Julian Reichelt

2021.10.18 19:15 Karkenheimer Julian Reichelt

Julian Reichelt submitted by Karkenheimer to de [link] [comments]

2021.10.18 19:15 PositiveEmpty2319 🐶 SpookyShiba - Model For A Legit Moonshot - SHIB rewards - Community Giveaways + Shilling Contests🐶

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submitted by PositiveEmpty2319 to CryptocurrencyICO [link] [comments]

2021.10.18 19:15 _billcosbysweater_ Booze cruise for aperol

Booze cruise for aperol submitted by _billcosbysweater_ to GypseaLust [link] [comments]

2021.10.18 19:15 ToddJustWorks Praise Todd Howard

Praise The Legendary Game Developer Todd Howard
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2021.10.18 19:15 My_name_is_Bot Top nuke envoys of Korea, US, Japan to meet in Washington over North Korea diplomacy

Top nuke envoys of Korea, US, Japan to meet in Washington over North Korea diplomacy submitted by My_name_is_Bot to RSSBot [link] [comments]

2021.10.18 19:15 AcceptableAd8088 Program help/opinions

In preparation for another run at 528 in the spring of 2022. I wanted to reach out to the community for some input on what programs (Khan, blueprint, and others) they had found most helpful. Pros/cons and any information on them would be great! Good luck and thank you!
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2021.10.18 19:15 LightOfAntara I got some major BOC vibes from this track

I got some major BOC vibes from this track submitted by LightOfAntara to boardsofcanada [link] [comments]

2021.10.18 19:15 _Nolo12 Hey guys please watch these vlogs on YouTube channel “Nodvi Lokhande”..do like share n subscribe ✨

Hey guys please watch these vlogs on YouTube channel “Nodvi Lokhande”..do like share n subscribe ✨ submitted by _Nolo12 to YouTubeSubscribeBoost [link] [comments]

2021.10.18 19:15 ilovemywife0 Artistry and discography

Do you think drake traded his artistic peak for his mainstream success he officially seems to have given up on creating or trying to create his ‘Magnum opus’ at this point in his career what he was attempting to do with the original CLB plan he seemed to have scrapped for another “cool drake album” where it’s a good album but he’s not trying to stretch himself anymore aside from a few songs. Your thoughts I feel like I’m j ranting to myself
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2021.10.18 19:15 processed_dna LG C1 + Xbox Series X and Denon 1500h, still possible to get 4K/120fps/VRR and Dolby Atmos? Sound?

Most of the details are in the subject line, my old TV died, so I replaced it with a C1, and I'd like to get ATMOS sound if at all possible. Is there any way I can pull this off with the 1500H?
The way it's looking is that if I want 120Hz/VRR in need to connect my HDMI cable to the TV, which leaves me with without ATMOS sound, if I keep the cable in the AVR then I have 4k@60Hz, it's not bad, and I somewhat doubt the Xbox can deliver 120fps on AAA games anyway, but... I have to ask if there's a way I can get the best of all worlds, while keep the 1500H
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2021.10.18 19:15 WAHGamer2 You did it

You did it submitted by WAHGamer2 to DaniDev [link] [comments]

2021.10.18 19:15 TheNextHokage_ Everyday is a battle

I lost my mom due to Covid almost 2 months ago. It happened so suddenly as I just saw her a few weeks ago. I missed my mom so much, especially in the morning when I just wake up.
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2021.10.18 19:15 UnknownZealot77 Don't know how well known this is, but certain enemies can be brought back into "out of ki" state by entering Yokai shift immediately after a grapple.

Don't know how well known this is, but certain enemies can be brought back into submitted by UnknownZealot77 to Nioh [link] [comments]

2021.10.18 19:15 stroxx Milwaukee Brown Berets seek to use storied past to make an impact in the present

Milwaukee Brown Berets seek to use storied past to make an impact in the present submitted by stroxx to milwaukee [link] [comments]

2021.10.18 19:15 PuRple_BuCkeTggs [Pc] [Na] [Low Ranks]

ERL is looking for teams! We are a new league looking for low ranked teams! Our mission is to get low ranked teams and give them an evenly matched environment to learn how to play R6 competitively. If you are interested please add Purple_BuCkeT#6563 for more info!
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2021.10.18 19:15 AFKNanoBotYT LetsPlay - LA Noire Playthrough (Part 12)

LetsPlay - LA Noire Playthrough (Part 12) submitted by AFKNanoBotYT to YouTubeSubscribeBoost [link] [comments]

2021.10.18 19:15 SeveN085 A comprehensive answer to "Proper Enemy Asymmetry: Combat's Last (Big) Challenge"

This started just as a long answer around the same length of the original post Proper Enemy Asymmetry: Combat's Last (Big) Challenge made by u/S-Matrix but it eventually has grown big enough to the point I felt like I may post it separately, since there may be more people than just me and u/S-Matrix who enjoy the mechanics that the two of us have written about.
TL;DR: I will write tl;dr in the beginning, since this is a really long ass post. Basically if you aren't concerned about stamina and it's meaning in your game, then there's no need for you to bother with this post. If you do, I'd suggest you to read the first post which I have linked, in order to better understand the topic and the problem and then the potenial solution in my post. Have a good read if you're in.
Good post. Lately, I was facing the very same issue you had described extensively here - the stamina management for NPC's and just the general meaninig of it for them. I will get to it shortly, but first I will give a quick shoutout to the 3 mods you had mentioned here

ABR, Stances, Know Your Enemy
In the past before using the first two, I was basically just spamming the frost spells whenever I had to delve into dwemer dungeons and fight dwemer automatons. I have installed ABR(patreon version) a while ago and now a more recently also a Stances pack for it. Just a few days ago when I had to go to dwemer dungeon again, I decided to finally test the full capabilities of those 2 mods, so this time instead of using frost spells, I grabbed a blunt weapon (warhammer) and holy shit... 4 different animations sets for it alongside a different gameplay if you're using the Add-On for Stances. For the dwemer spiders basically it didn't matter, I was using the default stance, but once the spheres came in, all the attacks with the warhammer with default, mid and high stances were too slow. I was basically forced to "trade" blows and even those trades were not even, because the sphere could get 2 hits in, while I was about to swing to hit just one. So the only option left was to switch to low stance, and finally with much faster attack speed, I was able to connect with dwemer sphere and still be able to immediately either block or dodge it's attack. At the end I faced the boss which was a dwemer centurion. The attack speed provided no benefits here, since the damage debuff on this stance would drag the fight way too long and the movement speed buff while great was also risky to utilize because of that 360 sweep attack they like to use while you get behind them(it's from Ultimate Combat IIRC). High stance is out of question with warhammer - way too slow. The normal stance while had a decent normal damage and speed, I was still lacking one thing with it - the defense. The mid stance was the only way in this fight. It doesn't lower your weapon damage as much as low stance and provides higher damage resist and better block efficiency, which enabled me to survive the normal block(in case I missed the timed block) and even the unblocked attacks.
Now this felt really great and rewarding not only gameplay wise, like I was using the correct weapon type and stance against particular enemy, so the fights went faster and smoother, but it was also rewarding visual wise... like I was seeing a different animations sets each time I was changing stances. I was seeing a different way of swinging a warhammer each time I was facing a different enemy. It really felt and looked like my character was adapting to their enemies - spiders, spheres and finally centurion. It simply felt and looked awesome and after that I really appreciated the work and authors of these mods.
Now back to the stamina topic. I wanted to use Inpa's Sekiro Combat in the past once it got released, as I really enjoyed Sekiro: Shadows Die Twice and that posture mechanic which rewarded attacking, even if enemy was blocking. Though I gave up on it, since that mod is way too heavily scripted. It doesn't make a use of all the recent "uncovered" behavior stuff for some of it's mechanics and neither it uses DLL plugin for some of it's calculations, it's just all scripted with papyrus. I still wanted something to punish the NPC's constant blocking, which in vanilla just depletes stamina slightly and your health, but those are just numbers and not a mechanic or something you can see, like in Sekiro once you fill their posture you're rewarded with deathblow and with Inpa's mod you're rewarded a killmove and also stamina in vanilla is just the amount of power attacks you can do.
For myself I use Engarde to set the minimum amount of stamina required to block, Distar's Normal Attack Stamina Consumption - NASC for attacking and TUDM for dodging, so whenever I am out of stamina, I can't block, dodge or attack. I couldn't stand those "epic combat skyrim" type of videos when someone fights some boss (usually a boss from VIGILANT mod to make it look more "epic") and they just deplete all of their stamina in like the first 5 seconds of the fights, yet they're still attacking, dodging, blocking while their stamina just stays at 0 for the rest of the fight. Basically stamina didn't matter at all in their games, they might have as well just deleted it, if it's just a visual bar in your hud which isn't used for anything.
So while I solved a stamina problem for myself, NPC's stamina was still a problem - it didn't matter. NPC Stamina Matters (SKSE) was a great help here. Now the NPC's won't be able to attack or block without the required amount of stamina and they also get slower whie low on it. By slower I mean movement speed and not attack speed which I feel is important to mention, because I basically deleted that feature from Engarde which would lower enemies attack speed while they're low on stamina - the fights were way too easy when they swing like turtles you didn't even have to dodge or run, you could simply walk of their attacks.
Another important thing to mention before we get to balacing stamina for NPC's is the whole block mechanic and it's connection to stamina. In vanilla with blocking you're mainly reducing the damage taken to your health and only slightly losing stamina on successful block. So in order to effectively reduce enemies stamina you needed a mod like "block costs stamina only". I must say, I have tested pretty much every single of those mods and couldn't find a single one with right implementation that would be also free of issues. In the end, I simply changed the vanilla game settings with SkyTweak in order to "simulate" that mechanic, although not to a full extent. I simply raised :
To make blocking more efficient(lose less health) right from the start for everyone and raised :
To increase the stamina drain on successful block. Here are my current settings. With these values, attacks will damage your stamina a lot and health only slightly. It's important to notice that those are only "numbers" and in vanilla game, the continuous blocking would only deprive you and enemies of power attacks, because that's only what stamina is used in vanilla(aside for spirting). So in order for these changes to make any sense, we're using Engarde and NASC to deprive ourselves from blocking and attacking without stamina and NPC Stamina Matters (SKSE) for NPC's.
Now we finally came to the problem you had raised in your post, and unfortunately I am not aware either on anything that would make NPC's adjust their AI and behavior based on their stamina level other than Engarde's mechanic with retreat and kneeling NPC's to recover, which I have also deleted, since just like the attack speed changes, I felt it made fights too easy.
The solution I came up with is rather simple, it doesn't adjust NPC's AI, but it will atleast reduce the time when they're most vulnerable when out ot stamina in our setups. NPC stamina buff(it's about regeneration not the amount of stamina) which is an optional file on that mod page and uses SPID. The regeneration rate was a simple solution, yet really hard to balance before I found out that mod, because there's no way to seperate stamina regen values between NPC's and Player. If you wanted to raise it for NPC's in order, so they could get quicker back into the fight, you would also buff yourself. There's 1 setting that affects both NPC's and the Player and 2 settings which would affect Player only, so there wasn't even a way to buff NPC's regen value further. Now, you can simply set the stamina regen value for yourself with SkyTweak or just the in game enchantments and buff it further separately for NPC's with that mod(you can edit esp and increase the value (magnitude) I have mine set to 10).
In the end, this will produce an enjoyable combat which rewards aggression and skill (timed blocks which I will mention again in a moment). When fighting against multiple enemies, you can simply focus on 1 with constant aggression in order to drain thier stamina and once you've done that, the said enemy will be slowed down and unable to attack or block, basically you eliminated 1 of them from combat for few seconds (how long depends on stamina regen values in your setup) and you just got more space and more breathing room for that time being. You then either continue this strategy and at some point you don't stop at depleted stamina, but you actually finish one of them. Or you could do that right from the start - try to finish the 1st one without stamina while dodging other's attacks.
This sounds great when fighting against many enemies at once, but may raise a question - wouldn't the solo fights become way too predictable and repetitive ? You fight someone, you deplete their stamina first, they're unable to do anything now, but since you're using a normal attack stamina consumption mod, you're bound to eventually run out of stamina aswell, which means you will have to step back to regenerate it and they will do to same now that you have stopped pounding on them. Either that, or you kill them before even running out of stamina if they're low level. If not, the fight basically resets once both of you regenerated.
Now this is where Sekiro Combat SSE comes to play. Many people basically see this mod as a ordinary timed block mechanic with just flashy sparks. What's important to know, that this "timed block" mechanic isn't set in stone. There are many mods with it and timed block works different in them. For example Wildcat ones only blocks 25% more damage (and briefly staggers a melee attacker). It doesn't fully block all damage. As someone who enjoyed Sekiro and it's posture mechanic as I mentioned in the beginning, I needed a timed block that would fully protect me from all damage, just like you don't lose posture in Sekiro, if you deflect the attack instead of normal block. Ultimate Combat offers that, here's the quote from description :
If player is blocking attack at the front for a short time, player don't stamina/health damage and then attacker staggers and damages stamina.
But Sekiro Combat SSE enhanced it and made the fights more dynamic because of this additions :
Deflect attacks (Timed block) regain your stamina while damaging enemies Stamina and staggering them if their Stamina is low enough.
They can also deflect your attacks. (Humans, Draugrs/Skeletons, and Falmer) This ability scale with enemy level.
So basically timed block with this mod isn't only negating all damage, you will also regain some of the stamina with it while draining enemies stamina even further, but enemies can do it aswell. This is what stops the one on one fights from becoming predictable and repetitive and adds kind of excitement and unpredictably. You never know when enemy will parry you, which means he will regain a lot of stamina while yours will suffer greatly. You could have an upper hand in a fight, you depleted enemy stamina to around 20% while yours is at like 50% from all the constant normal attacks and suddenly he managed to parry you, now his stamina is back to maybe 70% while your dropped to like 10% and suddenly the roles have turned, now the enemy will be in offence while you're in trouble and have to quickly find a way to regenerate either by retreating or by parrying yourself. This mechanic stops the otherwise predictable "stamina game" between you and your enemy and enables and simulates atleast a bit of that quick back to back trading of blows like in Sekiro, because you and your enemies can quickly and unexpected regain stamina, but it's also dangerous if you fail the parry when you're already low on stamina. Also the fact that stagger after timed block isn't guaranteed and doesn't always occur after it, like in Wildcat for example which makes things repetitive, but only when the timed block is going to lower their or yours stamina enough.
I mentioned the skill aspect of this combat and as I said it's mostly about this timed block. The example with dwemer centurion which I talked in the beginning is simple - I could possibly beat him with the default stance which would take less time versus the mid stance with lowered damage, but I would need to parry his every attack, since I found out that normal block of his attack while in every stance other than mid would still reduce my health to half and my stamina to nearly zero, so I opted for safer approach which was mid stance where I still tried to do mostly parries, but in case I slipped, it was easier to recover from those mistakes as if I were in other stances.
I think that's it, so in my case :
How do we accounts for the gap between enemy AI and human intelligence/resourcefulness?
I give them higher resources regen than myself with the use of NPC stamina buff and Sekiro Combat SSE makes the stamina game less predictable and more exciting.
This setup is rather personal and complicated, so I'm positively suprised that I found out someone else with similar one. As for recreating it, if someone found it interested and liked the idea behind it. It's complicated not because of the mods used, but rather because it requires a lot of testing to find out right and balanced values for your own game. You need to test :
Everyone's game is different. I don't know what difficulty you're playing it, I don't know the usual weapons damage numbers in your game, I don't know if you're using some kind of armor resistance changing mods. However if you're still interested...
In order to test the values :
You go into game, spawn 1 low leveled enemy, check your stamina number, block 1 of their attacks, click on yourself with console to see how much stamina you have lost, Repeat the process with mid and high level enemies. Make sure you also know what is the damage of the weapon they're using against you, if you're aiming at particular range of values of stamina drain, in my game for example it's around 40-80(based on enemy armor ratio) for a 100 weapon damage sword. Once you find out the values that you think makes sense in terms of how much stamina you should be losing while blocking low, mid and high level enemies.
It's time to switch to stamina regen values. This whole setup which revolves around stamina obviously need a higher than usual regen values, otherwise the combat will become sluggish if you can't do anything for like straight 10 seconds.
First one is the global rate of regeneration for everyone while in combat, the latter 2 will only affect the player. Combat Stamina Regen should be set to the maxiumum value of 2, and as for the other two settings, well you don't really have to set it in SkyTweak, you can also buff those values with enchantments and potions, but thing is I wanted a precise way of changing the regeneration, so I set my values in SkyTweak and I simply don't mess with them further with any kind of stamina regen enchantments and potions for my character. Once you found out the balanced regen value for yourself, one that isn't fast enough to make the stamina managment not important, but also not too slow to not make the downtimes in combat too long, it's time to for the NPC stamina tests.
Combat Stamina Regen should be set to 2 and in order to buff NPC's stamina regen further, we use the previously mentioned NPC stamina buff. Spawn 1 enemy possibly low leveled and low armored, open the console and click on them to see their stamina number, hit them once while they're blocking, open console again and see how much stamina they lost, close the console and increase the distance from them to make sure they won't be swinging their weapon and will be regenerating stamina. Open the console every 1 or 2 seconds to see how quick their stamina is regenerating. Repeat the process with mid and high level armored enemies. It's important to set their regen values really high(open the esp and change magnitude value of magic effect) because as we know there's no way for the AI to know the new stamina mechanics and their limitations, so in order to make it balanced for AI, we reduce the downtime for them once we managed to drain their stamina to 0, so they cannot attack or block only for like 2-3 seconds and they regen back to full in around 5 seconds.
As for the "pre made" values, I can post mine, although what you need to know is they're made for the character which has :
The NPC's in my game usually have around 100-600 stamina based on their level and class, so my sword with 100 damage and these settings will drain around 80 stamina on a 0 rating armor target, so in practice it will usually drain around 40-60 based on target armor rating.
The only settings that should be universal for this setup are these. Damage Stamina Delay is the timer after which stamina starts regenerating when you received stamina "damage" or simply said lost stamina by either attacking, bashing, dodging or blocking attack. Stamina Regen Delay is a separate timer that is being used if we hit 0 stamina. In vanilla it's set to 5 which is ridiculous, I mean maybe not since in vanilla we only use it for power attacks, but in this setup a value of 5 would be game breaking.
I think that's all someone should know if you want to recreate this setup. I hope that someone else other than me and u/S-Matrix will like it, and maybe even some talented mod author will stumble upon it one day, and further improve the concept.
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2021.10.18 19:15 Midas_GoldenGhost I won, but at what cost?

Finally got the girl. Also got the covid.
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2021.10.18 19:15 AverageJoePlays Ok this game is seriously addicting

Ok this game is seriously addicting submitted by AverageJoePlays to Pro_Gamers [link] [comments]

2021.10.18 19:15 wznickzw2 It’s exactly 10 years since the Paradise music video came out

It’s exactly 10 years since the Paradise music video came out submitted by wznickzw2 to Coldplay [link] [comments]

2021.10.18 19:15 ToddJustWorks Praise Todd Howard

Praise The Legendary Game Developer Todd Howard
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2021.10.18 19:15 youtuberico #TheBatman #DcFandome MAIS UM FILME FRACASSADO? https://youtu.be/XaiRjeP5ap8

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2021.10.18 19:15 EddieMcMuffer New Halloween Maze in Town! Super scary and interactive-

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2021.10.18 19:15 Dhondoe99 The Rotom Poké Plush (23 in.) is $22.99 at the Pokémon Center.

The Rotom Poké Plush (23 in.) is $22.99 at the Pokémon Center. submitted by Dhondoe99 to SmartGamingDeals [link] [comments]

2021.10.18 19:15 drewdog173 The John Deere Strike Shows the Tight Labor Market Is Ready to Pop

The John Deere Strike Shows the Tight Labor Market Is Ready to Pop submitted by drewdog173 to Shortages [link] [comments]