see a log of my performances on various different game settings.
Suggested implementation: Add a "Hall of Victory" (or other name) option to the "Game" screen, that is a new page with this info.
Estimated difficulty to implement: "Medium"
E11. Battle map turn counters
On the space battle map, show the number of rounds of combat so far, and the number of rounds remaining in the battle.
Justification: I like to batter the planet's population down with my warships. As long as you keep one stack of the enemy ships alive, you can batter the planet as long as you wish, until the maximum number of battle rounds is reached. Right now, you have no idea of knowing when that will occur, so if you ignore killing the last enemy spaceships, you will be repulsed from the system after the battle is over. An elapsed rounds/remaining rounds display would alleviate that.
Suggested implementation:
Shrink the size of the buttons along the bottom of the screen, and add an unclickable text display of "Battle rounds: XX/YY" that updates each round.
Estimated difficulty to implement: "Medium"
E12A. Galactic thumbnail view on the main star map
Have a Civilization 4-like mini-map on the main star map, to show what portion of the galaxy is currently in view.
Justification: For larger maps, it would be great to know what area of the galaxy is being viewed, at a glance.
Suggested implementation: On the bottom right, make the "Next Year" button just big enough for its text (yes, it's more letters in other languages), move it to the far right, and put the galactic thumbnail next to it on the left, such as:
[*] Next thumbnail shows the selected star near
Tech Year the top left of galaxy; a rectangle
____________________ shows the galaxy subset in the display now
[ ] Next thumbnail shows the selected star near
Tech * Year the center left of galaxy; a rectangle
____________________ shows the galaxy subset in the display now;
the selected planet is not in the current
view, the user needs to scroll down to see it
The entire galaxy would be shown (shrunk down as much as necessary); on large maps, the stars might be less than one pixel each, so maybe just show the globular colored areas for each race, and have one point (very bright white) that represents the location of the selected system within the galaxy. There's also a rectangle showing the currently displayed subset of the galaxy shown in the main window.
This would work in the same fashion as the mini-map in Civilization 4.
Estimated difficulty to implement: "Hard"
E12B. Galactic thumbnail view in the Colonies screen
Justification: I really need to know where in the galaxy each star is in order to know how to set the values for it.
Implementation: This is the same as the thumbnail view on the main star map, minus the inner bounding rectangle.
Also, note that here in the Colonies screen, the "Exit" button is on the left of the mini-map, not the right. This positioning is important, as it conditions the user to poke to the left of the star map to exit, and will make it more distinct from the "Next Year" button on the main map screen.
Treasury * thumbnail shows the selected star near
xxx BC [Exit] the top left of galaxy
Estimated difficulty to implement: "Hard"
E13. On the "Races/Intelligence" tab, the technologies that the player and selected alien species both have are shown in black text, and the techs that only the selected alien has are shown in yellow text. Many of these are obsolete technologies for the player, so it would be great if these techs would be displayed in a non-yellow color, perhaps gray or white, signifying that the alien species does not hold that tech as an advantage over the player.
E14. On the "Races/Status" tab, it shows the bar graphs for the percentages of the player's planets vs. the other known races' planets. It would good to also display the actual number of each of the other races planets (which the player can work out with simple algebra from that information, but that's not usually considered "fun", so let the computer do it).
E15. It would be great if the Space Amoeba and Space Crystal would appear on the main map as moving entities (like an enemy ship) so you could track the progress of their arrival to their next target system.
E16. On the Colonies screen, the Star Gate binary property should be a sortable column.
E17. For the F2/F3, F5/F6, F7/F8, F9/F10, F11/F12 buttons, it would be great if instead of immediately jumping the map to the new location, it would scroll the map so the user would have some indication of where the new item is located relative to the previous one. The scroll speed would need to be not too fast, but not too slow either. Maybe there could also be a checkbox to toggle the new scrolling behavior vs. the existing jump behavior.
submitted by RedSkyInTheMornin to rotp [link] [comments]

2023.06.04 18:48 sandman730 CBA Basics

This is based on the CBA, MOU, and various CapFriendly FAQs.
If you have any questions, feel free to comment, or message me.
Note: Various games played thresholds for may be pro-rated due to the shortened 2019-20 and 2020-21 seasons. Consult CapFriendly or message me if you have any questions.
All dates below are tentative. Check the schedule for more up-to-date information.

Salary Cap

The upper limit is $83.5M (projected), and the lower limit is $61.0M (projected). Though you are allowed to exceed the upper limit by 10% in the offseason, we will require you to have a plan for how to get back under the cap by the end of the sim.


For the sake of simplifying contracts, all contract negotiations and signings will be done using average annual value (AAV). Salary structure and signing bonuses will not be considered, with the exceptions of complying with minimum salaries ($775k for the 2023-24 season and beyond) and maximum salaries (an AAV equal to 20% of the current salary cap upper limit).

Basic Definitions

Contract & Roster Limits

During the regular season (before the day of the Trade Deadline) each team may have a maximum of 23 players on their Active Roster, and a minimum of 18 skaters and 2 goalies.
Each club may have a maximum of 50 SPCs, and must have a minimum of 24 players and 3 goalkeepers. In this sim, we will also require each team to have at least 40 SPCs by the end. Players who meet the following conditions do not count towards this contract limit:
  1. Are 18 or 19 years old
  2. Are in a junior league
  3. Have not played 11 NHL games in one season
Note: the roster sheets currently assume every player eligible for this exemption is assigned to Juniors. If you wish to have that player(s) on your opening day roster, please ask me to correct this (as it will affect the number of contract slots you have available).
A club's reserve list (signed players, unsigned draft picks, and defected players) may not exceed 90 players.

Buried Contracts

For one-way NHL contracts of players reassigned to the AHL, the players' salary cap hit, minus the sum of the minimum NHL salary (for the respective season) and $375k, still counts towards the team’s salary cap total. This implies up to $1.15M can be buried this season per contract.
If a player signs a multi-year contract at 35 years or older (as of June 30 prior to the effective contract), the player's individual cap hit counts against the teams cap hit regardless of whether, or where, the player is active. However, a team will receive a $100k relief off of the team's salary cap hit, if a 35+ contract player is playing in the minor leagues after the first year of their contract.

Entry-Level Contracts

Players younger than 25 as of September 15 of the year of their first NHL contract must sign an ELC, all of which are two-way contracts with a maximum AAV of $950k (players drafted in 2022) or $925k (players drafted prior to 2022). The length of an ELC depends on the player's age:
European players (players drafted from a team outside North America or undrafted players) ages 25-27 must sign a one-year ELC.
If a player signed to an ELC is 18 or 19 years old, and does not play in a minimum of 10 NHL games (including both regular season and playoffs), their contract is considered to "slide", or extend, by one year. Signing bonuses do not slide, which can change the AAV of the player's contract.

Contract Length

Clubs may sign a player to an SPC with a term of up to 8 years only if that player was on such club's Reserve List as of and since the most recent Trade Deadline. For UFAs, this right expires when the player hits free agency (i.e., on Sun. June 25th, 11:59pm ET). Otherwise, the term limit for SPCs is 7 years.

No-Trade Clauses

A No-Move Clause (NMC), No-Trade Clause (NTC), or Modified No-Trade Clause (M-NTC) can be added to a player's contract in the years after they are eligible as a Group 3 player (7 accrued seasons or 27 years old). These clauses restrict the player from being traded without his consent. An NMC also restricts a player from being placed on waivers and being assigned to minors without his consent. These clauses do not exempt a player from a buyout or contract termination.

Performance Bonuses

Clubs may pay players that meet one of the following criteria a performance bonus:
  1. The player is on an ELC.
  2. The player has signed a one-year contract and is over 35 years old.
  3. The player has signed a one-year contract after returning from a long-term injury (has played 400 or more games, and spent 100 or more days on the Injured Reserve in the last year of their most recent contract).
Performance bonuses count against the cap, however a team can only exceed the upper limit by a maximum of 7.5% (the overage of which counts towards the next season's cap hit).

Group 6 Unrestricted Free Agents

A player whose contract is expiring and meets all of the following conditions shall become a Group 6 UFA:
  1. The player is 25 years or older (as of June 30th).
  2. The player has completed 3 or more professional seasons - qualified by 11 or more professional games (for an 18/19 year old player), or 1 or more professional games (for a player 20 or older) while under an SPC.
  3. The player has played fewer than 80 NHL games for a skater, or 28 NHL games of 30 minutes or greater for a goaltender.

Restricted Free Agents

Qualifying Offers

A qualifying offer (QO) is an official one-year SPC offer. Clubs have until Sun. June 25th, 5pm ET to submit their QOs. Submitting a QO gives the club the right of first refusal to match any offer sheet submitted, or receive draft pick compensation. If the player rejects the qualifying offer, they remain a RFA and their rights are retained by the club. If a player does not receive a qualifying offer, he becomes a UFA.
A minimum QO is calculated from the player's base salary (excluding all bonuses) as follows:
The QO must be a one-way offer if the following three requirements are met (a goaltender is considered to have played a game if they are on the bench as a backup):
  1. The player played in 180 NHL games in the previous three seasons.
  2. The player played in 60 NHL games in the previous season.
  3. The player did not clear waivers in the previous season.
Qualifying offers expire on Wed. July 12th, 5pm ET.
Note: If an RFA has signed a contract in another league, the NHL club may extend a QO to retain that player's rights. These players are marked on the roster sheets as signed in another league.

Offer Sheet Compensation

Only Group 2 and 4 RFAs may be signed to an offer sheet. However, clubs only receive draft pick compensation for Group 2 RFAs.
Compensation must be entirely in the next draft (for this sim: 2024), unless multiple of the same round of pick are required (e.g. two first rounders). In that case, you may skip one year (e.g. two 1sts could be 2023 and 2024 OR 2023 and 2025 OR 2024 and 2025).
Compensation is determined by the AAV outlined in the offer made by submitting club. The AAV for an offer sheet, which determines the compensation required, is derived by dividing the total contract value amount by the lesser of: number of years offered, or 5 years. The AAV thresholds are readjusted each season, and is based on the average league salary for that season.
Compensation for the 2022 offseason is as follows:
AAV (1-5 years) AAV (6 years) AAV (7 years) Compensation
$1,386,490 or less $1,155,408 or less $990,350 or less No compensation
$1,386,491 - $2,100,742 $1,155,409 - $1,750,618 $990,351 - $1,500,530 One 3rd Round Pick
$2,100,743 - $4,201,488 $1,750,619 - $3,501,240 $1,500,531 - $3,001,063 One 2nd Round Pick
$4,201,489 - $6,302,230 $3,501,241 - $5,251,858 $3,001,064 - $4,501,593 One 1st Round Pick, One 3rd Round Pick
$6,302,231 - $8,402,975 $5,251,859 - $7,002,479 $4,501,594 - $6,002,125 One 1st Round Pick, One 2nd Round Pick, One 3rd Round Pick
$8,402,976 - $10,503,720 $7,002,480 - $8,753,100 $6,002,126 - $7,502,657 Two 1st Round Picks, One 2nd Round Pick, One 3rd Round Pick
$10,503,721 or more $8,753,101 or more $7,502,658 or more Four 1st Round Picks
The club that receives an Offer Sheet has 7 days to match the offer or accept the draft pick compensation. If the receiving club matches the Offer Sheet, they are bound to the contract details outlined in the offer, must respect all aspects of the contract (such as any NTCs), and cannot trade that player for 1 year from the date of the contract signing.


Teams are permitted to buyout a player's contract to obtain a reduced salary cap hit over a period of twice the remaining length of the contract. The buyout amount is a function of the players age at the time of the buyout, and are as follows:
The team still takes a cap hit, and the cap hit by year is calculated as follows:
  1. Multiply the remaining salary (excluding signing bonuses) by the buyout amount (as determined by age) to obtain the total buyout cost
  2. Spread the total buyout cost evenly over twice the remaining contract years
  3. Determine the savings by subtracting the annual buyout cost from Step 2. by the player's salary (excluding signing bonuses)
  4. Determine the remaining cap hit by subtracting the savings from Step 3. by the player's AAV (including signing bonuses)
A player can only be bought out after clearing unconditional waivers. A waiver-claim by another team pre-empts the buyout process. If a player has a no-movement clause, the player can reject the option of waivers and proceed directly to the buyout process.
A 35+ contract that is bought out receives no salary cap relief. An injured player (who was injured as a result of his job) is entitled his remaining salary, so long as such injury continues, and therefore cannot be bought out.


When a player is reassigned from the NHL to another league, they must pass through waivers (unless they are exempt).
Waivers requests are processed each day at 2pm ET, and are subject to a 24 hour claim period, expiring at 2pm ET the following day.
The sim will have two waivers windows: unconditional waivers (for a buyouts) runs from Mon. June 19th until Sun. June 25th and the normal waiver window will run from Thu. August 3rd until Sat. August 12th.
Waivers priority is determined by the lowest percentage of possible standings points at the time of the waivers request (or when outside the regular season or through October 31st by the standings of the previous season). Tie breakers: lowest ROW percentage, fewest number of points in head-to-head games (excluding "odd games"), lowest goal differential per game. Therefore, waivers priority throughout the sim is as follows:
Order Team Order Team Order Team
1 ANA 12 OTT 22 MIN
2 CBJ 13 BUF 23 LAK
3 CHI 14 PIT 24 NYR
4 SJS 15 NSH 25 DAL
5 MTL 16 FLA 26 COL
6 ARI 17 CGY 27 EDM
7 PHI 18 NYI 28 VGK
8 WSH 19 WPG 29 TOR
9 DET 20 TBL 30 NJD
10 STL 21 SEA 31 CAR
11 VAN 32 BOS

Waiver Exemptions

Age is defined as follows:
For players 20 years or older, the year in which they play their first professional game under NHL contract is their first year towards the waiver exemption.
Whichever comes first in this table indicates when a player is no longer exempt:
Age Years from Signing (Skaters) NHL Games Played (Skaters) Years from Signing (Goalies) NHL Games Played (Goalies)
18 5 160 6 80
19 4 160 5 80
20 3 160 4 80
21 3 80 4 60
22 3 70 4 60
23 3 60 3 60
24 2 60 2 60
25+ 1 1
There is an exception (to the above) for 18 and 19 year olds: if a skater plays 11 NHL games or more, the year exemption will reduce to 3, and the following two season will count against this regardless of games played. For goalies, the year exemption will reduce to 4, and the following three season will count against this regardless of games played.
  1. A player does not need to pass through waivers if he has not been on the NHL active roster for a cumulative 30 days since last clearing waivers, and has not played in 10 or more NHL games.
  2. Any player who has consented to a Conditioning Loan can be loaned to a minor league club for a maximum of 14 days without passing through waivers.
  3. A player who was previously on long-term injured reserve (LTIR), may be loaned to a minor league club for a maximum of 6 days or 3 games for the purpose of determining if the player is fit to play. This player does not need to pass through waivers
Examples of players that do or do not require waivers.

Long Term Injured Reserve

There are two approaches to use LTIR for cap relief:
  1. Put the player on LTIR before the season starts. You can be over at the start of the season, but only get relief for how much the contract is over at the time he is placed on LTIR. Note: offseason cap accounting applies.
  2. Put the player on LTIR after the start of the season. You need to be under the cap at the beginning of the season, but get full relief.
The LTIR salary relief cannot be used to pay bonuses. Any excess relief does not accumulate.
At this point, the following players are eligible for LTIR: Ryan Ellis (PHI), Gabriel Landeskog (COL), Bryan Little (ARI), Carey Price (MTL), Brent Seabrook (TBL), and Shea Weber (ARI). GMs can petition the commissioners to add players to this list, including relevant information such as the player, injury, and timeline for return.

Retained Salary Transactions

When a team trades a player, they have the option to retain a part of his salary (and cap hit). The team who retains the salary pays the retained percentage of the salary, and retains the percentage of the cap hit (until the contract expires). The following requirements must be met:
  1. The percentage retained cannot exceed 50% of the player’s salary (including all bonuses) and cap hit.
  2. The same percentage must be retained for both the player’s salary and cap hit, and cannot be modified year-to-year. As a result, the same amount must be retained through the remainder of the contract.
  3. All teams are limited to a maximum of 3 retained salary contracts per season.
  4. Teams cannot retain an aggregate amount of more than 15% of the Salary Cap Upper Limit.
  5. Players’ contracts are limited to 2 retained salary transactions per contract.
Once a retained salary transaction occurs, there are various limitations:
Such transactions will require a compelling explanation.

Salary Arbitration

We are not doing salary arbitration as part of this sim. If you feel that a GM and/or agent is negotiating for an RFA in bad faith, contact a commissioner.


Performance bonuses count against the cap, however a team can only exceed the upper limit by a maximum of 7.5% (the overage of which counts towards the next season's cap hit).
Teams may not commit more salary to next season than 110% the current salary cap (i.e. exceed their tagging space).
Players claimed off waivers cannot be traded to another club (until the termination of Playoffs of the season in which he was acquired) unless he is first offered on the same terms to the club(s) that previously issued a claim (and the offer has been refused).
If you have any questions, feel free to comment below or DM sandman730. If we need to clarify some things, we will do so.
submitted by sandman730 to hockeyoffseason23 [link] [comments]

2023.06.04 13:02 Klutzy-Obligation735 Wrote a LETF calculator that includes borrowing costs and fees.

Wrote a LETF calculator that includes borrowing costs and fees.
Wrote a simple C++ program that computes the return for different leverages whilst taking borrowing costs and fees into account. The data is then plotted using Gnuplot.
An example comparing 3X, 2X, 1X and 0.75X using fees of 1%, 0.6%, 0.2% and 0.1% respectively.
Right now I only have data stretching back to 2005. That's why the backtest is cut short. From the data it looks like 3X leverage is not worth it, even though the data includes the last bull market. 2X or lower leverage seems to be the sweet-spot since we take on less risk but in this scenario gained a similar return.
The program works by leveraging the return from the previous day:
return = (unlevered closing price / previous unlevered closing price - 1.0) * leverage
Then subtracting the borrowing costs:
return -= (leverage - 1.0) * risk free rate (in %) / trading days in the year / 100
And then subtracting the fees:
return -= fees (in %) / trading days in the year / 100
Finally we compute the new closing price:
levered closing price = previous levered closing price * (return + 1.0)
And that is done until the data runs out.
Here's the link to the repo: Github.
Edit: The example data is plotted using the S&P 500 TR index.
submitted by Klutzy-Obligation735 to LETFs [link] [comments]

2023.06.04 04:55 sharkwisperer The Proton, Phi, and Avogadro's Constant

The Proton, Phi, and Avogadro's Constant
I have previously written here on Nassim's black hole equation, and separately on the importance of Avogadro's Constant . Here I present an explanation of Nassim's proton equation.
Nassim's proton equation is a heuristic based inverting a black hole model (see the 2012 paper):
m = 2 * m_P * eta/R
Side note: m_P here is a short cut for an entity having Planck mass (SI : 1kg * m_P), not the dimensionless constant m_P.
We can easily guess that the equation might be correct.
Because the proton is extremely stable (its lifetime is estimated at about the square of the age of the universe), the Second Law of Thermodynamics tells us this stability means it must have a low (minimal?) mass-energy density.
The structure with minimal density is a spherical shell. The density of a spherical shell is surface mass divided by volume. Or in Planck Spherical Units (PSU) m_P * eta divided by R, the equation above.So the equation describes something that has a defining characteristic of the proton, so the guess might be correct.
But we can do better than guess.
First two physics definitions:
  1. A Mole is a number particles equal to Avogadro's Constant.
  2. The Molar Mass Constant (M_u) defines the mass per mole (M) in terms of the mass in atomic mass units (A). So:
M = A * M_u
Thus the mass (m) of an individual particle is given by Avogadro's Constant (N_A):
m = A * M_u / N_A
Nassim's proton equation is a special case of this equation. Where A = 1.007276466621, as this is the value for free proton at rest.
To see this we equate this particle mass equation with Nassim's proton mass equation:
m = 2 * m_P * eta/R
m = A * M_u / N_A
We get the underlying nature of phi...
Phi and Avogadro's Constant
phi / M_u = A / (N_A * 2 * m_P)
We see that the `phi` ratio is the particle atomic mass (A) scaled by 4 known constants, the significant one is Avogadro's Constant (N_A). The 2 occurs because unlike everything else in physics the PSU is defined in terms of diameter not radius (see below).
Since phi is geometric; this gives us a geometric model, at the fine scale, of one of the constants of physics. Cool.
Radius sanity check
We re-calculate the proton radius based on these constants of physics rather than the eta/R geometry and inverted black hole of the 2012 paper.
phi = eta/R = 2 l_P / r = A * M_u / (N_A * 2 * m_P)
r = 4 * l_P * m_P * N_A / (A * M_u)
Thus for the proton using this approach r_p = 8.41236 * 10^-16
For comparison the 2012 result was r_p = 8.41236 *10^-16
The sanity check passes. This validates the algebra, the two models are indeed equivalent.
We note that this is a radius based on mass, the experimental results are for a charge radius. We don't know if mass-radius and charge-radius are the same thing, though we might expect them to be very similar or identical.
Constants of Physics sanity check
Using this diagram from Wikipedia "2019 redefinition of the SI base units", and since we now know that phi is basically the inverse of Avogadro's Constant. So we can add the blue line representing the physical model of the proton, and see that we can write some of the other constants in terms of phi.
Of course this is what Nassim has been saying would be possible, Avogadro's Constant shows us why this is correct.
I should note that this blue line adds the uncertainty in the Molar Mass Constant, about 3 * 10^-13 kg.
Radius not Diameter
This is some editorial comment on why the Planck Radius Spherical Unit (PRSU) with Planck length as the radius gives simpler equations than the PSU (having Planck length as the diameter).
The issue arises because the 2012 paper derived a Schwarzschild black hole model, and the observation that a proton model was in some sense that model's complement. The Spherical Unit that gave the simplest Schwarzschild model (the PSU ) became the reference, but resulted in a '2' in the proton equation.
However if we use a maximally rotating Kerr-Newman black hole as the reference and the PRSU then neither equation has the extra 2. A Kerr-Newman black hole is a much more natural complement to the proton, because they are both charged and rotating. This view was not possible in the 2012 paper as the reasoning was geometric, and not easily extensible to charge and rotation.
We can then understand the particle equation as defined by a Natural Mole (m_P * N_A) of PRSUs.
submitted by sharkwisperer to holofractal [link] [comments]

2023.06.04 04:33 arcadefire08 USD from option spreads in a CAD account = taxed twice?

Hi everyone, this topic is difficult enough to find resources on for just options tax treatment, but at least there is some information. However, nobody seems to be talking about what do I do with the USD I get from options and how do I treat it when I want to convert it to CAD (Canadian Dollars) so I can withdraw it.
As I understand, options buying and selling need to take the CRA exchange rate for that day. I need to convert the buy/sell price on that specific day, convert the USD gain/cost to CAD, and then similiarly convert the closing gain/cost to CAD, and subtract CAD with CAD to get each position's gain/loss. This is annoying but possible if I get paid in CAD, but not only do I get USD, the USD sticks around!
Secondly as I understand, I need to pay taxes on USD if I have it and try to convert it back to CAD. This totally makes perfect sense for USD that I have personally converted from CAD to. BUT what about the USD that I get from thin-air by option selling?
Normally, if I randomly get some USD, CRA would tell me it's income, but in this case, the USD as part of the options position would already be taxed in the initial paragraph. However, I most likely won't be converting the USD to CAD at exactly the rate that the CRA is telling me to use to calculate for the options gain for the day. Nor would I likely be converting it actually on the same day I exit each options position, and would just keep the USD for as long as I don't need CAD.
Here is what I'm guessing: when I trade a position, the USD that is related to that specific position immediately converts to an "USD investment" with a cost basis of the day's CRA daily exchange rate as the buy-in/exit cost. However, are we being serious right now? I would have to keep not only the CRA CAD gain/loss, but also maintain a continuous ledger of my USD position cost-basis as if I took CAD and entered into USD positions at the CRA daily rate every time I take an options trade.
Is there anyone with any experience dealing with this mumbo jumbo mess of rules that results from receiving USD with options? Is there an easier or more straightforward way? I get what I described may be the most straight-laced way, but is it arguably humanly acceptable to use an easier way?
submitted by arcadefire08 to options [link] [comments]

2023.06.04 01:33 AmirH717 NTSC-J Ceramic White PS3?

NTSC-J Ceramic White PS3?
Scored this pristine condition CIB Ceramic White PS3 Phat which seems to be a Japan version but I can’t confirm
Any information on this model (CECHLO7 CW) would be greatly appreciated!
submitted by AmirH717 to playstation [link] [comments]

2023.06.03 23:54 Stop-Hanging-Djs I don't like how Bleach fights are structured and paced

So with shonen I'd say a majority of fights are decided by hax or bigger number. But even in those series that abuse those story beats, there are usually a decent number of moments in which power or hax aren't the deciding factors. To my memory, this isn't the case in Bleach. Most fights in Bleach are determined by bigger hax/number. Let me try to demonstrate other factors utilized well with other series, that Bleach lacks.
The momentum of the fight and how it shifts
So, in most interesting fights you want to shift whoever has the advantage around or at the very least shift how much of an advantage the overdog has around to keep it interesting. Bleach does do this but usually only in one flavor. It's “I'm winning because now my Hax is stronger or number is bigger due to this power up”. Here are some alternative examples for context
In Hunter X Hunter there were fights in which the winner or person who held the most advantage won not because one power was stronger or had overwhelming hax off the bat, but because the winning combatant was patient and slowly built their advantage. Morel vs Cheetu for example and Knuckle vs Youpi. The momentum of the fight slowly, strategically and meticulously shifted.
Or multiple characters working together in which one uses their power to make a sacrifice or open up an advantage for their teammate to exploit and win the day. Black Clover does this a ton and One Piece is pretty good about this too. How many fights in Black Clover in which the Bulls or other make a play to give Asta an advantage? Or side characters running interferance or supporting the Straw Hats? Doflamingo vs Luffy and Kaido vs Luffy for example.
In contrast Bleach is almost always “I'm overwhelmingly winning, no I am overwhelmingly winning” 1 v 1s. The push and pull in the pacing of the fights are usually too binary in that one combatant has a overwhelming advantage until the other does. Fights aren't usually too close, the momentum shifts are almost always dramatic and they're almost always in the configuration of 1v1s
And on that note
Applying powers creatively
Alright Imma use the easiest straightest example of Bleach not doing this you've all heard before. Ichigo Kurosaki. All he does is slash hard and shoot beam. That's how he fights, and he almost never really does anything different. I don't like it cause it got dull real quick in my opinion. And a lot of characters apply their power sets in straightforward limited ways
Jojo's in which a not outwardly fatal power applied creatively in the right environment can prove deadly. Survivor, Both shrinking stands and most of Jolyne and Josuke's fights etc. Hunter x Hunter with Knuckle, Morau, Kurapika and many others.
There are a lot of examples of novel and interesting applications of powers so I won't go too much farther
An environment in a battle can be written to be integral. And this usually adds a dynamic and unique element to fights as the environment shifting can change the parameters of the fight or the environment can add or subtract a huge advantage to the combatant. Jojo's for example has a ton of fights in which the setting defines the fights. The “cat and mouse” hunt with Josuke vs Kira and the rat fight. Bruno vs Pesci and his brother on the train. In these fights the environment can be a physical hazard that can kill a combatant or grant one combatant a huge fight defining advantage over another.
Even DBZ on occasion tries to have the location matter. Don't believe me? Remember the times the Z Fighters go “Oh shit we can't fight here! He'll destroy Earth!” or “Let me run and hide while we come up with something”. Vegeta was making false moons to power himself up, Picollo and Master Roshi have destroyed the fucking moon to prevent the enemy from gaining an advantage. Villains would blow up the planet because “I can breathe in space and you can't”. Hell even with Frieza, Goku was using the water and the fact Frieza didn't really have good sensing skills to get some good hits in.
In Bleach since they're all float ghosts with DBZ movements, as far as I can remember the environment don't really have any characteristics and as such the setting doesn't matter for the fights in Bleach. For the most part in Bleach if the fights were in a DBZ empty field, an arena with ring outs or a confined house and it wouldn't make a difference. Most we got of acknowledging location in Bleach is the DBZ trope of “we can't fight here because collateral”
Final thoughts/ TLDR;
Do fights always need these factors to be good? No not necessarily. Are these metrics objective criteria for good shonen fights? Of course not. But the frequent absence of all off these factors do make Bleach's fights dull in my opinion. Mostly because imo they're mechanically and environmentally simple and can get real predictable with the pacing and “flow” of the fights.
submitted by Stop-Hanging-Djs to CharacterRant [link] [comments]

2023.06.03 23:44 Personal_Bad1509 Best PVE Max Level Build (for NG+7)(Level around 450) Data/Sources/Videos

Forward: Because of the Lack of (useful) NG+7 Content (aka High Level Builds), Community Attitude ("There is no Best Build""At max Level") and the complex Synergy of the Build. I will give a short Description, Sources, Videos. I leave it up to the Community to analyze/use the Data Build. If there a specific Questions how the Build works, I will answer them . But I will NOT Discuss the Build (only if some makes some really valid Points and have try out the(or analyzed) Build and can explain to me why Build/Option x is better),
I develop that Build on my own, with a lot of Research, Playtesting and some rough Calculation.
Description: Risk/Reward is advanced enough where you can outtrade Bosses. Very few Tools (Spells, AoW and so on) Build is practically one Moveset aka ease-of-use. The "Moveset" is versaitile enough that it works in practically every Situation/Bossfight.
(basic) Build:
Important Stats: 99 Endurence, 38+Mind, 60 Everything Else
Wonderous Flask: Cracked Thorny Tear+Opaline Hardtear
Equipmentswaps: - Cleanrot Knight Sword -> Daggers (Bloodhoundstep)/Assains Gambit (Exploring, safe/fast Level Exploration)
- Blood Talisman -> Alexandershard (Bloodresistent Opponents (only used on Elden Beast...I think)
- Black Flame Protection -> Flame Protect me or semilar Elemental Resi-Spells (for Bosses/Enemies with high elemental Damage (Loretta, Mohg, Fire Giant and so on)
Armor Calc (easy to use):
Weapon AR Calc:
Motion Value:
Bullet Art Calc:
AoW Scaling Explaniation:

Videos: (Equipment/Spells are in some Videos slightly different, but Build is practically the same)
Bosses are on NG+7
Tree Sentinal Duo:
Random Mob:
Ancient Dragon:
Fire Giant:
Godskin Duo:
Hoarah Loux:
Elden Beast:
Commander Nail:
Black Gargoyle:
Gargoyle Duo:
Astel (Snowfield):
Deathrite Bird (Snowfiled):
submitted by Personal_Bad1509 to EldenRingBuilds [link] [comments]

2023.06.03 18:47 HardGhoulem Kora the Mountain Monk(Anti-Diver Artillery Mage/Tank)

Passive: Inbalance Highlight: Whenever you deal damage to an enemy through abillities or autos you apply a stack of Inbalance on them for 6s refreshing with each further stack applied and stacking up indefinitely.
Inbalance: After 6 stacks, your enemy's Magic Resist is reduced by 10-20(Based on level)% and their Attack Damage and Abillity Power are reduced by 5-10(Based on level)%. Stacks after the 6th further increase the Magic Resist reduction by 1% and the Attack Damage and Abillity Power reduction by 0.5%.

Q - Orbs of Balance:
Cost: 50/45/40/35/30 Mana + 1 Orb of Balance
Range: 1350
Cooldown: 3s
Passive***: Every 12/10/8/6/4s create an Orb of Balance up to 2/3/4/5/6 Orbs. These Orbs orbit around you and dealing 60/80/100/120/140(+50% AP) magic damage and marking enemies for 3s. Marked enemies only take 20% of the damage from the passive Orb orbit.
Active: Channel over this abillity's duration, immobilizing yourself, for every 0.45/0.4/0.35/0.3/0.25s channeled shoot one of your orbs dealing 30/40/50/60/70(+30% AP) Magic Damage per Orb to the first enemy hit.

W - Shining Light:
Cost: 60/70/80/90/100 Mana
Range: 3000/3500/4000/4500/5000
Active: After 1.25s summon a shining light at the targeted location for 3s, granting vision and dealing 1/1.5/2/2.5/3(+0.5% AP)% of the targets Max Health as Magic Damage every 0.5s. Any of Kora's Orbs of Balance will instead be transfered to the light's location and orbit around it's edges. Kora regains 20/40/60/80/100(+9% bonus HP) Health while inside the light's area and is granted a 50/75/100/125/150(+35% AP, +9% bonus HP) shield. Orbs shot from within the Shining Light will always orbit to the front of the Shining Light to shoot from it and therefore will never touch the Shining Light's center.

E - Foo Wave:
Cost: 60/70/80/90/100 Mana
Range: 1100
Cooldown: 14/13/12/11/10s
Active: Kora claps his hands creating a massive soundwave that deals 100/120/140/160/180(+60% AP) magic damage and slows the enemy by 20/30/40/50/60% for 2s. If the enemy hit has 6 stacks of Inbalance, you regain 1/1/2/2/3 Orbs of Balance and this abillity stuns instead, after the 6th stack the stun duration increases by 0.1s.

R - Art of Balance:
Cost: 100 Mana + Atleast 1 Orb of Balance
Range: 0-4000 (150% of the Projectile Speed)
Cooldown: 120/100/80s
Width: 200(+20 per Orb of Balance consumed after the 1st)
Pull Strenght*: 200(+30 per Orb of Balance consumed after the 1st)
ProjectileSpeed: 0-2000(Based on cast distance**)
Projectile Duration: 2s
Passive: Gain 1/2/3% bonus Armor and Magic Resist per Orb Active. Increase Orb cap by +1/2/3 when this abillity is not on cooldown.
Active: Instant casting(Under 0.35s) will use this abillity consuming only 1 Orb of Balance, after 0.35s, every 0.2s consume another orb of Balance to empower this abillity. Launch Mega Orb that deals 80/120/160(+40% AP) Magic Damage + 40/50/60(+20% AP) magic Damage per orb consumed after the first one. The Mega Orb pulls enemies to it's center and applies a stack of inbalance every 0.75s to enemies it pulls.

*Pull Strenght: Basically pushes enemies towards it's center. An enemy with 200 speed moving away from the center with a Pull Force of 200 will be immobilized. An enemy with 100 speed moving away from the center with a Pull force of 200 will be pulled at a speed of 100. An enemy with 300 speed moving away from the center with a Pull Force of 200 will move away at a speed of 100. Basically it uses vectors to calculate the direction the pulled target will go.

**Ult's Projectile Speed:
CastRange: 0-250: 0 Projectile Speed
CastRange: 251-500: 250 Projectile Speed
CastRange: 501-750: 500 Projectile Speed
CastRange: 751-1000: 1000 Projectile Speed
CastRange: 1001 and above: 2000 Projectile Speed

***Orbs of Balance(Passive): Orbs of Balance orbit around Kora at around 1 loop/1.5s. This means with 6 orbs, each second 4 Orbs will deal damage to the enemy(With 9 orbs, 6 orbs will deal damage instead.)

Full AP: Burst Mage
Tank: Top LaneSupport

Mage: You want to poke with Q until the enemy reaches 6 stacks and then use E to stun them and Q them for a quick burst. You can use E to gain vision, help other lanes or even stack your passive in an enemy that's behind minions but you will lose your Orb's protection. You can cast it on yourself to heal yourself and even deal damage and stack passive on divers. Your Q's passive is a way to stack your passive very fast allowing you to use E to stun your enemies and get out. W + Q can also deal a fair amount of burst onto other lanes but you will become vulnerable for W's duration and you can't place W on top of the enemy otherwise the orbs won't hit, and unless the enemy is stunned it's unlikely you'll hit all of your orbs(Especially considering W's 1.25s of delay.)
Your Ult has 2 purposes, CC &Burst or Poke&Burst. Casting at max range will make it's pull almost innefective as the projectile will move much faster than it can pull and it won't apply many stacks, but it still deals a burst of damage at a high range. Casting it on top of yourself will pretty much pull sucessfully anything with less than 470 movement speed(If you consumed 9 orbs), deal high damage and apply a lot of your stacks. The main disvantage of this ult is the time it takes to channel and consume all orbs. It's usually better to use it after stunning with E or stealthily from some bushes.
Tank: Can use Mages combos, but due to lack of damage you will usually want to avoid using Q and will just try to be on top of the enemy using Q's passive to stack your passive and reduce their Magic Resist and Damage, use W almost exclusively on yourself to heal/shield yourself as it won't deal much damage without AP, E will be much easier to stun if you are able to get on top of the enemy. Your Ult will also deal much less damage so you will always want to use it on top of yourself after an E stun to extend your CC duration. After level 6 your R will give you bonus resists as long as you don't use Q.

It's a very easy to exploit champ. Your burst comes from Q. Using a full Q makes you wait a long time to get a great burst gain. Using W at the wrong time far from you removes any damage from the Q's passive and active in your lane and pretty much garantees your E will be useless as well if the enemy didn't have the 6 Inbalance stacks already. E can AoE stun but if the enemies hide behind minions you will be forced to use W(Or autos) to stack your passive, during which they can exploit your lack of Orbs around you. Your Ult also requires a fairly long channel time to be effective. Missusing ult will diminish your Q's burst.
AP Kora: Struggles vs ranged enemies if they just stay behind minions because he can't stack it's passive and stun them without having to use W. Against Divers his already game is fairly simple while they don't have damage whenever they dive you use your Q's passive to stack your passive very fast and W if necessary to survive, and then just E them and use Q again for some burst or just run away, in the late game however strong assassins will just kill you before you can stack your passive on them with Q's passive Orbs(This doesn't apply to Tank Kora).
Tank Kora: Immobilize. Unlike AP Kora your ranged damage is very low, and your main source of damage comes from your Q's passive Orbs + Your Passive while your on top of the enemies, but Kora is immobile so enemies with dashes can just dash away from your orbs. Rylai's can still help but only vs enemies without dashes. Tank Kora's main purpose is to be on top of the enemy which thanks to it's passive means if he survives enough it garantees the win, in team fights however it's conditional CC means he has a much harder job getting on top of the enemies and reducing their Damage/MR.
submitted by HardGhoulem to LoLChampConcepts [link] [comments]

2023.06.03 18:09 Ok_Bluebird_1032 Al-Khwarizmi’s al-Jabr: Practical Solutions and Algebra’s Birth

Al-Khwarizmi’s al-Jabr, also known as Kitab al-mukhtasar fi hisab al-jabr wal-muqabala, is a groundbreaking book that gave birth to algebra. Written by the Persian mathematician Muhammad ibn Musa al-Khwarizmi in the 9th century, it offered practical solutions for land distribution, inheritance rules, and salary allocation using algebraic techniques. In this article, we will explore how al-Khwarizmi’s book revolutionized mathematics and influenced legal systems and societal practices.
Land Distribution: Algebraic Techniques for Equitable Division
One of the challenges that al-Khwarizmi faced was how to divide land fairly among different individuals and communities. He used algebra and equations to solve this problem, introducing logical calculations and algebraic principles. His methods enabled efficient and just land allocation, resolving land-related disputes and establishing enduring methods of land distribution.
Inheritance: Islamic Law and Equitable Asset Distribution
Another topic that al-Khwarizmi addressed was inheritance, which was governed by specific rules in Islamic law. He applied algebraic principles to ensure the equitable division of property among heirs, taking into account the relationships between inheritors and the specific shares allocated to each relative. His techniques provided a systematic approach that facilitated the implementation of just inheritance laws, shaping legal systems and societal practices related to inheritance in various cultures.
Salary Distribution: Proportional Remuneration Based on Al-Khwarizmi’s Calculations
Al-Khwarizmi also explored the equitable distribution of salaries, which was important for fostering fairness and motivation in the workplace. He used an example of allocating wages for different workers such as diggers and carriers to illustrate his calculations. He considered factors like the nature of work, skill level, and performance to determine proportional salaries for each worker. Through his algebraic techniques, he established a systematic approach that ensured fair compensation and fostered motivation in the workplace.
Legacy and Impact: The Spread of Al-Khwarizmi’s Work
Al-Khwarizmi’s al-Jabr left an indelible mark on the world. The book was translated into Latin by Robert of Chester in 1145, reaching European audiences and igniting a mathematical revolution. It became a textbook in European universities until the 16th century, introducing the concept of elementary algebra and algebra for its own sake. Al-Khwarizmi’s work also introduced the concept of reduction and balancing, which involved transposing subtracted terms to the other side of an equation.
Al-Khwarizmi’s al-Jabr not only provided practical solutions for real-world problems but also established algebra as a distinct mathematical discipline. Al-Khwarizmi’s use of algebraic principles shaped legal systems and societal practices in various cultures and civilizations. His legacy as a pioneer in mathematics and a champion of practical solutions continues to inspire generations of mathematicians and scholars.
submitted by Ok_Bluebird_1032 to Muslim_Stories [link] [comments]

2023.06.03 17:35 downvote-me-to-heck POS Tips

During the pandemic I worked as a FoH supervisor for a successful local chain of counter service restaurants. FoH employees were paid $2.50+tips, supervisors were paid $5+tips and the tip pool was aggregated daily. Anytime I was the closing manager I studied the financials for the day.
There were two things that really bothered me. The first was the widespread adoption of Ubereats and Doordash. Every night I would calculate the percentage of revenue that went through delivery apps since they tipped exactly $0.0 to us even though these orders still needed a lot of our attention (making espresso drinks, packing up pastries, packaging orders from the kitchen). On average delivery apps averaged 20% of our revenue daily, which means on any given day 20% of the work we did paid at our base rate. I was always vocal with upper management about this problem, reminding them that for 2hr out of my 8hr shift I was making $5/hr and my people were making $2.50/hr. But as long as we were making above minimum wage when they write our weekly paycheck they couldn’t care less.
The second problem with the tips came from the POS itself. We used a POS system that one might spread butter on in the morning. We phased out cash payments at the beginning of the pandemic but still accepted cash tips. No one took the cash home at the end of the night. I had to log it and send it to the main office once a week. Why did this matter? Because this POS system has a %2 fee on all credit/debit card tips which your employer can legally pull from YOUR tips without telling you. So in 2021 the $24,000 I made in tips had $480 subtracted without my consent or knowledge. The company could do this legally because they weren’t profiting from the tips or the tip fee. But it’s shady AF to silently pass on costs of doing business to your lowest paid employees.
submitted by downvote-me-to-heck to antiwork [link] [comments]

2023.06.03 16:41 Proletlariet Bill & Ted Saved

"Be excellent to each other... and party on dudes!"

He is Bill S. Preston, Esq.! And he is Ted "Theodore" Logan! And together, they are Wyld Stallyns!
To everyone else in late-80s/early-90s San Dimas, California, Wyld Stallyns may look like the impossible dream of two slackers with no skill in anything else. But in truth, the music of Wyld Stallyns is so bodacious, so non-heinous, so excellent that it brings about an era of prosperity, both across the earth and to the stars beyond, and technological advancement so advanced that even time can be accessed as freely as a 10-digit phone number from the nearest payphone. Because of this, agents from the future utopia have sent back a time-travelling phone booth as well as information about the future to make sure that Bill and Ted are able to continue having most excellent adventures and fulfill the destiny of Wyld Stallyns.


EA = Bill & Ted's Excellent Adventure
BJ = Bill & Ted's Bogus Journey
FtM - Bill & Ted Face the Music
CSxEy = Bill & Ted's Excellent Adventures (DiC Animated Series); Season X Episode Y
LAEx = Bill & Ted's Excellent Adventures (Fox Live Action Series); Episode X
M#X = Bill & Ted's Excellent Comic Book (Marvel Comics) Issue #X
BVx#y = Boom! Studios Comics; Volume X, Issue #Y
Vol. 1 = Bill & Ted's Triumphant Return
Vol. 2 = Bill & Ted Go To Hell
Vol. 3 = Bill & Ted Save the Universe
BV1#xS = Boom! Studios Comics; Side Story
DH#X = Dark Horse Comics (Face the Music Compliant) Issue #X
AL = Bill & Ted's Excellent Adventure (Atari Lynx)
NES = Bill & Ted's Excellent Video Game Adventure (NES)
WS = Wyld Stallyns (Mobile Game)
Live Show:
EHAyy = Bill & Ted's Excellent Halloween Adventure; 19YY/20YY

Bill and Ted

Yes, really.
Ghost Bill and Ted





Good Robot Bill and Ted

Robots created by the most brilliant mind in the universe, Station, to combat the powerful Evil Robot Bill and Ted. BJ
They Run On Car Batteries

Mecha Bill & Ted

Mobile Suit Bill & Giganto-Ted

The Time Booth

Time Travel
The Squint System
An upgraded directory that allows the booth to travel to fictional settings, including books, CDs, movies, and games. CS2E2
Landing Strength
"Catch ya later Bill and Ted!"
submitted by Proletlariet to u/Proletlariet [link] [comments]

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submitted by Infinite_Ad1570 to u/Infinite_Ad1570 [link] [comments]

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submitted by cryptosoftmalaysia to u/cryptosoftmalaysia [link] [comments]

2023.06.03 05:12 shadowfantasy58 My first attempt at making a program using a batch algorithm.

/** @param {NS} ns */ export async function main(ns) { if (ns.args.length == 0) ns.alert("run batchProgram.js [target] [-1(server-max)ram(limited)]"); let target = ns.args[0]; let max_ram = Number(ns.args[1]); const TM_BUF = 100; // The amount of time to separate the completion of each process by. const WKN_EF = .05; // The amount that the weaken() function reduces security. let MAX_MON = ns.getServerMaxMoney(target); let GW_SZ = ns.getScriptRam('service/grow.js'); let HK_SZ = ns.getScriptRam('service/hack.js'); let WK_SZ = ns.getScriptRam('service/weaken.js'); let actual_ram = ns.getServerMaxRam(ns.getHostname()) - ns.getServerUsedRam(ns.getHostname()); let ram; while (true) { // Set ram to the largest possible ram. // max_ram < 0: any number for max_ram below 0 is defaulted to the server's available ram. // actual_ram < max_ram: if the actual amount of ram in the server is less than the max_ram specified then it must be set to how much actual ram remains. if (max_ram < 0 actual_ram < max_ram) ram = actual_ram; // Get the maximum amount of money that could be hacked from bulk hacking let optimal_hack_threads = Math.ceil(ns.hackAnalyzeThreads(target, MAX_MON)); // The amount of hack threads to completely drain a server let possible_hack_threads = Math.floor(ram / HK_SZ); // The total hack threads that could be run at once let upper = possible_hack_threads < optimal_hack_threads ? possible_hack_threads : optimal_hack_threads - 1; // minus 1 optimal hack thread to avoid overhacking let lower = 0; let hack_threads; let weaken_hack_threads; let grow_threads; let weaken_grow_threads; do { let test_ram = ram; // Guess hack threads within bounds hack_threads = Math.floor((lower + upper) / 2); // Calculate the amount of ram remaining after hack threads test_ram -= hack_threads * HK_SZ; // Weaken threads needed after hack weaken_hack_threads = Math.ceil(ns.hackAnalyzeSecurity(hack_threads, target) / WKN_EF); // Ram remaining after weaken threads for hack test_ram -= weaken_hack_threads * WK_SZ; // Money remaining let money_multiplier = MAX_MON / (ns.getServerMoneyAvailable(target) - hack_threads * ns.hackAnalyze(target)); // Grow threads to compensate for the missing money grow_threads = Math.ceil(ns.growthAnalyze(target, money_multiplier)); // Ram remaining after grow threads test_ram -= grow_threads * GW_SZ; // Weaken threads needed after growth weaken_grow_threads = Math.ceil(ns.growthAnalyzeSecurity(grow_threads, target)); // Ram remaining after weaken threads for grow test_ram -= weaken_grow_threads * WK_SZ; // Set up next guess or break from loop. if (hack_threads <= lower hack_threads >= upper) break; if (test_ram < 0) upper = hack_threads - 1; else if (test_ram > 0) lower = hack_threads + 1; else break; } while (upper > lower); let batch_order = []; let order = 0; if (hack_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getHackTime(target), service: 'service/hack.js', threads: hack_threads }); order++; } if (weaken_hack_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getWeakenTime(target), service: 'service/weaken.js', threads: weaken_hack_threads }); order++; } if (grow_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getGrowTime(target), service: 'service/grow.js', threads: grow_threads }); order++; } if (weaken_grow_threads > 0) { batch_order.push({ order: order, timeStart: 0, timeDuration: ns.getGrowTime(target), service: 'service/weaken.js', threads: weaken_grow_threads }); order++; } if (batch_order.length > 0) { // Move all functions to end at the same time let longest_time = 0; for (let element of batch_order) { longest_time = element.timeDuration > longest_time ? element.timeDuration : longest_time; } // Part 1: Shift all elements to end at a staggered time based on the TM_BUF and the order // Part 2: Track the earliest start time to adjust each time. let earliest_start = 9007199254740991; for (let element of batch_order) { element.timeStart = longest_time - element.timeDuration + element.order * TM_BUF; earliest_start = element.timeStart < earliest_start ? element.timeStart : earliest_start; } // Adjust each elements start time by the earliest time that a function starts so that the intial function // starts at 0 for (let element of batch_order) { element.timeStart -= earliest_start; } // sort by start times batch_order.sort((a, b) => { if (a.timeStart < b.timeStart) return -1; if (a.timeStart > b.timeStart) return 1; return 0; }); // Finally run for (let i = 0; i < batch_order.length; i++) {[i].service, batch_order[i].threads, target); if (i < batch_order.length - 1) await ns.sleep(batch_order[i + 1].timeStart - batch_order[i].timeStart); } await ns.sleep(batch_order[batch_order.length - 1].timeDuration + (batch_order.length - 1 - batch_order[batch_order.length - 1].order) * TM_BUF); } } } 
I wasn't sure how to calculate the optimal number of threads within a giving amount of memory to hack, weaken, grow, and weaken. So I used a binary search algorithm as a way to approximate it instead. I don't think its as efficient as it could be and I was wondering if anyone had any pointers?
submitted by shadowfantasy58 to Bitburner [link] [comments]

2023.06.03 02:40 TheGrandImperator [In-depth] Optimal Ship Designs in 3.8.3


This is a writeup on the best ship designs in Stellaris v 3.8.3, and yes I know it's quite long. There is a Synopsis with the conclusions at the end of the post. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. It is going to be focused on PvE, but a lot of these designs will also be a very strong starting point for PvP designs. These designs are based on personal testing in-game, calculations via spreadsheets with numbers taken largely from the wiki, and videos such as Montu’s ‘Early Corvette Design’; as such, there’s plenty of ship configurations I have not tried and tested. Please add any you think I missed!
After watching Montu’s 3.8 weapons tierlist, I was theorycrafting ship designs with some friends again. I fondly remember some of the pre-3.6 ship and fleet design discussions, and there has been enough time since the combat rebalance that I think the meta is beginning to settle. I’m going to break up the analysis into 3 parts: Early game (Corvettes and Destroyers/Frigates, one or two weapon type upgrades researched), Mid game (All the above + Cruisers and more weapon types researched), and Late game (Above + Battleships and Titans, most if not all weapons have been researched to the highest tier, minimal repeatables).


This borrows most heavily on Montu’s Early Corvette Design video. In it, he describes the absolute best Corvette design as 3 missiles in S slots. There is a 4-design Rock Paper Scissors hierarchy that goes 3 Missile < 2 Missile PD < 2 Kinetic/Laser + PD < 3 Kinetic/Laser < 3 Missile. The 3 Missile will beat any design that does not have PD in it, which the AI is likely to use, hence being the ‘best’, and where you probably want to start. The early game after that initial design requires you to be adaptable and has probably the greatest emphasis on needing Intel on the enemy’s designs if you want to gain an edge in ship design. You will generally want to research higher tier Missiles for a few reasons as well, so this is a great time to start.
Once you roll Disruptor tech, the early game shifts and you must immediately outfit all your ships with these bypass weapons. It is actually hard to overstate how powerful Disruptors are in Corvette vs Corvette battles; I did the math on this one, and the time to kill with Disruptors will be up to half the time with kinetic/laser weapons. In my experience and based on my math, Disruptors are the final word in the early game.
For defensive slots, it is also dependent on what tech you roll, but Armor is the most useful defensive slot in the game. Discounting Archaeotech, there are extremely few weapons that bypass armor or deal bonus damage to it, and most of those are found in the mid-to-late game. For Aux slots, I recommend afterburners.


Once Cruisers start to come online, the best weapon to outfit them with is the Whirlwind Missile battery. Even before then, Cruisers with Disruptors still are not to be scoffed at, or G slots are also great for taking down starbases. Once SwarmeWhirlwind Missile tech is researched, I strongly believe that the best ship design in the midgame is the “Macross” Cruiser design. As many M slots as possible, with 2 S slots at the tail end for 3 Aux slots. Every M slot is filled with SwarmeWhirlwind Missiles, and the 2 S slots have either regular missiles or the Archaeo Nano-Missile Cloud Launcher. The 3 Aux slots all have Afterburners, and the Combat Computer is set to Artillery. The purpose of this design is to kite away from the enemy with a fantastic 120 range weapons that ignore shields. The 3 Afterburners make Cruisers surprisingly fast, all the missile weapons have 100% accuracy and solid damage, and these missiles are especially effective against targets with low Hull points, meaning Frigates with Torpedos are a very unreliable counter despite doing lots of damage with their G slots. This design is not perfect against strong Starbases with their loads of Armor and solid Hulls; if you find yourself struggling with those, consider adding Cruisers with G slot weapons of your own. I recommend Torpedos and more missiles.
If your opponent is using a design like this, the best counter is to get on top of them. This design relies on dealing constant damage that cannot be avoided while kiting the enemy. Cruisers with equal speed that get the jump on them with Torpedos and Disruptors will tear them apart, but rely on starting the battle in close range already, such as attacking the Macross Cruisers while they are entering/leaving a system or are otherwise already near the edge. If you notice your opponent has pure Armor defenses, you can also get cheeky with Neutron Launcher Frigates, which have the same range as Swarmer Missiles, but no travel time and deal huge damage in an alpha strike.
My recommended Torpedo Cruiser loadout is very straightforward: use the same defenses and Aux slots as the Macross Cruiser, but use Torpedos in all 3 potential G slots, and Disruptors in the other slots, set to the Torpedo combat computer.


Transitioning from the Mid Game to the Late Game is essentially about what ship designs can contend with the Macross Cruiser and which designs can complement or surpass it. The Macross Cruiser dominates the midgame, but there are things it struggles with; in particular, targets with high Armor and high Hull. Starbases were mentioned previously, and as more Starbases get upgraded and Defense Platforms are built, the Macross Cruiser will struggle more. Additionally, Battleships and Titans seem to fair reasonably well against them, as both will have high Armor and solid Hull. Therefore, Battleships and Titans still serve a role in Late Game fleets. Additionally, Battleships are capable of 2 or 3 designs that I think can be quite strong.
The first Battleship design is based around long-range Bypass weapons. In general, bypassing shields and armor is a strong mechanic, and abusing it at long range can mitigate the trouble Battleships can have against ships with large amounts of Armor. It utilizes the Arc Emitter X slot weapon and Cloud Lightning L slot weapons. Cloud Lightning is fairly weak, however, dealing only slightly more damage than a T3 M slot Disruptor while taking up an L slot. In exchange, you get 50% more range (40 vs 60). The trouble here is that Battleships simply cannot field many M slots, so I believe Cloud Lightning is still the best choice for this build. Overall, I think this is the weakest of the Battleship designs that I will be covering, but if your fleets are built for full bypass, then this Battleship may still provide a niche as the longest-ranging ship capable of full bypass.
The next two designs come as a pair: a Carrier and an Artillery design made to complement each other in a self-sufficient manner. The Carrier Battleship fields Ancient Driller Drones, which have a -50% penalty against shields, but ignore armor and have a 25% bonus against Hull. 3 can be fit at maximum onto each Carrier Battleship, along with 4 PD, 1 L slot, 1 M slot, and 2 S slots. I recommend utilizing primarily Guardian PD, both to attempt to stem the tide of missiles, and because, if necessary, their high armor damage will complement the Driller Drones in battle. For the L slot, I went with Kinetic Artillery for bonus damage against shields and overall high damage at very long range. For the M slot, I recommend Whirlwind Missiles for their high range. For S slots, Ancient Nano-Missile Cloud Launchers are the perfect synergy, ignoring shields and armor and dealing 25% extra damage against Hull, similar to the Driller Drones. A Carrier combat computer will do its best to keep this ship as far away as possible from danger, allowing the strike craft to fight for as long as possible, as that is the main source of damage for this design at 34.78 avg damage per tick each. For defensive slots, I recommend a 5:1 mix of armor and shield to prevent being hard countered by Neutron Launchers (I’ve done the math on that, and Battleships of just about any design will actually lose to Frigate/Cruisers with Neutron Launchers in equal numbers, if they have only armor). For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the .5% daily Armor regen will restore about 44 armor per Armor slot each tick in combat for each RHT (for where this math comes from, see this thread).
Finally, we can discuss the 3rd Battleship design, the Artillery Battleship. This one is much more simple by comparison, with a Tachyon Lance X slot and 4 Kinetic Artillery L slots. The purpose of this ship design is to ensure that any targets with large amounts of Shields will not counter the Carrier type Battleship. The Tachyon Lance itself is extremely good against high-armor targets as well, particularly targets with only armor, as none of its damage is wasted against Shields, which it has a -50% penalty against. Once targets have had their Armor stripped away, the Kinetic Artillery does full damage against Hull, meaning that this design also relies on the other ships, such as Torpedo Cruisers, to help remove the Armor of its targets, as the low firing speed of the Tachyon Lance is not enough to be self-reliant. This ship design should have the Artillery ship combat computer, the same 5:1 Armor to Shields ratio as before, and two Auxiliary Fire Control Aux slots.
As alluded to before, Titans can also keep a niche in the modern meta. These behemoths are not excellent in direct combat, and are mostly used for 3 tasks: providing useful auras, beginning engagement at maximum ranges, and instantly destroying Starbases. As the Auras have not changed, the most beneficial are the same as in previous patches, with the exception of -20% Shields being less impactful than before, given the prevalence of Shield Bypassing weapons. However, if your target has a high amount of shields and you are using the Carrier+Artillery Battleship combo, this one can still be very useful. The 3 other Auras I run in order of importance (I feel) are Quantum Destabilizer (-10% enemy fire rate), Subspace Snare (-20% Combat Disengagement Chance), and Inspiring Presence (+5% friendly fire rate). For weapons, I have gone with Kinetic Artillery and the traditional Perdition Beam rather than the Ancient Ruination Glare, though I have not done a lot of experimentation with this design in combat. It retains the 5:1 Armor to Shields defenses, a Carrier combat computer, and 3 Auxiliary Fire Controls.


I have very little grasp on the balance of economics and firepower for balancing fleet compositions, but I can suggest which ship designs should be used in a fairly basic fleet pattern in the late game.
A Titan, whose purpose is to instantly annihilate the Starbase you might be attacking into, or destroying enemy Titans while staying at long distance.
Artillery Battleships, who will then fire and strip the enemy of most, if not all, of their Shields.
Carrier Battleships to then start whittling away at the Hull of ships that no longer have Shields
Disruptor Corvettes, which serve as low-cost chaff for absorbing high-damage weapons, and which contribute to Hull damage done by Carrier Battleships. In combination, these two ship designs should quickly eliminate low-Hull targets, leaving larger targets like Cruisers, Battleships, Titans, and Starbases behind.
And Torpedo Cruisers, which will help by eliminating the Armor of the remaining ships, which will probably be taking huge bonus damage thanks to their size.
The optimal number of each ship type that should be contained within a fleet is unknown to me; there are too many variables for me to test via spreadsheet, it will require testing in-game, which I haven’t tried yet.


The perfect ship changes through the course of the game. Early designs are built around what tech you have rolled and the designs of your enemy, and must remain flexible, though there are some generally good designs to try and roll the tech for. Disruptors dominate the game once they are unlocked, until the Midgame, where Cruisers stuffed full of missiles and the occasional torpedo kite most other designs to death flawlessly. By the lategame, all the tech and designs begin to converge, but the previous designs are not totally obsolete. Instead, new tools are unlocked that help reign in the previous designs. Battleships with a mix of Driller Drones and Kinetic Artillery can quickly destroy threats like the Macross Cruiser, and Titans will annihilate Starbases in the path of your conquest. I fully recommend building balanced fleets in the Late Game, with a mix of several of these designs. As always, keep in mind that the best ship design is the one that counters your enemy’s, and that these designs are not as cut-and-paste as in the previous meta. Even in the lategame, there are builds that might surprise you and counter your fleet, and being a generalist means taking at least some losses in every fight.
I want to end this by thanking the Stellaris devs for their hard work and the knife’s edge they have managed to balance combat in the game on. I am so much more interested and intrigued by ship design post-3.6 than any other time, and it’s a breath of fresh air! It’s not perfectly balanced still, but nothing is more “Stellaris” to me than spending 5 hours with both the Ship Designer and a spreadsheet open to find how to break that balance. To them and anyone who managed to read this whole post: sincerely, thank you.
EDIT I don't want to make this post longer than it already is, but there is a lot of very useful discussion in the comments about when to change these designs to take advantage of what your opponent is doing! If you want an even better understanding of how to make the best designs possible, please read below.
submitted by TheGrandImperator to Stellaris [link] [comments]

2023.06.03 00:06 GenKahl Understanding the Rational-Emotional Dynamic in Relationships

People, in all their complexity, are a constant source of fascination and intrigue. They possess an innate ability to surprise us with their actions and emotions, making it challenging to fully comprehend and predict their behavior. Yet, amidst this apparent randomness, there are patterns and consistencies that can be observed.
The Myers-Briggs Type Indicator (MBTI) offers a framework for understanding how individuals perceive the world and make decisions. It suggests that there are two rational approaches to decision-making: thinking and feeling.
Ti (Introverted Thinking) and Te (Extraverted Thinking) are focused on analyzing and organizing information based on logical principles. They prioritize objective facts, evidence, and logical consistency in decision-making. When one partner is engaged in gathering and analyzing hard facts, they are likely using a Thinking function such as Ti or Te.
Fi (Introverted Feeling) and Fe (Extraverted Feeling) are concerned with personal values, emotions, and the impact of decisions on individuals and relationships. They consider subjective feelings and seek harmony and consensus in decision-making. When the other partner brings attention to emotional nuances and the overall atmosphere of a situation, they are likely using a Feeling function such as Fi or Fe.
Thinkers are those who approach life's problems with a rational and calculated mindset. They rely on logic, facts, and objective analysis before taking action. Feelers, on the other hand, place greater emphasis on emotions and consider the impact their decisions will have on themselves and those around them.
Neither approach is inherently right or wrong. In fact, the interplay between these two contrasting perspectives can create an ideal relationship dynamic. It's not merely a case of opposites attracting, but rather a recognition that different problem-solving approaches can complement each other.
When one partner is focused on gathering and analyzing hard facts, the other can bring attention to the emotional nuances and overall atmosphere of a situation. Similarly, when one partner is bluntly expressing a harsh truth, the other can offer a more gentle and digestible version of that truth.
Relationships thrive on balance. It is the blending of a rational, analytical mind with a compassionate, empathetic heart that leads to a harmonious connection. By combining different approaches, couples can navigate the complexities of life together, addressing problems from multiple angles and finding mutually beneficial solutions.
In the end, a successful relationship involves the integration of both head and heart. It is the coming together of two individuals who can appreciate and respect each other's unique perspectives, creating a synergy that strengthens their bond and allows them to navigate the intricacies of life with greater understanding and harmony.
submitted by GenKahl to mbti [link] [comments]

2023.06.02 23:39 Qingque-at-work- I figured out how strong Silver Wolf might be when she ISN'T adding a weakness. A look into defense shred's exponential scaling, and teambuilding options.

I figured out how strong Silver Wolf might be when she ISN'T adding a weakness. A look into defense shred's exponential scaling, and teambuilding options.
So with the silver wolf (SW) banner coming up, I wanted to see how worthwhile she is for actually boosting damage, as she is likely taking the spot of a harmony buffer. Obviously silver wolf is invaluable in difficult fights if it means the difference between being able to break enemies or not being able to break them, as high MoC relies heavily on breaking to stop enemy super attacks. But the elephant in the room is: you could just bring a team that is the right element to break. If so, is SW worthless? Is SW still on par with or better than another buffer or debuffer support that you could bring instead, if we ignore her adding a weakness and 20% elemental resist shred? I decided to find out through the power of math! Damage is only a small piece of the picture (speed, defense, breaking, etc), but I wanted a look at that piece of the picture.

TL;DR: If you build your SW and hypercarry properly (spoilers, stacking defense shred), SW (without weakness break considered) is roughly as damage boosting as our harmony units. However, running SW (or pela for that matter) alongside a harmony is looking way stronger than running 2 harmony or 2 nihility units only as your 2 hypercarry supports. (Yes, GrimroGacha beat me to the punch on this by 4 days! That’s what I get for waiting until the weekends before SW releases to post this!).
Table of Contents:
1: Defense shred, the one stat with exponential scaling 2: Our sources of Defense shred 3: Silver Wolf’s best light cone and set 4: Your Hypercarry’s best set 5: Silver Wolf vs. competition 6: The personal conclusions that I drew from the above

*Defense Shred, the one stat with exponential scaling* {see image #1}

As I'm sure you have heard, stats have diminishing returns. Actually that is complicated enough it will get a whole dedicated post about it, but needless to say, the TL;DR is that you want to spread your stats around, and not go too far into one stat bucket. Since everyone gets attack, damage, and crit from light cones, traces, skills, relics, and harmony units, defense shred is a nice all around multiplier to the usual att*DMG*critDMG. But on top of that huge upside, it turns out that the closer you get to 100% defense shred, the better each point of defense shred gets!

If you look at the Defense Shred Calculations image, you can see that in a normal endgame scenario, we are level 80 vs a level 90 enemy, and all of our damage is reduced by ~53%. All your hard work, half of it just disappears, as it is multiplied by 0.47. And all enemies, from bosses to weaklings, have this at level 90 (except warp trotters which are even tankier!).

The first 10% defense shred you get increases your overall damage by 5.3%, but each 10% after that gives more and more, until the final 10% of defense shred (going to a full 100% defense shred), gives a 21% overall damage boost. This means a little defense shred isn't great, you need to stack it! Interestingly, if we are allowed to blow past 100% defense shred, things get a little crazy. So crazy that I have to assume that defense shred will be capped at 100%. Still, a full 100% defense shred gives a whopping 110% overall damage boost! Thats over doubling your damage even after attack, DMG, and critDMG are pumped and suffering from diminishing returns. And this DOES work on DOT damage, unlike crit stats. So, you ask, how do I get that juicy 100%?

*Our Sources of Defense shred*
Pela ultimate: ~40% (42% at trace 12)Pela technique: 20% (For 2 turns only, but works on each MOC mob)Resolution Shines Like Pearls of Sweat (the Light Novel Title of light cones): 12-16%Silver Wolf: ???% (Based on CBT info I’ll pick a number that rounds well, 54%, STC)Quantum relic 4 piece set: 10/20% (only 20% if the enemy is weak to quantum)

All of the above except relics will require effect hit rate to succeed. This, along with speed, will undoubtedly be key stats for Pela and SW to succeed in their roles. As for Pela’s technique, it will shine more the better equipped we are to tackle MoC 10. It will be up a higher % of the fight the shorter the fight is. As for Resolution Shines Like Pearls of Sweat (RSLPOS), it is a starnard 4 star light cone, so in a few months to a year, it will be very common for day 1 players to have multiple superimpositions. As for the Quantum relic set, it is worth a close read. The damage type done for both the 10% and 20% defense ignore does NOT need to be quantum. The only rider is for the 20%, the enemy needs to be weak to quantum. This is important. Also keep in mind that because the quantum relic set is defense ignore, it only works on the wearer. It still stacks additively with defense shred, but it won’t boost the damage of your other 3 characters like the defense shred stat will. Some quick numbers to add up, with your hypercarry using the 4 piece set, they can get 90% defense shred. With Pela, they can get 98%/78% for 2 turns/other turns, respectively.

*Silver Wolf’s Best Lightcone and Set*

I’m going to cut straight to the point. RSLPOS is her best by a mile. Bumping your hypercarries defense shred from 74% to 90% means that your hypercarry does about 24% more damage, overall (edit, 24% more than prior, 16% overall). Not just added into the DMG% bucket. That is insane. For reference, that’s twice as strong as, say, adding 12% damage vulnerability to an enemy (edit, 1.33x stronger). Yes, her free 4star cone gives effect hit rate, but your relics can have effect hit rate main stat and substat. There are no defense shred substats. You should have no trouble getting the effect hit rate you need, and a tiny bit more from a light cone is not worth gimping your teams entire damage output by 24%. (Edit, 16% team damage at the cost of what those substats could be on SW instead of the hit rate SW should build when running resolution).

As for SW’s sets, none seem like gamechangers. A bit more speed from musketeer is nice, a bit more damage from quantum might add up a bit, maybe break effect if SW is breaking for a mono quantum team. Maybe even defense to die less! In the end I feel like getting tons of speed and effect hit rate will be more important than a particular 4 piece set. Same with planar sets, a little effect hit rate is nice, so is a teamwide attack buff, and who knows the 5% ER might be critical for a rotation.

*Your Hypercarry’s Best Set*

For dealing the most damage, if you are running SW or Pela with RSLPOS, the most damaging set for your hypercarry will be the quantum set: Genius of brilliant stars (GOBS). Going from 70% defense shred to 90% defense shred is a 30% overall damage increase. Gaining 10/20 DMG%/att%, 10/25 DMG%/att%, 34% DMG%, or 10/25% DMG%/critDMG% from lightning/physical/fire/ice aren’t even close. The imaginary set might compete if you have great crit stats already…if you could always have the enemy imprisoned, which is doubly resisted by lategame enemies. The only real competition is utility sets giving speed or break effect if that matters more than raw damage for your hypercarry. Now, the enemy won’t always have a quantum weakness, but they will for mono quantum, for mono teams they might naturally have quantum weakness, and if not theres a 25/50% chance they get it from SW anyway (and you can intentionally SW skill a second time to grant it). In the end, you could say that the set bonuses are close enough that you should focus on the best substat relics you have. But this shows that if you have a great GOBS set, you don’t need to burn stamina farming for a different elemental set.

*Comparing SW to her competition* {see img #2}

First, a disclaimer. Honkai Star Rail is an incredibly complex system, which is great. But this means that damage isn’t the end all, be all. When comparing different support units, a single damage excel spreadsheet can’t account for: speed boosts of harmony units, higher uptime of debuffs vs buffs (bronya ally turns go brrrr), better break of nihility units (or asta), harmony and nihility damage increases to the non-hypercarry units, different break effect between unit types, skill point generation between harmony and nihility units, Tingyuns energy boost, etc, etc, etc. I say this because if I don’t, the first comment will be “But you didn’t account for dance, dance, dance!”. You are right, I didn’t, or the huge above list of factors either. We need massive comprehensive sims for all of that, but I don’t have access to that and I haven’t seen any sims yet trying to use max defense shred, so I’m going off of the raw damage numbers. And you should mentally track: “well but I really value bronyas extra turns, or that pela can never use her skill and thus maximize skill point generation” when you look at these damage numbers. Also, I just did a few sample units and builds, but there are infinite possibilities, so I hope this gets you excited to test some on your own. I know I am now…not that I have the resources to build any more.

In my image "damage increase of buffers and debuffers", I have to make quite a few assumptions. For damage, I use the formula of attack*dmg*critdmg*def*resist*vuln*toughness. I looked at what different e0 5 star hypercarries can look like with all their traces, solid (not perfect) gear, buffed states activated, and good light cones (multiple superimposition 4 stars, or FTP 5 stars). Obviously every character has slightly different stats, and will have different gear. But I averaged things out to having a 200% increase in attack (slightly less than 200% att%, plus the flat attack), 200% in all DMG bonuses, 100% net crit damage [you won't crit every time but you can average out what the damage will be when accounting for crit %, and this is a somewhat balanced and reasonable value, obviouly yanqing will be higher]. Then I assumed no defense or resist shred (seele is an outlier there), and no vulnerability (welt trace), and no toughness bar modifies (you lost 10% damage if they aren't broken). But stats like vulnerability and toughness modifier are irrelevant to this math since their values will be the same regardless of which units are picked, I only put them in to show I wasn't forgetting about them. Keep in mind that this is assuming that enemies are vulnerable to your damage type already (because SW is obviously better if they aren’t, but the whole point of this is to look at a worst case SW where her skill doesn’t help). My one small number fudge was I didn’t subtract out the flat damage value before adding the attack mulitpliers of the harmony units (since I don't have an exact number, I'm using a 200% green number compared to your base attack), so when I added the harmony attack% to the full number (and not something like 80-90%), it actually makes the harmony units look a tiny bit stronger than they actually should. For supports, all 5 stars are level 10 traces, and all 4 stars are level 12 traces. When looking at supports, keep in mind their speed or ER buffs. I gave them all the 5 superimposition DMG% buff lightcone to show the most damage they could add (in reality they will NOT be granting that damage everty turn).

If you took a look, you will see that, unsurprisingly, in a lightly geared situation, bronya sits supreme without even accounting for her turn acceleration! But when you really start to stack up the best light cones and situations, Pela and SW really start to pull their own weight. The difference between a plain pela ultimate and a defense shred stacking pela team is HUGE, and something I wish was more widely explained (rather than the usual "I think pela is underrated but I'm not sure how" I hear almost daily). The extra defense shred Pela has for 2 turns over SW even beats out the 13% resist shred boost that SW can bring. And I didn’t account for pela adding 12% ice resist shred!

The last 2 lines are really the big news that blew me away. I figured that most lategame teams will have 2 support slots, and only 1 dedicated tank/healer. I feel like this is reasonable since we won't be 20 levels under enemies and rocking 4 star relics in a few short months. Of course there are other team comps out there like DoT that this isn’t relevant for. Thought looking at the damage multiplier values, a single hypercarry getting a huge boost will be better than 2 carries getting a small boost (and fighting for skill points).So we see that stacking harmony units like Bronta and Tingyun really has diminishing returns, since they keep adding to the same damage buckets, mostly attack and damage (and for my example I let P&F and bronyas signature DMG boost LC’s stack, which I believe is impossible currently. In reality dance dance dance would be run on one of them). So combining 2 harmony units isn't a huge force multiplier, especially if they both also focus on speed (which also has diminishing returns, though not calculated here). Also, I didn't even consider stacking debuffers together, since each alone could almost get 100% defense shred, running both would be a complete waste. But mixing SW and bronya, we see HUGE results. Pela and tingyun together also show a similar increase. Since the harmony and nihility hit different buckets, they really multiply off of each other, way more than 2 harmony units do.

*My Personal Musings*

This helps cement my decision to pull for SW, personally. I plan to run 2 hypercarry teams, so I can run pela on one side and SW on the other side. Also, SW does enable your team to take on an otherwise unwinnable fight, as everything above is multiplied by another 25% damage plus break damage plus not dying to boss supermoves. So I won’t need to build quite as many elements. Though now I want 10 Resolution Shines light cones, lol.
A big thing I wanted to show was HOW defense shred stacking works. I’m blown away that nowhere on reddit, youtube, or twitch have I seen the exact value of how defense shred stacking works. This really shows that if you do run a defense shred nihility, you want to use defense shred light cones and gear. And keep in mind that carrys who boost their own personal att%, DMG%, and crit% will especially get boosted by shredding defense instead of more attack and DMG% (Seele, and even moreso Yanqing, and even moreso…the queen of selfbuffs…Qingque).
I’m also glad that I can get good value out of both harmony and nihility units. I feel like there will be a team where every unit can shine now.
Thanks for reading, and let me know your thoughts! Good luck to you trailblazers who choose to pull!
submitted by Qingque-at-work- to SilverWolfMains [link] [comments]

2023.06.02 23:34 Firelite67 Some house rules for running monster rules.

Lets say you want the party to fight a dragon's weight in goblins, but don't want to roll fifty d20s every minute. While you could use the mob rules from the DMG, I find they take a lot of the excitement of combat with how they effectively remove attack rolls for monsters.
So what did I do? I took inspiration from the rules of 40k, and slimmed them down to 5e standards. Let me show you how it works.
To make a horde of monsters, they need to all be the same type. But I assure you that controlling infantry, spellcasters, cavalry, and shooters separately is much less infuriating than each individual monster. For instance, if your party is fighting a small army of orcs, you could have one unit of normal orcs, a smaller unit of spellcasters, and a single chief. Even though you might be using much more, you're effectively only controlling three different things.
Let's start with that orc unit. Say there are roughly 20 orcs in it. First, we take the average HP of one orc, and round it to the nearest multiple of 5. Since its already 15, we can skip this. To keep things from getting too number-heavy, we're going to measure HP and Damge in increments of 5 called Wounds. An Orc has 15 HP after being rounded, so it has 3 wounds. Every time the unit loses 3 wounds of damage, then remove one orc from it.
Attacking works the same as normal. A player character rolls against the armor class of the horde. The damage they deal is then divided by 5, then rounded up to the nearest whole number (Ie, if you got 26, divide by 5 into 5.2, round up into 6). Then subtract that number of wounds from the monster unit, and remove that number of combatants. The reason for this being is that if you use normal amounts of HP, you'll get moments where a PC ALMOST kills an individual monster, but is unable to and thus has to suffer the addition from the onslaught. This is cool when a player is able to pull a clutch like this, but it feels more like BS when the monsters do.
Then, when the monsters have their turn to attack, select an attack from their stat block and then calculate what they need to roll to hit (IE, a +5 attack bonus on a 16 AC needs an 11 or higher). Then, refer to this table to convert that to a D6 roll.
D20 D6
1-3 1
4-6 2
7-10 3
11-13 4
14-17 5
18-20 6
Roll a number of D6s equal to the amount of attacks done (IE, creatures with two attacks get two dice each). For each one that rolls the target D6 number for the corresponding D20 attack roll, roll them again to determine the damage. 6 means max damage 5-3 means half-damage, 2-1 means minimum damage.
If you don't have enough D6s, then find the highest possible factor of the number of creatures that's equal to or lower the amount of D6s you have, and use that number instead, then multiply the total damage by the number of creatures divided by the factor you chose. If you're confused, here's an equation:
d = the number D6s you need
c = the number of attacks your unit does.
o = the number of d6s you have
d is a factor of c
d <= o
Damage dealt = Damage rolled * (c/d)
If you're still confused, go learn math.
AOEs still work like normal, dealing additional damage for each creature struck, wounds are only calculated after the spell damage is multiplied by the number of hit creatures. For saving throws, apply the save DC to the above table have each creature roll a D6 to avoid the spell. If you don't have enough D6s, use the above equation.
And that is how you can run ludicrous amounts of creatures without needing to do too much math.
submitted by Firelite67 to DnD [link] [comments]

2023.06.02 19:39 Aegidius25 A deeper dive into the May jobs report shows unemployment actually worse than reported

The figures released recently regarding the US employment situation were pretty rosey, with the Bureau of Labor Statistics monthly report signaling a gain of 339,000 jobs for May, but how does this compare with another less well known but perhaps more reliable government statistics that try and tell us something about the labor market.
First off, how dependable is this element of the report? Among a host of other challenges involved in understanding the household and establishment surveys that make up the BLS report (which I have discussed elsewhere) there is the fact that all data in these surveys are SEASONALLY ADJUSTED. This sounds like a means to take seasonal factors such as weather into account when calculating how many jobs were created or destroyed, but they're really a practice by which long-run averaging is used to disguise volatility in the figures.
The downside to this is that it can misrepresent the actual situation. Say the economy's been in a slump for a prolonged period and the average of jobs lost each month is -300,000. Then a number above -300,000 for a given month even if still negative at say -100,000, could still be counted as positive because it is above the average. The same goes for positive numbers; with an average of +300,000 jobs a month a number below that, say +200,000, could be ADJUSTED to show a less positive or even negative number. This is to some extent an oversimplification of the process but gets across the manner in which such figures are constructed. And the same sort of method is also applied to the unemployment rate and all other economic date from the government. So we can see how reliable much of this is.
In fact in the jobs report published for July 2021 this was stated outright when the bureau wrote “[s]taffing fluctuations in education due to the pandemic have distorted the normal seasonal buildup and layoff patterns, likely contributing to the job gains in July. Without the typical seasonal employment increases earlier, there were fewer layoffs at the end of the school year, resulting in job gains after seasonal adjustment. These variations make it more challenging to discern the current employment trends in these education industries.” (The Employment Situation July 2021 p. 3) I doubt very much their overall methodology has changed.
So think of it, some months when jobs are actually gained we see a loss and in some months when there are really losses we're told there are gains. A better if still imperfect measure of the jobs situation can be found in another measure in the BLS report called the Employment-Population Ratio. This number tries to compare the actual number of people with a job to the entire working age population of the United States. Unfortunately it fails to take into account the number of stay at home mothers, who actually are not in the labor force, but in our modern world this is such a rarity that statistically it shouldn't impact the overall data too much.
In this month's report the EMPLOYMENT-POPULATION RATIO FELL 0.1 TO A SEASONALLY ADJUSTED 60.3 That means jobs were actually lost this month not created and that 39.7% of people are without a job. If we subtract the about 11% of the population who are actually retired we get a jobless rate of at 29%, and without the seasonal adjustment used to massage these numbers they could be still worse. (The Employment Situation for May 2023 Table A)
submitted by Aegidius25 to MiddleClassFinance [link] [comments]

2023.06.02 17:35 Intelligent-Agent440 Time To Dispell the SCHD Is Down Because Of The Bank Stocks Narrative

SCHD is an ETF that tracks the Dow Jones U.S. Dividend 100 Index, which consists of 100 high dividend yielding stocks in the U.S. market¹. According to Yahoo Finance, SCHD has a 3.64% dividend yield and a -5.97% YTD daily total return** as of May 26, 2023.

According to Morningstar, SCHD has a 14.98% allocation to the financial services sector, which includes bank stocks. To remove bank stocks from SCHD, we would need to subtract their performance from the ETF's performance.
One way to do this is to use the Fidelity Stock Screener tool to filter out the bank stocks in the Dow Jones U.S. Dividend 100 Index by selecting the financial services sector and the banks industry. This gives us a list of 11 bank stocks that are part of SCHD's holdings, such as JPMorgan Chase, Wells Fargo, Bank of America, etc.
Next, we can use the Fidelity Portfolio Analysis tool to create a custom portfolio with these 11 bank stocks and see their performance year to date. According to this tool, the custom portfolio has a -0.76% YTD total return as of May 26, 2023.

To remove this performance from SCHD's performance, we can use a simple formula:
SCHD without bank stocks = SCHD - (SCHD x allocation to bank stocks) + (custom portfolio x allocation to bank stocks)
Plugging in the numbers, we get:
SCHD without bank stocks = -5.97% - (-5.97% x 14.98%) + (-0.76% x 14.98%)
SCHD without bank stocks = -5.97% + 0.89% - 0.11%
SCHD without bank stocks = -5.19%
Therefore, if we remove bank stocks from SCHD, its performance year to date would be -5.19%, which is slightly better than its actual performance of -5.97%.
Please note that this is an approximate calculation and does not account for other factors such as fees, dividends, rebalancing, etc.
SCHD is down year to date because it has been underperforming its category and benchmark. According to Yahoo Finance, SCHD has a -7.03% YTD daily total return as of May 26, 2023, while its category average is **10.90%** and its benchmark, the Dow Jones U.S. Dividend 100 Index, is 11.01%.

Some of the possible reasons for SCHD's underperformance are:

Sector allocation
SCHD has a higher exposure to sectors that have been lagging behind the broader market, such as consumer defensive, utilities, and energy. These sectors tend to be more defensive and less sensitive to economic growth and inflation expectations. On the other hand, SCHD has a lower exposure to sectors that have been outperforming the market, such as technology, communication services, and consumer discretionary. These sectors tend to be more growth-oriented and benefit from innovation and digitalization trends.
Value tilt
SCHD has a value tilt, meaning it invests in stocks that are undervalued based on their fundamentals, such as earnings, dividends, and book value. Value stocks have been underperforming growth stocks for a long time, as growth stocks have been driven by strong earnings growth and high expectations. However, some analysts believe that value stocks may be poised for a comeback, as they offer attractive valuations and dividend yields in a low-interest-rate environment.
Market volatility
SCHD is a dividend-focused ETF that aims to provide income and stability to investors. However, in times of high market volatility and uncertainty, dividend stocks may suffer from dividend cuts or suspensions, which can hurt their returns and attractiveness. Moreover, dividend stocks may also face competition from other income-generating assets, such as bonds or real estate investment trusts (REITs), which may offer higher yields or lower risks.
submitted by Intelligent-Agent440 to dividends [link] [comments]

2023.06.02 17:04 giu9514 Season 1: Track Your progress!

Season 1: Track Your progress!
This posts includes a Google Sheet file you can download here and add to your Google Drive, or alternatively download and use a spreadsheet editor to view. I have tested libreoffice and it should work fine.
This file has mainly two features: the first sheets show how many Kitcoins you can still earn during the season at the current date. Then the remaining ones are progression trackers, so you need to fill them up to your progression to see if you are keeping a good pace towards your goals or not.

Introduction to the Event

Speaking about goals, do not set your goals too high, especially if you can’t dedicate much time to the game. In addition, you can still purchase kitcoins at a rate of 1 gold per Kitcoin so you can at the end buy what you are missing. Here are the goals that I recommend for every type of player:
  1. Magnate only: Casual players that do not play everyday, they sometimes skip entire weeks without playing. Try only getting the magnate and all the upgrades, it’s already a nice reward and it seems like a tank that everyone can enjoy. And probably even grind some credits from time to time.
  2. Magnate and Fixer: Dedicated players that sometimes miss a couple of days per week, but they at least claim the intermediate weekly personal mission reward. They participate in most events and can mostly complete them. Sometimes they make even some small purchases, but no more than 10€/$ per month. Fixer seems solid as well, and updated Super Pershing is something that I personally can’t wait to try it out.
  3. Magnate and FIxer and Regressor: Dedicated players that only miss playing a few days a month, complete every mission everyday and do not miss events and quests. Can sometimes drop hundreds of Euro/dollars for crate tanks. Regressor seems just a tank to flex from time to time, nothing exciting especially for collectors that already have the 50tp prototype.
You can earn KItcoin in many ways. By completing quests, like the one you find in your game if you log in these days, or upcoming events like the blitz birthday. Each week you can earn up to 320 Kc by the clan missions rewards, 500 Kc from rating battles (50 from each battle so you need only 10 battles a week) and 500 from tournaments. Another way to earn KC is by purchasing anything from the store by cash, not by gold. Crates, resource bundles, tanks and even gold bundles will give out around 150 KC per each € you spend. Finally, buying the more expansive Battle pass will grant you 2600 KC in first stages, and 1365 at purchase.
In the progression you can’t skip any of the modules, you must unlock them in order. There are three modules for each type: 3 guns( or cannons), 3 engines, 3 tracks, and 3 turrets. The total amount to unlock Magnate and all of his modules is 12.200 Kc, for the Fixer 37.050 Kc and a whopping 78.000 Kc for Regressor.
Next sections are going to show and guide you through the Tracker I have created.

Traker Section 1: Track the Potential KitCoin

At start-up, you will find the following section on the sheet called ”Potential Kitcoins”.
In this page, you will find a table with sources for Kitcoins This table automatically updates each day, so that every Monday Kitcoins for Ratings and tournaments are deducted, as weel as for weekly clan missions.
For simplicity purposes, Kitcoins for Battle pass are assigned to the first week, as the kitcoins could be easily earned with 8 missions out of 15 missions. Same thing applies to premium battle pass. On the right, you can select whether you bought the battle pass or not. Just insert “yes” if you have bought it, and the table automatically updates. In this case, Kitcoins awarded you upon purchasing the battlepass is not included, as it varies across countries
According to my calculations, you can earn up to about 25.000 Kitcoins without purchasing battle passes. However, consider that there will be a lot of events in the next three months. The birthday event that should take place at the end of the month should feature around 1000 kitcoins. Try to capitalise on events as much as possible.

Tracker section 2: Track your progress

The other sheets allow you to track your progress based on which goal you want to achieve on this event.

Note image reverse to Progression to get Magnate and Fixer equipped with top modules, 120 in cell D3 is just an example
There are three tables, one for each month of the Season. Each row represents a week. I have decided to start off last Monday, 29th May, just for consistency. Anyway, you can ignore it and leave the column D “Your Progression” empty for that week.
Then, starting June 5th you can fill up your progression” in the event to see if you are on pace or not for your objective. “Natural progression is just the progression at a constant rate, but consider that the procession of this event might differ from this one. For instance, at the start of each month you can earn 1300 Kc from BattlePass, while normally during a week considering clan missions, ratings and tournament battle you only earn up to 1320 Kc per week. “Difference” column E just subtracts your progression to the natural progression. If negative, you have less Kitcoin than the natural progression.
Adjusted per day column F shows the rate you should earn kitcoins for the future weeks to complete the goal you setted up, including current one. The last two columns G and H shows how the event sections should look like in the natural case scenario. “Last module” column shows which module should you have unlocked for last, while “Remaining KC '' then shows how many kitcoins are left after buying the last upgrade. Keep in mind that sometimes this value is negative, which means how many Kc are still missing to reach the Last Module.
At the bottom, you find the tables containing the reference for the Natural Progression.


This tracker is yet to be finished, and it’s just an early version I came up with recently. I am glad to hear feedback from you about it and suggestions on how to improve it.
A major flaw is the impossibility to track rewards from events and quests rewards, so that for now you are forced to keep track of them yourself. I might keep updating the tracker once we know how many kitcoins will be available in future events. Another flaw is the lack of certainty about whether or not it is possible to earn Kitcoins in the final week of August (28th till 31st). I have decided to consider it not possible now, but I can change in feature.
If You have read anything above, Thank You! I won’t try to explain how it works in the comments, just read the explanations in the sections above again.
Stay Tanking

Tracker Changelog

This section is empty, but it will include short descriptions that I make to the tracker. You can check the version you have in the title. The first version is 0.1 released on June 2nd.

Version 0.2: I have changed the natural progression. Rather than add the natural rate, I have decided to subtract it. In this way it reaches 0 in the last week. In this way, you can insert how many Kitcoin you are missing from your goal, e.g. how many Kc for the third gun of Fixer if your goal is to acquire the Magnate and Fixer. Difference column still shows the sam value, however keep in mind that is required to be filled in order to function properly now. Smae thing for adjusted per week column F
submitted by giu9514 to WorldOfTanksBlitz [link] [comments]