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About davicim0

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  1. Nice job.  Sorry about your shitty r2 opponent.
  2. I see a lot of people criticizing the show for being unrealistic at times.  I don't think the show was meant to be completely realistic all the time.  Walt gets super fucking lucky frequently and extremely unlikely things happen.  But like, if some of those things didn't happen, we  may not have experienced some of the irony, humor, or tragedy of the show.   [spoiler] Take the ending for example--I think it is highly unrealistic.  Walt manages to successfully stall the Nazis with a "you didn't keep your word" ploy, the turret kills almost everyone as intended, Walt is somehow hit by shrapnel while on the ground even though Todd and Jesse are on the ground and they aren't hit, etc.  But I don't think this is a bad thing.  Imagine a few ways the ending could have been more realistic:  What if the Nazis had killed Walt right off the bat?  Would that anticlimactic have ending have been as satisfying?  What if Walt had not been hit by the shrapnel?  Would he have, as the ending song so overtly put it, got what he deserved?  What if Jesse were not brought in, or if he or Todd were killed by the turret gun?  Would it have been as just to not see Jesse strangle Todd? What happened in that episode, I think, is more or less what the viewer thought ought to happen, which is why it was a good ending despite the liberties it took with realism.[/spoiler] Being realistic can be important, but I don't think it's always the ultimate object of art.  
  3. That was a really entertaining read.  Nice job!
  4. Awesome job.  That was inspiring!
  5. What do you guys think of Pot of Duplicity?   http://yugioh.wikia.com/wiki/Pot_of_Duplicity   It seems really good in here.  Monarch decks run cards of all different types (Fiend, Aqua, Machine, Dragon, Winged Beast, Spellcaster, Divine, etc.) so it seems easy to fit in maybe two copies.  Plus I like the idea of using Pot of Duplicity the same turn you Soul Exchange.
  6.   "Can I trade you for your DAD?"
  7. I wonder what the results for the riffle shuffle would look like if he tried to include random error done by hand.   I was surprised to see that hindu shuffling was so effective.  It was a cool read.
  8. You could allow people to undo their reps.  This doesn't address the rep train problem as directly as cromat's suggestion, but it may mitigate it, and it offers another way of taking back a rep you assigned hastily or by accident.   I've negged posts before because they seemed shitty at first glance, and later wished I could undo that action.  I know you can pos rep later posts, but being able to remove neg reps would make smaller rep trains and make it clearer which posts are good and bad.
  9. This discussion reminds me of the Free Will Theorem.  It says, loosely, that if an experimenter has free will, then so must some elementary particles.  More precisely if in a certain experiment an experimenter chooses the axis along which to make a measurement, if that choice is not a function of the past history of the universe, then the state of the particle is also not a function of the past history of the universe.   You can learn a little more about it here, if you're interested:  http://en.wikipedia.org/wiki/Free_will_theorem   Also if you have ~6 hours to spare, you can see John Conway lecture on it, giving some background, a proof, and some ramifications:  http://web.math.princeton.edu/facultypapers/Conway/     As for me, I think the question of whether free will exists depends on the definition.  For instance, if you want to say a person has free will only if he's free to make any decision he chooses, then I think it's clear that no one has free will, since it appears there are some actions he can not take.  For example, I can not choose to destroy the universe.  Less drastically, decisions we make are at least influenced by our biology.  I'm reminded of http://en.wikipedia.org/wiki/Charles_Whitman.  
  10.   fuck 'im up   FFIX is extremely underrated.
  11.   I'm glad that you brought some numbers into this.  I'm really enjoying this discussion, and I've learned a lot from it.  This is how I decided I want to run about nine engine monsters.   I think that it's somewhat misleading to count all combinations of multiple engine pieces as undesirable.  For example, opening with Swap Frog and another Frog doesn't generally clog your hand.  It gives you the opportunity for a special summon, which at worst allows for some extra deck thinning and graveyard setup (or maybe even forces a warning), and at best gives you an Xyz play or lets you recycle a Monarch on the field.  Therefore I'd say that a more relevant "clog calculation" for nine cards would be   P(player opens with at least two of nine engine pieces, none of which is a Swap Frog) =[(6 C 2)(31 C 4) + (6 C 3)(31 C 3) + ... + (6 C 6)(31 C 0)] / (40 C 6) =0.148   which looks much less bleak than the 41% chance given above.  Doing a similar analysis to yours for engines of sizes six through twelve yields the following table:    6     0.649616765406     0.0378055325424 7     0.711449100923     0.0697877750509 8     0.763912900755     0.107261917788 9     0.808179231863     0.148249261407 10   0.845305832148     0.191087646351 11   0.876244665718     0.234402013349 12   0.901849217639     0.27707626655   where the first number gives the number of engine pieces, the second number is the probability of opening with at least one, and the third is the probability of opening with multiples, none of which is Swap Frog.  I actually thought these data were pretty interesting.  The rate at which the chance you open with multiples increases seems to plateau around 0.043; that is, 0.277-0.234 = 0.043, 0.234-0.191 = 0.043, etc.  (Of course the earlier rates are less than this.)  Meanwhile in the second column, we see that adding the ninth card increases your chance of opening with one engine piece by 0.045, while adding the tenth card increases this chance by 0.037.   I'm not sure exactly when we should decide that adding an extra engine piece is not worth it; whether adding another piece results in a "desirable" outcome depends on your definition of desirable.  However if you 1) call a hand with at least one engine piece desirable, 2) call a hand with at least one Swap Frog or at most one engine piece desirable, and 3) think it's not worthwhile to add an additional card only when doing so increases P(multiple engine pieces, none of which is Swap Frog) more than it increases P(at least one engine piece), then you probably want to shoot for nine pieces.   tl;dr nine frawgs muthafuckaaaaaa
  12.   No, I think you made a lot of valid points.   Dupe does nothing to advance your position if it sits on the field.  So it gives your opponent some degree of control over the game: it's up to your opponent whether you can start your engine (sort of).  As I mentioned, my view of Dupe Frog is simplistic, so it doesn't take this into account.  I wasn't trying to suggest that you are "safe" if Dupe Frog is on the field with my view.  Rather I was trying to show that your opponent is going to have to kill Dupe Frog eventually, and that you will usually (outside of banishing, missing the timing, TKRO, and other stuff) get your search.  I recognize that the search can still come too late.   It's certainly better to have Treeborn Frog in the Graveyard this turn than it is next turn, or whenever you draw into it, or whenever your opponent feels comfortable with killing Dupe Frog.  Given that, it is usually better to have only a Foolish Burial in your hand than it is to have only a Dupe Frog.  But I also think it's better to have only a Dupe Frog than it is to have nothing of your engine at all.  The only alternatives to Dupe Frog are an extra Treeborn Frog, Genex Undine, and Mother Grizzly.     Your arguments have made me at least rethink whether it's better to have a third Treeborn or a first Dupe Frog.  But I still think I'd rather have Dupe Frog than Undine or Grizzly (they are both faster, but the first is much less consistent and forces you to commit five deck spaces to it, and is even more susceptible to Gorilla and Guiba, and the second seems unwise given how easy it is to destroy cards with effects this format), and I'd also like to run nine or ten cards dedicated to starting the Frog engine.  So I will probably still use Dupe Frog.
  13.   It's true that Dupe Frog doesn't replace himself when he's tributed, but Treeborn Frog is the only card in the deck that does.   The way I look at Dupe Frog getting killed is somewhat simplistic:  Either your opponent is going to kill it (which usually means you get your search and sometimes means your opponent lost a card) or your opponent is not going to kill it (which usually means they can't attack you).  That adds up to what is usually a win-win situation.
  14.   Even if you don't think Dupe Frog is good for setting up Treeborn, I would argue that the facts that Dupe Frog usually replaces itself with a useful Frog monster and can be used for extra Ronintoadin summons are stronger merits than being discard fodder and a water monster.  For me, Frog Monarchs have been a pretty slow-paced deck whose greatest strengths lay in their consistency, one-for-one and many-for-one trade offs, and "free" cards (like Treeborn and Ronintoadin special summons).  I like Dupe Frog because it helps all three of those categories.       I guess Gorilla might get over Dupe Frog if your opponent is running some ATK boosting cards, but I don't see how it leaves you open to Guiba.  I think the only significant advantage Foolish has over Dupe Frog is its speed.  Treeborn definitely has that extra utility against banishing effects in game 2, but it has a little less utility game 1 since you usually only need one Treeborn (maybe two if one got banished somehow or Slacker Magician is holding one hostage) anyway.  I would rather side an extra card to get back banished Frogs than main a third Treeborn.   I didn't consider how easily Mermail decks can make Dupe Frog miss timing.  That is a pretty huge drawback.
  15.   Dupe Frog only takes one more turn than Swap Frog or Undine (if it gets killed).  If your opponent doesn't kill it, you get an extra turn to stall.  Dupe Frog is definitely the slowest way to get Treeborn in the graveyard. But being a 2000 DEF wall that almost always pays for itself, opens up more possibilities for Rank 2 plays, and gives you more opportunities to thin out your deck with Swap Frog is totally worth that small loss of speed (in my opinion).   The only situation I can think of where I'd rather not have Dupe Frog in my hand is when I absolutely need to tribute summon right away, and I don't have Battle Fader, Gorz, Tragoedia, Soul Exchange, Swap Frog, or Treeborn Frog.