Jump to content

Frawg

PC Member
  • Posts

    286
  • Joined

  • Last visited

Posts posted by Frawg

  1. 5 hours ago, Energy_Dispenser_Prime said:

    Who even has a 3 core processor... in this era

    More about pinning WF to 3 cores; or allocating 3 cores to a VM. 3-core VMs also makes sense on CPUs like the ryzen 3600/3900/3960 where the CCXs have a core disabled and thus are 3-core.

  2. I've noticed that the UI sway from moving around the mouse in the modding screen has been vastly increased somewhat recently, to the point that it jerks around (because of how I move the mouse) making it really hard and physically painful to look at. It wasn't this bad before; the sway was a lot less powerful a few months ago. For what it is worth, I am running at 2560x1440 at 27 inches, and changing it to a windowed 1920x1080 made it a lot less painful, although still pretty jerky.

    I don't expect a change for this to be available at least until the new UI changes for these sections (modding, foundry), so I at least wish for its consideration in the new UI.

  3. So sometime in November 2017* I started getting microstutter in Warframe and seemingly only Warframe. (microstutter being where a frame takes much longer than average to render, but otherwise is able to achieve rendering approximately 60 frames over a second's time. See https://imgur.com/WQdAs07.)
    * November 19'th is of a screenshot I took. I lived with it for maybe a week, so no later than 22.3.4 (nov 16; as 22.3.4 is on Nov 20), and I bet no earlier than 22.2.5 (Nov 11)

    I eventually deduced it was related to the frequency governor. Leaving at windows default to where it downclocks to power save ("Balanced" in the power options menu) causes warframe to render frames much longer than average; but changing the governor to where it keeps the CPU frequency at max all the time fixes it ("High Performance").

    If I run warframe on a windows in a hypervisor (libvirt+QEMU+KVM+exact same hardware as bare-metal) the microstutter does not appear, despite linux's frequency governor is cpufreq-ondemand. (I however get a noticeable performance drop relating to CPU in Cetus in this VM (GPU has 20-40% usage yet only getting 40 fps))

    I've also noticed that pinning the game to 2 cores (via Set Affinity in the right-click menu of the Details tab in Task Manager) soothes it (possibly stopping it). Giving it access to 3 or 4 cores causes microstutter (tested only on the bare-metal install).

    I have verified the game cache and even reinstalled the game fresh; I have reinstalled windows; reinstalled the graphics drivers prior. Warframe graphic settings were set to the lowest possible (all low or if possible off) **; NVIDIA pre-rendered frame setting both at application-setting and at 1; defaults for everything else in the NVIDIA Control Panel; disabling SweetFX. None of these helped. Only the CPU frequency governor and CPU pinning helped.
    ** Even if I restart the game and verified the game cache after setting the settings to low, it still seems that the graphic qualities are set to high.


    My setup is as follows:
    Windows 10 version 1709 (Build 16299.192)
    Intel Skylake 6600k @ 4.5GHz ***
    NVIDIA GTX 960 (driver 388.13) ***
    *** Overclocks for both have been the same as it were for 2 years; microstutter issue is recent to the last 2 months, so I doubt this is related.

  4. Focus 1.0's New Moon in Vazarin was rechargable+stackable, and since the Focus change since 22.0, (now named Mending Soul) it cannot be renewed/stacked in any way whatsoever. Not by reentering operator, not by spending a death-revive point, or a special action like Zenurik's energy/second thing. After the 4+4 (4 revies as a frame buff; 4 revies as an operator buff; 8 total) revives are used, new instant revie points cannot be generated for the rest of the mission.

    If this nerf was intentional, It greatly encourages antagonistic, antisocial gameplay. I'm sure as hell not wasting a limited, non-renewable revive on someone I don't immediately care about and refuse to revive them. Not to mention that the description of it is outright wrong.

     

  5. 20 minutes ago, Chewarette said:

    I've read somewhere on the forums that if you don't compensate for the negative multishot, you have a chance of not firing anything even though you consumed one munition.

    Sounds... Interesting. Might be fun on beam weapons, you'll get an non-continuous beam

    Can confirm. You see Ivan, sometimes bullet is dud and nothing come out. That is why automatic gun exits.

    I also have a negative-fire-rate Riven that caused the gun to jam and unable to be fired for a good 20 seconds.

  6. Obligatory warframe info/resource link collection:

    very descriptive wiki - http://warframe.wikia.com/wiki/WARFRAME_Wiki

    weapon/warframe build simulator - http://warframe-builder.com

    unofficial but very popular trading post - http://warframe.market/

    warframe subreddit - https://www.reddit.com/r/Warframe/

    webpage alert app - https://deathsnacks.com/

    obligatory xkcd refrence - https://xkcd.com/903/

  7. Like others have pointed out, the speed and action of how the game is would be purely nauseating to look at, let alone be visually useful (that is, you won't have any idea what is going on). The best example I can give for this is first-person GTA V. It sounds nice and really cool at first, but the practicality falls horribly as soon as crashing, rolling, falling, driving or any rapid movement in general comes in question.

    The second issue is that the proportions in this game often rely on illusion; you consciously or unconsciously belittle many, many things that would be massively out of proportion in first-person as the camera is like 10 feet in the air. It's not about about being lazy or wrong, though--it's mainly about how the camera 'physically' interacts with the 3D world your artists draw. IIRC, DE has used this as the primary reason as to why they won't ever support first-person mode.

    Though, it will feel extremely flappy-zephyr cool if they had that as a one-time thing as an event during holloween events, and had some sort of mimicry of Alien Isolation on Corpus Ship, forcing solo, only a lato and whatnot, but I digress.

  8. 7 minutes ago, erny0507 said:

    Wow ... well I bought them before they let us know the future change, but this post is not about if DE should refund or not, is more about HOW DE should refund them

    To extend this innocence:
    In the general topic of why they should refund them is upon that there are many who have bought distillers under the entire impression that they'd be used sometime later in the future (buy now, store for later), because it's more certain to predict yourself undoing an an arcane on a helmet, more than that of trying to sell some augment that you have no clue the value of. (This also implies the situation that you view everything else the syndicate has to offer as not a choice: you already have everything that you qualify of value. So, ultimatum situation: you don't want syndicate standing to go to waste). This behavioural pattern exists in every corner of farming (hoarding: void keys to fusion cores to resources to prime parts), so it'd be extremely antagonistic against the playerbase if DE didn't refund the arcanes in some way (for no reason: it's not like the surplus of syndicate standing is hurting anything).

    As to how, because there's no techical way to fairly point which purchace each distiller is from what syndicate, I'd imagine DE refunding the distillers as medallions to the syndicate(s) with the highest rank or standing.

  9. 6 hours ago, taiiat said:

    no, it wasn't.
    you were falsely reinforcing the public misconception that Warframe isn't CPU bound.

    and you were reinforcing the misconception that CPU Utilization graphs give useful information when running games.
    they don't. period.

    and trying to force Processor mentality from general software onto games, which are alien to each other and much of each side does not apply to the other.
    especially having the audacity to suggest that games can run time sensitive calculations out of order.

     

    those things are what you were doing. all are incorrect.
    all i can therefore say is what i can usually only say. please do not spread misinformation. but that doesn't stop people from doing it and they'll do it anyways.

    Are you familiar with these concepts?:

    It feels like you don't (if you do though, that's great). You would realise that games are indifferent from other apps for what bottlenecks (and speed boosts) they are possibly able to experience, entirely because they both are designed to run on the same machine.

  10. 45 minutes ago, taiiat said:

    most of what Warframe does is just CPU tasks. AI is always a great example.

     

    Warframe is not limited in Memory Latency, Bandwidth nor is it limited in PCI-E transfer speed.
    games can't exceed these limits unless they're extremely sloppy or trying to do it on purpose.

    And games can be sloppy. Although this is an old experience, I do remember trying to figure it out: in what case would a game drop in average frame count in a long period of time (>10,000 ms) (avg fps is lower), that also leads to lower core usage percentages (on both CPU's and GPU's cores), even lower temperatures experienced, with no drive IO? Communication latency through PCI is 10's, if not 100's of CPU cycles long. RAM suffers the same, though to a lesser extent. My hypothesis accuses Warframe of the Von Neumann bottleneck. Hmm...

    After all, optimisation for absolutely anything is literally about tradeoffs. Sometimes, those tradeoffs backfire and slow things down. Hmm...

     

    45 minutes ago, taiiat said:

    please don't make the mistake of using like, Task Manager to identify Processor Utilization. that would be naive.

    that doesn't work. Processors do not work that way. they do not infinitely scale with raw compute power like GPU's do.

    accurate representations of what load a Processor has would not be legible to the human eye in any practical terms because the timeframes would have to be in Nanoseconds, not Seconds.
    a Processor Core that is at "80%" means almost nothing. that Core could be doing very little, or could be completely pinned, and show almost any number from 1% to 100%.

    And what you're saying here, is what I was explaining with a bit more detail: instruction pipelining (and pretty much everything I said too). Please take the time to read what I said with a neutral position before you intend to disagree with me.

     

    45 minutes ago, taiiat said:

    Processors do not work that way. they do not infinitely scale with raw compute power like GPU's do.

    scale infinitely with raw compute power? Are you talking about how graphics CPU archetectures  (and graphics processing) extremely benefit from mutliple cores? Or how x86 is a CISC and has a dynamic instruction width meant for controlling an entire system? Or are you thinking about FLOPS and all?

    Anyway, ALL processors (CPU and GPU and pretty much anything else that takes instructions) have instruction pipleines suffer from pipeline stalls. You can measure general utilisation with this.

  11. 1 hour ago, MissingChromasomes said:

    I strongly disagree. The fact that my minimum fps significantly increased when reducing AA and AO suggests otherwise. My CPU usage has also stayed well below 50% the whole time. Both CPU and GPU utilisation were at below 30% average from the looks of things.

    (For the record, I run a i5-6600k; GTX 960; 1080p; max settings, 2-layer AA: max ingame+HW FXAA)

    I agree with the disagreement. I run underclocked at 3.0 GHz (-16%) because warframe doesn't eat that much CPU (don't need that much horse-power for the games I play atm). During the loading screens, sure, it eats CPU, but in missions, it doesn't eat that much. Idling in the ship, I see <50% usage on all cores; mission probably 60-80% (don't pay much attention during action though). I rarely ever drop below 60 fps, and when I do, it's either loading screen or the GPU spiking in usage from a spamming vauban.

    Lets talk about CPU and processor core usage for a moment. CPU cores techically are either at 100% or 0% and no in between*. What we see as a percentage is an average over time; averaging the amount of cycles where the instruction pipeline is filled over the amount of total cycles passed over whatever lengh of time. So when your whatever system monitor app says CPU usage is at 80%, that means 20% of the time measured, the CPU is literally off (rather, in an idle state; read about intel c-states) and not doing anything.
    *100 vs 0% is measureing the instruction pipeline and not technically measuring all components of a core. For the sake of breivity, look up "out-of-order execution", and the purpose of hyperthreading.

     

    Anyway, for OP's problem, because pascal is still techically new, your GPU may not be supported. I don't remember read anything in the patch notes of WF regarding pascal since its release (I could very well be wrong though), so there's that. Also, I'm going to repeat the string of words that everyone already knows: keep your gpu drivers up-to-date.

    P.S. Even 56% of 4k is still a lot of pixels to render.

    Edit:
    A correction on what Tiiat was saying. Warframe seems to be either RAM (latency and/or bandwidth) or PCI bus bound. Even on my old gaming laptop of 2012, when WF lagged (viz, more than usual; hard to sustain 40 fps on the thing), neither CPU nor GPU's core usages were at 100%. They in fact dropped below average usage during such lags.

  12. On 17/09/2016 at 11:40 PM, Kuvakei said:

    I agree with this, Strict 75%, with adequate strength, is perfect since it doesn't interfere with link and allows trinity to support only competent players, unlike 99% version which meant you could stand and not move for eons without breaking a sweat.

     

    On 17/09/2016 at 6:28 PM, (PS4)IrSchm33 said:

    wrong lol this method is how the event Shadow Debt was cheesed through. even if they do change trinity i will NEVER be able to advocate a 99.9 percent damage reduction , even over 90 is too much, she is a healer not a god maker

    she could use more healing range though X_X

    Sigh, okay, you misintepreted my entire essay here (but you're not alone here, so I'm rewriting it). The part you quoted was me trying to explain what the general mechanics of bless (before the change) and how someone who wasn't explicitly trying to exploit Blessing for its 99%, it was both rewarding ('fun')  to play, and generally fair as most Blesses fell in between 40% and 60%; 20% if you spam it and 80+% if you're about to die.

    To be clear, what I was trying to say here in my essay was that although the removal-of-godmode-bless was extremely warranted, the flat 75% not only reduces removes the challenge and any effort in obtaining high damage resistance (that is to say, bless was and still is a press-4-to-win ability), it actually continues the problem of people relying her as a crutch/godmode thing. Press-4-to-quarter-incomming-damage is only slightly different from press-4-to-remove-all-damage in meta habbit patterns and entertainment from videogames.

     

    I made this essay because the change basically forced me to use the boring gameplay that glaive stomping/constant 99% bless has. Glaive stomping killed trinity for me. Flat, easy, boring, unchallenging, static 75% is just the same.

  13. 2 minutes ago, Nazrethim said:

    While EV build nerfs every other ability on Trinity, it makes pretty much everyone else's energy pools infinite, and that's the broken part. While I'm okay with a support frame having the ability to restore allies energy, the insane amount restored by EV is ridiculous.

    While I'm not for infinite energy, I'm not exactly against it either.

    IMHO, the problem with EV-focused builds, its pretty much easy and free energy; insane reward for little effort (as well as requiring to throw away the rest of her toolkit in order to max it). Although people will find this build type fun, the majority use this build objectively; merely to feed Team mates energy. Such that, I don't see the infinite energy as the problem, its the fact that its so easy to exploit EV as a tool; its /free/ energy. There is many different ways to change this to where EV would be more fun (as well as needed to be worked for), whilst still supplying infinite energy.

  14. For a little bit of context, before DE decided to make Law of Retribution harder by nerfing the meta (I'll get to this later), Trinity's Blessing worked where the amount of damage resistance obtained (in %) for the squad, is exactly equal to the maximum, individual about of HP recovered (in %) in the healing part. That is, if one person is missing 72% of their health, but everyone else is doing better, the entire squad got 72% damage resistance. There was a change a long while back that allowed bless to be recastable (previously people needed to wait for the ability to be over to use it again), but in turn to require +25% power strenth to allow a bless that did 100%.

    For this mechanic, it worked. It greatly rewarded those who lived on the edge, and didn't give much to those who didn't take the effort for dangerous gameplay. It worked extremely well with Quick Thinking and didn't create cheese: a large energy pool is needed as you're putting both abilities (which are used a lot) and health onto the same bar; you needed a lot of power strength for EV to recover the lost energy in a sufficient amount of time (as well as allow a 100% bless); and that which questioned power efficiency, which in turn questioned duration and range. I've spent tens of hours literally doing nothing but thinking about possible mechanic interactions, mod combos, debating if there is a better way to make a better build that used all of her abilities. All intensive purposes, the way that bless worked, it was perfect; it induced lots of creativity and different ways to build trinity. I'm 99.9% sure that this is the kida stuff that DE wants out of their warframe mechanics.

    Then came along the Law of Retribution raid, where people eventually made a squad meta, where one build was to have a glaive-stomping duration trinity (such build existed before this, but LoR made it extremely popular), which allowed players to effectively ignore large punishment-incentive mechanics in the raid. Negating bomb explosion damage; stage 1's toxin-injector damage; stage 2's button's kill effect; the hard-hitting level 80 enemies, G3, and part 3's Hek's rockets and strike drone; stage 3's fire tower kill effect, and all of the incentives to stay as a group and not branch off.

    DE noticed this and decided to nerf how bless worked. They didn't like how far bless reached (it allowed damage resistance to players who're so far away, they may as well be in a different mission and squad entirely), and how binary the damage resistance was in the meta (either everyone was invincible, or not at all). So they did two things that addressed both problems. They nerfed the range and tied it affinity range unaffected by Power Range (base 50m. This also led to the visual indication of the affinity range with the status icon). and they 'nerfed' how the damage resistance worked like.

    First method they used was this inverse-square-root-average thing that looked a lot like standard-deviation. Essentially, the method took a weighted average of the entire group's health, where it granded damage resistance of a value that represented how bad-off the entire squad was. That is, if everyone was okay (75%+ health on everyone) it granted a small buff; if half the squad was on the verge of going down, it granded a pretty reasonable buff that would keep everyone alive, and if everything was going to S#&amp;&#036; and everyone was either down, or about to go down, invulnerability would be granted. (I forget how the formula actually looked like, but I remember toying around with it to get this impression of how it would work). If it wasn't for the 50m range limit, I honestly would have considered this to be a viable rework and made bless even more intruging and fun. Without the 50m nerf, it would have been enough to crush the meta entirely. It would no longer allow a glaive-stomping trinity to give invulnerability to the entire squad, and granted damage resistance based on the well-being of the enire group.

    Funny enough, DE actually caved in to the meta. People were complaining that this change was too hard on the meta and didn't allow sufficient general squad damage resistance. people absolutely loved the idea that someone was responsible in applying adequate damage resistance to everyone, regardless of their state of well-being, keeping everyone alive. So what DE did was to change the damage-resistance formula to something much more simple and less rewarding: a simple, flat, easy 75% damage resistance for everyone in range upon cast. Nothing else to it. As boring as it sounds. As a result, the very meta that they were trying to nerf was allowed to continue, pretty much unchanged. IMHO, the more responsible change would have been to remove the 50m cap (back at infinity), keep the square-root-average method, and perhaps buff the base duration to 15-25s (Since the resistance is determined by the squad's well-being and not just one's, it should last longer). This way it removes the meta of flat-out invulnerability/invincibility, and grants such buffs to squads that genuinely need it. It will make trinity an actual healer when in need, and not a buffer that periodically presses 4 to grant easy damage resistance (as she still is). Pretty much exactly what DE wanted to do when they came in to nerf the meta for LoR.

    SALT: ON.
    God flapping donkey kick, DE. What you did wasn't a nerf whasn't a nerf to LoR whatsoever. People still are able to ignore a majority of the damage-incentives in the raid (at the very best, you made the toxin injector damage real again. Bomb explosion? A vague problem only on nightmare. Level 80's, G3, Vay Kek? Still feels like bb-gun pellets. Button kill effect? Still nonexistant with good enough raction time and New Moon.). What you did was trash an honest-to-god really fun frame, turning the most intruging ability into a clone most boring ability of trinity's kit: Link. They're so identical, may as well as call them the same thing: 1. Well of Life, 2. Energy Vampire, 3. Link with Lines, 4. Link with Bokeh. Hucking Fell, DE. Trinity's now boring as S#&amp;&#036;, there is barely any reward in playing her and now 100% a tool made purely to feed energy to hungry players and provide still-existant damage invulnerability (yes, 75% is still enough to cheese LoR). And this is coming from someone who went against the meta and didn't see her as a tool (even before the nerf, trinity was basic/boring enough to be used as a tool by the community)

    TL;DR:
    * Pre-LoR Trinity was pretty okay and fun.
    * LoR promoted glaive-stomp meta
    * DE no like, DE change.
    * DE cave in to meta. Meta still exist.
    * Trinity boring to trinity lover.
    * Trinity lover many a angry.

    (Reddit alternitive: https://www.reddit.com/r/Warframe/comments/533qmc/postlor_meta_nerf_trinity_is_extremely_boring/ )

  15. On 08/08/2016 at 10:23 PM, T3CHN01200 said:

    Look, if people don't want Windows 10 due to the telemetry and soon, you will no longer be able to run any other version of windows on a skylake based pc or newer for whatever reason, few people will want to get a mac as macs are thousands of dollars for as Jisahbe said "macs can't play games. (other than facebook games)", then what would you think the next platform to conquer the desktop might be? Because the only other thing that I can see for miles is Linux. The process is actually quite enticing, you bring in an engineer to port over an engine which takes 2 months to port an engine from DX11 to Vulkan with only one engineer on a normal work schedule and hey presto! Bob's your uncle! You are able to run Warframe on pc.

    As much as I want Warframe to be ported to the *nix's (for god's sake, the entire freaking point of me being on windows these days is literally for this stupid game, honestly nothing else.), I think there's some things that advocates and others must consider:

    • To port to linux, you need a team of people who need to are both proficient in linux and game development. Which is okay because ther are companies that are practically dedicated for this (Aspyr, Feral Interactive) that more or less do a great job at it.
      • Although, there are open-source tools developed by such port developers that extremely helps in porting DirectX+HLSL to OpenGL+GLSL, it still takes time to make sure everything works and works fast.
      • Not only the DirectX stuffs needed to be translated, but the system calls, library calls, memory management, input, sound, programming language compliance, compiler differences, languages used (.NET on Linux is often as icky as Wine), and hacks/optimisations all needs to be reviewed, tested, translated, reworked, etc.
      • Takes longer if the underlying engine isn't compatible (eg, LiS's case)
    • Many game developers don't see linux/mac as worth it, even though it's profitable (it is actually profitable to port to linux; money will be made). But the issue is, the investment isn't as efficent as other options (Ex, Call of Duty 72: Quantum Warfare Evolved 5). If you had $2m, would you invest it to make $10m on a linux+mac port of a 3-year-old game, or $50m on the 72'nd installation of CoD? (Numbers out of my buttocks, but concept isn't.)
    • But DE's star child isn't a one-and-done like Metro 2033 or Life is Strange which can be handed off to Feral or Aspyr: it's under consant, active and heavy development with no foreseeable end. For that, DE will need to perminantly hire 30 extra people (or however many people are on the PS4 or XB1 teams) that need to be extremely integrated with the PC devs, so much so that core devs at DE need to take the time off to learn how to develop for linux/mac.
      • I'd say DE definitely has the time and resources to do all of this, but for how much potential profit that it would cause based on their relative investment power, it doesn't sound like a good investment at all.
      • When DE gets enough money to make the investment seem like nothing but collateral and/or Valve pushes SteamOS into a viable, realistic competing platform against the Playstation/XBox/Nintindo trio, I'd say DE would have a worthwhile case to consider.
      • I honestly would see a linux port of some sort of server thing for PvP and/or some extreme networking rework that allows people to host server software instead of just this direct P2P thing we have now (PvE included). Perhaps relays too.
  16. 1 minute ago, (XB1)DShinShoryuken said:

    No.......^THIS IS A JOKE POST...AFTER THE ORIGINAL JOKE POST^

    Listen up people who NEED Forma....you don't need it. And if you are whining that you are not getting it.....you especially do not NEED it. Forma drop in different locations besides Void. Go do a Alert for one. There IS that CONFLICT going on that pays in Forma. 

    There is no NEED of Forma in this game as it is a PvE mainly game. Your fighting something that does not really matter in life. Even if you are in some underground Fight Club in a DOJO, you still do not NEED To have 5 Forma ready for one Weapon. 

    I remember this one kid who argued that they NEEDED a Nova to run a Tac Alert. Had to kick his sorry Tenno butt out of that Alliance with MAXIMUM EFFORT. 

    NEED. Please contain yourself 

     

    Funny thing about the drop tables is that that the forma were 'replaced' and not removed. They didn't increase that 5.63% drop chance of whatever prime part in whatever void mission. They were instead replaced with 3xOrokin Cell or 3xR3 fusion cores. The reason why DE removed forma is that everyone kept complaining they had too many and thus useless. And now there's both new players and old players running around going 'oh, I don't have forma' because on a 5+ hour session of warframe that isn't a plurality of void, it's really hard to sustain forma.

    Secondly, I'm not sure how far you are into warframe, but it becomes extremely difficult to squeeze out the maximum potential (that is, have an efficent build with the right mods to get the best, well, bang) out of weapons without forma. Not only to that, there's a reason why people go left-n'-right saying 5-forma this 5-forma that. On average, it takes 5 forma for a primary (or secondary) to use the 'smartest' build you can have. In order to use the weapon in its full, designed potential, you have to /build/ it (through forma and a smart build). So in a sense of not living a crippled gameplay, yes, forma are, as you put it "NEEDED".

    And now there's both new players and old players running around going 'oh, I don't have forma' because on a 5+ hour session of warframe that isn't a plurality of void, it's really hard to sustain forma to both increase their pennies-for-damage. It is /really/ hard for new players to feel like they can progress without the forma cripple being locked away with an unreasonable amount of playtime in the void

  17. 44 minutes ago, (PS4)slayerserenity said:

    I just want to point out some may disagreed or agreed with me.

    so if I fail mastery rank tests should be allowed to re-take it immediately and past it then add that waiting 24 hours period to where we have to wait to be able to take next rank tests or add 48 hours waiting period to be able take next rank tests.

    Given how many practice tests can be taken without cost, I do agree that the 24 hour wait is rather imaginary. However these tests loosely measure gameplay competence, and the practice tests exist to allow you to (and should be used to) develop a strategy that will give you complete and utter certainty of success with minimal effort upon taking the real test.

    Edit:
    ..And the 24-hour wait provides an incentive to actually do that instead of brute-forcing the test until you get it.

  18. This is effectively already the case; being able to take the retake the test as many times as we want until we pass. The only difference is that we have to declare before hand that the test that is going to be taken is the test that is going to be graded. In other words, we can take practice tests as much as we want. In order to do that, head over to your nearest relay, and go to Simaris's room (big, invasive floaty orange hologram dude), and to the right from the entrance is the spiraling hall of all 30 mastery tests.

     

  19. Yeah, you're subjected to thermal throttling. What you can do now is open it and clean it (see warning of 2a; if you know what you're doing then proceed)--see if there's any dust clumps clogging the fan. If that doesn't work, try sticking a large fan under your laptop.

     

    Methods  that worked for me:

    1. Prop up your laptop with small, 1-inch-or-so tall items at the corners of the laptop--making most of the underside exposed.

     

    2. Like 1, but have certain sides' gaps covered. Prop up your laptop with like decks of cards/books/whatever around the edge of the laptop, leaving most of the underside exposed.  Have the back (lid side) and exhaust hole side exposed, and make sure that the other 2 sides have little gaps as possible. This is to direct airflow from a personal house-fan (ballpark of 6-12 inches big) that sits behind the screen to continuously provide cool air for the main cpu fan to use.

     

    2a.  I really don't recommend this, as it exposes extremely fragile insides that could destroy your laptop if things touched them (spills, splashes, even human touch)

    but if you are careful around your laptop, and if you are able to, take off the panel that exposes the main heatsink of the laptop. For me, doing this dropped the temps anywhere between 2-10°C in practice.

     

    Inconvenient and loud, I know, but this is a price to pay to game on low or mid-range laptops, or laptops with horrible cooling design. If you're going to prop up your laptop, I recommend using an external keyboard and display if things get too uncomfortable

  20. I have an extreme feeling you're subjected to thermal throttling, as laptops are universally subjected to. So, how are your temperatures?

     

    A fairly extensive tool for system sensor monitoring for windows is HWiNFO, which syngergises with an on-screen-display frontend (in-game overlay), RivaTuner. (As how to use them, you have google)

     

    According to CPU-World, Your A6-5200 APU has a max design temperature of 90°C, meaning it will do a hard-shutdown ('peewww') if it hits it, so OS's now lower the speed of CPUs and GPUs if they get too hot. I imagine thermal throttling starts around 80°C.

  21. ofcourse!

     

    increasing his own Mass / Gravitational subjugation at his own will.

    think of Dive Bomb's Mechanics i suppose - ignoring caps, the higher you start from, the more effective it is.

     

    if performing a Ground Smash before / as you cast Stomp made you go even faster(so more effective), i would be okay with that.

    You seem to not know what falling is. You do not need to increase the acceleration of gravity or your mass to increase the amount of energy released--just the height fallen. The higher you are, the more gravitational potential energy you have. The more you fall, more of that potential energy is transferred to kinetic energy. The more kinetic energy you have, the bigger the boom is when you hit the ground. Highschool physics, really...

×
×
  • Create New...