unreality
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~~~ Round Twelve ~~~ Dawh [Frozen] Cherry Lane * Freeze - dawh * Shield - dawh * Curse - panther * Coup de Grace - dawh * Flummox - panther * Vacuum - dawh * Aqua Vida Panther Freeze - Dawh Shield - DMS Curse - Dawh Coup - Dawh Aqua Excessum dms172 * Freeze - Dawh * Shield - panther * Curse - CL * Coup de Grace - CL * Flummox -Dawh * Vacuum -Dawh * Aqua Vida * No Vacuums succeeded * Cherry Lane and DMS both have successful Flummoxes! Cherry Lane Flummoxed Panther's Freeze and Shield, and DMS Flummoxed Dawh for some inexplicable reason lol, cuz Dawh is paralyzed * Dawh got two Freezes and DMS got one. The two Freezes for Dawh mean he has a 1/3 chance of paralysis next turn (1 or 2 on a normal die). I rolled a 5, thus nobody is Frozen next round! * Applying Shields and Curses (remember Panther was Flummoxed so he's Shielding Dawh) Duel Master: Unreality 1) Dawh - 8 2) CL - 1 3) Panther - 6 4) DMS - 8 Now for the various Aquas that were cast - this is interesting. Two Aqua Vidas were cast, and one Aqua Excessum. The first reaction is that Aqua Excessum does its job, and CL is minus two. However, there's another Aqua Vida that was cast. So my next intuition was to do -2 from the Excessum/Vida combo and then +2 from the Vida, thus a ±0 net effect on Cherry Lane. However then I went back to how Aqua Excessum works - it pollutes/corrupts/poisons/etc the water of Aqua Vida, turning +2 into -2. Thus if Cherry Lane consumes two sips of Aqua Vida with only one sip of Aqua Excessum, it has double the volume to dilute in, and the force of the Aqua Excessum is only -1, not -2 [assuming poison as in measured by the concentration per sip, not the total amount when the volume is added together, which would be -2, but rather the concentration of the poison which gives it its deadliness per the amount of the time that the body can detoxify] Then I realized that it doesn't matter whether it's deducted -1 or -2 because Cherry Lane has 1 SP so either way she would fall to 0. Lol So then I thought hmmm... I'll roll a dice. 1/3 it will be ±0, 1/3 it will be -1 (diluted) or 1/3 it will be -2 (Aqua Excessum works as normal) I realize that -1 and -2 have the same effect, and DMS's Coup de Grace will kill Cherry Lane, so her life has come down to a die role - 2/3 she will die (1/3 + 1/3) and 1/3 she will live. Only if I roll a 5 or a 6 will she survive I ROLLED A 5! No joke! I didn't cheat either, in case you would make such an accusation - I was actually expecting her to die, which would be more or less fair. But now she gets another chance The Aqua Excessum and Aqua Vida cancel to make -2, then the other Aqua Vida (the one that CL cast) adds 2 to make the net effect 0. HOWEVER, the confusion isn't over, because which applies first? If the -2 applies first, then CL only goes to 0 not -1, and thus the +2 actually brings up to her 2 as opposed to 1. But she's already gotten a lucky break lol, so I'll apply the +2 first (brings her up to 3) then the -2 (back down to 1). Whoo that was exciting CL lives for another day, though her enemies nearly blasted her out of the mage duel! But it would take a lot of skill and ingenuity and good foresight for CL to come back and win now, though it is possible. Good luck everyone Duel Master: Unreality 1) Dawh - 8 2) CL - 1 3) Panther - 6 4) DMS - 8 Nobody is paralyzed for Round Thirteen ;D Again, good luck I'm still deciding on how the game will change when we hit three people [it will shift majorly and a few certain spells will be removed, all in preparation of the final 1-on-1, though that's all I know right now]
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no problem Work > Mage Duel ;D hehe round twelve results coming up!
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I'm missing CL, so I'll check back in a bit
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if you hear/interpret the last "and" as "an", that would be 4.25 beans
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^ this comment wasn't meant to be an insult to ADP, I love to watch him tear apart theist arguments But it's just that he can come off as harsh to someone whose mind isn't totally into the debate, such as what happened last time with him and puzzlegirl ;D Anyway, speaking of youtube videos, I recently saw one called "How to Convert an Atheist, Part One" Unfortunately I couldn't find time to watch it
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So why are there amputees in the first place? What's the point? Is it a punishment for something they did in a previous life? (throwin' a bit of Buddhism/karma at you ) or what? I'm just curious what someone, such as you, would say. Are they being tested? How do they "pass"? Or can we just not comprehend God's Amazingly Infinitely Complex Mind that Sprung From Nowhere? I'm not trying to cause an argument (I know, weird ), I am genuinely interested in your opinion on why some people are disabled [i'm speaking disabled FROM BIRTH, not after they've lived some] Interesting - so you believe that God does not interfere with the world to change the course of events? I agree with your assertions in 3 through 7, provided that you are looking at it from a god-exists viewpoint, you can still throw aside the majority of those questions without too much rationalization. But as for #8, I hate to say that it was probably just a dream But clearly your mind is very pro-Jesus, which is where the dream came from. Often the dreams that are most vivid occur during REM sleep (if I remember right) while the other less-vivid 'dreamy' dreams occur in other circadian periods of the sleep cycle Actually, the flesh-eating (couldn't help myself, sorry ) was adopted from an earlier pagan religion, just like the date of Christmas (the man Jesus was born sometime earlier, the date of Christmas was adopted from the pagan holiday Yule [i think it was Yule] so as to make the conversion easier from paganism to Christianity), but as to WHY you would eat Jesus, I agree that it's a stupid question. Religions have all kinds of quirky reasons for various rituals (especially Catholocism). It's a dumb question to ask why when he could've looked it up in the Bible I agree. What do divorce rates have to do with anything? Other than proving (to some extent) that God does not meddle with the affairs of mere humans In response to your overall point, some of the questions were pretty decent, I think. I'm not saying all of them were, but it should have at least made you think a little. Anyway, thanks for posting in this thread, I know it must've taken a little bit of bravery, knowing the types of responses that ADParker will unleash on you
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hehe Yeah, as you said in your PM, you saved Frost with an Aqua Vida while everyone else was trying to kill him, so it's fitting ;D
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Frost dropped out, so Dawh will replace him Duel Master: Unreality 1) Dawh - 6 ** 2) CL - 3 3) Panther - 6 4) DMS - 8 You're back in, Dawh
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~~~ Round Eleven ~~~ Frost [No PM] Cherry Lane * Freeze - Frost * Shield - Frost * Curse - dawh * Coup de Grace - dawh * Flummox * Vacuum * Quid Pro Quo II ** Spellguard Panther Freeze - Frost Shield - dms172 Curse - Frost Coup de grace - Frost Flummox - CL Aqua Vida and Aqua excessum Dawh Freeze: CL Shield: Frost Curse: Panther Coup de Grace: Frost Flummox: DMS Vacuum: Dawh Spell of Choice: Vacuum Warp (70% spells cast on me) Spell of Choice: Magnetic Flux DMS * Freeze - Dawh * Shield - Frost * Curse - Dawh * Coup de Grace - Dawh * Flummox -Dawh * Vacuum - * RODB * Hexquake (75%) (25%) * No Vacuums succeeded * Magnetic Surge (or Flux ;D) upped chances to 29%, only Cherry Lane's Flummox succeeded, she Flummoxed - nobody lol. I didn't notice til after I rolled that she succeeded. So no Flummoxes succeeded either * Frost was Frozen twice, which means he has a 1/3 chance of paralysis next round. 1-2 on a 6-sided die means paralysis while 3-6 means none. I rolled and got a 2: Frost is paralyzed next round! * After Shields and Curses: (remember that it's Double Round!!! Curses count as x2!) Duel Master: Unreality 1) Frost - 7 2) CL - 6 3) Panther - 5 4) Dawh - 0 5) DMS - 9 * Nobody cursed CL, so her QPQ II has no effect. DMS's Hexquake takes effect next, with 3/4 to -1 and 1/4 to +1, due to RoDB. The random extra added effect to Hexquake is a 20% chance per person harmed for a Magelore spell to randomly be cast. ** From the Hexquake, Frost -1, CL -1, Panther +1, Dawh -1 (still at 0), DMS -1 ** 4/5 people harmed, 80% chance of Magelore. I rolled around the 71th percentile, so a new SoC will be added! The roster after Hexquake: Duel Master: Unreality 1) Frost - 6 2) CL - 5 3) Panther - 6 4) Dawh - 0 5) DMS - 8 Now for the Aqua Vida / Aqua Excessum combo unleashed by Panther... recall (from round 5) that the Aqua Excessum doesn't affect people that already have 0 Shield Points, so Cherry Lane is the one hit by it: Duel Master: Unreality 1) Frost - 6 2) CL - 3 3) Panther - 6 4) Dawh - 0 5) DMS - 8 Now in the Double Round, Coup de Graces work with 1 SP too, though nobody has 1 SP here - Dawh could've if Hexquake added 1, but it doesn't matter because Dawh was Coup de Graced by Cherry Lane and DMS. Sorry Dawh It was fun playing with you! Duel Master: Unreality 1) Frost - 6 2) CL - 3 3) Panther - 6 4) Dawh - DEAD 5) DMS - 8 Now we have the final four! Round 12 tomorrow will be exciting, no doubt. Remember that Frost is paralyzed, so only CL, Panther and DMS will be PMing me. This will probably be one of the most important rounds to determine the end game, so choose carefully! Duel Master: Unreality 1) Frost - 6 ** 2) CL - 3 3) Panther - 6 4) DMS - 8 Good luck! And the SoC list: * Spell of Choice - for this spell, you choose from your diverse arsenal of magic: [None of these spells have specific targets, they affect the group as a whole] ** Hexquake - everyone either loses 1 Shield Point (70%) or gains 1 (30%), including yourself ** Magelore - unlocks a new Spell of Choice for everyone to use ** Aqua Vida - gives 2 Shield Points to the mage with the least amount of SP, if there are multiple mages of that amount then the target is chosen randomly from those people ** Magnetic Surge - all Flummoxes move up by 4%. Ie, originally they have a 25% chance. For each Magnetic Surge cast in the round, however, the chance increases by 4%. This value is totaled before the Flummoxes are rolled ** Quid Pro Quo I - everyone that cast Shield on you during the round gains 1 Shield Point themselves ** Quid Pro Quo II - everyone that cast Curse on you during the round loses 1 Shield Point themselves ** Ascension - [takes effect before anything else] during the round that you used it in, your rank is as if it subtracted 4. For example, the 4th person becomes 4-4 = rank 0. The 3rd person becomes 2-4 = -2. This gives the upper hand in Vacuums and Flummoxes ** Assassin Bolt - your Coup de Grace spell is amplified to affect not just the person you selected but the person above and below them, ignoring Vacuums on either of the three targets or on you. This takes affect no matter what, even if you are one of the adjacent victims (remember that Coup de Grace only succeeds if someone's SP is 0, and Assassin Bolt just triples the Coup de Graces you get and makes them unstoppable) ** Vacuum Warp - [takes effect after Ascension, before Vacuums] this spell will affect the Vacuum-type chance. Normally it's 1/2 and 1/2 whether the Vacuum will absorb all spells cast ON the person or all spells cast BY the person. When you cast Vacuum Warp, you change the chances to 70% & 30%, weighted in either direction, which you choose (for example, "Vacuum Warp - 70% spells cast on me, 30% spells cast by me") ** Aqua Excessum - this spell poisons the reviving water of the Aqua Vida spell, causing it to take away 2 Shield Points from the lowest instead of giving 2 SPs. Aqua Excessum obviously has no effect if Aqua Vida is not cast in the same round ** Rain of Dual Bombardment - harness of the power of weather to bring a ripple of devastating energy into the Duel Chamber! Not only does the Rain of Dual Bombardment bring about a Double Round the next round IF and only if EXACTLY TWO Dual Bombardment spells are cast, regardless of that, the Rain morphs the power of the other natural disaster spell: Hexquakes. The Rain allows you to transfer up to 5% of one the chances to the other, and multiple people using Rain all combine their effects on Hexquake. The Rain of Dual Bombardment may cause other random, adverse changes on the Hexquake spell as well ** Spellguard - also known as the Antiflummox, this spell forges a barrier of force that surrounds and protects your spells from confusion and switching. In the round that you cast Spellguard, all Flummoxes used against you fail. Spellguard takes effect AFTER Vacuums ** Negater - takes effect 50% at beginning of round, 50% at end. With this spell, you can remove any SoC from the list (even Negater itself)
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Alright, I just gotta get my dice and then I'll do Round Eleven edit: waiting for Frost, cuz he's on edit2: he's not PMing anymore, so I'm gonna go ahead and start Round 11 calculations
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Yes the answer is 1 ;D But what rule defines the sequence?
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she's referring to Astray, the Survivor-like game I made. Except no challenges, just alliance & vote. Sounds good
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The "childrens book" City of Ember is so much more than a children's book - it's awesome. I'm hesitant to see the movie cuz most book-to-movie transitions aren't very good, but if it does stay true to the book... hmm..
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It's not just you, I thought the same thing. I said something similar in post 108 (just much less wordy ) of how many of the arguments on that web page made little sense. Like you, if I was a theist I would not be convinced
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It's always ~24 hours. Meaning now But I will PM you and Frost (both of whom did not PM) as a reminder, and check back in a little while. I'll only wait so long cuz tomorrow's round 12 postings will be at normal time no matter what (which is around 24 hours from now)
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that's why I took out all the exec-indexing in the latest posted version, if you didn't notice It's basically a no to SKIP, FLIP, WHIP, QUIP, whatever The goal of the multiple executors isn't to be able to make them and then cheat by remanaging your resources - the point is that you can make them if you want to do multiple things at once at different lines, but it halves or thirds (or fourths or fifths) your processing power. That's the point... if you want to make one and then shove it aside, don't waste the lines to do so and not use it so there will be no more commands/functions related to executors going into VNA 2.0 Any other suggestions?
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Uh, what? lol they're all separate numbers
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I made this sequence up, inspired a bit by Octopuppy's recently posted sequence, but I have no idea what the answer is to Octopuppy's so this can be considered completely separate 2, 3, 5, 12, 25, 1, 12, 21, 23, 12, 25, x What is x? And why?
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Hmm, I don't think so.... every command is already the equivalent SKIP 1, you know? It doesn't seem practical to have a command to just influence a single switch. If you creator another executor, it has to run too, splitting apart your efficiency. Though SKIP wouldn't really have any effect anyway, as it would take up an executor turn just to do it. If you want to focus all of yours on a certain executor, for example, the current one may say SKIP x to get there (whatever x may be) and then that one runs, but then unless it does SKIP 0 (which would only save itself one turn as it would progress to the next line, so you'd have to have an infinite string of SKIP 0's) then it'll go to the next one after anyway, which could do SKIP -1, but the efficiency is still halved. And you wouldn't be able to figure out the 'x' in SKIP x, because it's not absolute, and due to SPLITs and MERGEs and BOMBs and such, you would have no idea where to skip to. A definite no to SKIP but FLIP is actually manageable by the programmer and is practical. Why are you 'not keen' on it? It has some good use and is easier to use Anyway, if there are no further arguments/etc, I'll add FLIP (probably) and finalize VNA 2.0
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I found this video very awesome and amusing This video is even better, by the same person:
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I just thought of a cool independent role: * The Virus - a swarm of hostile airborne microbes, the Virus is a formidable and deadly opponent. The colony can form itself into virtually any shape, appearance and texture like a cloud of nanobots, and each night can do one of two actions: Infect or Kill. ** Infect: the Virus will find its way to the host's brain and take over its mental processes, slowly replacing bodily functions and organs with Virus alternatives and reproducing to fill the new host until they themselves are a new colony of the Virus. Each night, only ONE colony can Infect/Kill or there would be no coordination between multiple colonies. The colonies can communicate with each other through electromagnetic waves ** Kill: the Virus is very skilled at killing - it can do the act in virus-form, such as going up the victim's nostrils and into the brain or some other obvious give-away, thus announcing to the world that the kill was done by the Virus. Or the Virus can take shape of any person or thing to frame someone or some group Depending on what game and what environment the game is, the Virus's goal/wincon would be different of course, and there may be anti-Virus characters, like 'the Virologist' or something, or maybe a Doctor could stop a Virus, etc. There could be some people the Virus couldn't effect, too. It all depends on what game it goes into
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Yep, exactly I think we've pretty much established that base-2 is the best practically-speaking. But mathematically, base y has a higher digit efficiency over base z provided y>z, and that's what this problem is delving into