5 exp

Expedition 52 Begins Aboard Space Station

When humans launch to the International Space Station, they are members of expeditions. An expedition is long duration stay on the space station. The first expedition started when the crew docked to the station on Nov. 2, 2000.

Expedition 52 began in June 2017 aboard the orbiting laboratory and will end in September 2017. 

FUN FACT: Each Expedition begins with the undocking of the spacecraft carrying the departing crew from the previous Expedition. So Expedition 52 began with the undocking of the Soyuz MS-03 spacecraft that brought Expedition 51 crew members Oleg Novitskiy and Thomas Pesquet back to Earth, leaving NASA astronauts Peggy Whitson and Jack Fischer and Roscosmos cosmonaut Fyodor Yurchikhin aboard the station to await the arrival of the rest of the Expedition 52 crew in July.

This expedition includes dozens of out of this world science investigations and a crew that takes #SquadGoals to a whole new level. 

Take a look below to get to know the crew members and some of the science that will occur during the space station’s 52nd expedition.


Fyodor Yurchikhin (Roscosmos) – Commander

Born: Batumi, Adjar ASSR, Georgian SSR
Interests: collecting stamps and space logos, sports, history of cosmonautics and reading
Spaceflights: STS-112, Exps. 15, 24/25, 36/37, 51
Bio: https://go.nasa.gov/2o9PO9F 

Jack Fischer (NASA) – Flight Engineer

Born:  Louisville, Colorado.
Interests: spending time with my family, flying, camping, traveling and construction
Spaceflights: Expedition 51
Twitter: @Astro2Fish
Bio: https://go.nasa.gov/2o9FY7o

Peggy Whitson (NASA) – Flight Engineer

Born: Mount Ayr, Iowa
Interests: weightlifting, biking, basketball and water skiing
Spaceflights: STS-111, STS – 113, Exps. 5, 16, 50, 51, 52
Twitter: @AstroPeggy
Bio:  https://go.nasa.gov/2rpL58x

Randolph Bresnik (NASA) – Flight Engineer

Born: Fort Knox, Kentucky
Interests: travel, music, photography, weight training, sports, scuba diving, motorcycling, and flying warbirds
Spaceflights: STS-129 and STS-135
Twitter: @AstroKomrade
Bio: https://go.nasa.gov/2rq5Ssm

Sergey Ryazanskiy (Roscosmos) – Flight Engineer

Born: Moscow, Soviet Union
Interests: Numismatics, playing the guitar, tourism, sport games
Spaceflights: Exps. 37/38
Twitter: @Ryazanskiy_ISS
Bio: https://go.nasa.gov/2rpXfOK

Paolo Nespoli (ESA) – Flight Engineer

Born: Milan, Italy
Interests: scuba diving, piloting aircraft, assembling computer hardware, electronic equipment and computer software
Spaceflights: STS-120, Exps. 26/27
Bio: https://go.nasa.gov/2rq0tlk

What will the crew be doing during Expedition 52?

In addition to one tentatively planned spacewalk, crew members will conduct scientific investigations that will demonstrate more efficient solar arrays, study the physics of neutron stars, study a new drug to fight osteoporosis and study the adverse effects of prolonged exposure to microgravity on the heart.

Roll-Out Solar Array (ROSA)

Solar panels are an efficient way to generate power, but they can be delicate and large when used to power a spacecraft or satellites. They are often tightly stowed for launch and then must be unfolded when the spacecraft reaches orbit.

The Roll-Out Solar Array (ROSA), is a solar panel concept that is lighter and stores more compactly for launch than the rigid solar panels currently in use. ROSA has solar cells on a flexible blanket and a framework that rolls out like a tape measure.  

Neutron Star Interior Composition Explored (NICER)

Neutron stars, the glowing cinders left behind when massive stars explode as supernovas, are the densest objects in the universe, and contain exotic states of matter that are impossible to replicate in any ground lab.

The Neutron Star Interior Composition Explored (NICER) payload, affixed to the exterior of the space station, studies the physics of these stars, providing new insight into their nature and behavior.

Systemic Therapy of NELL-1 for Osteoporosis (Rodent Research-5)

When people and animals spend extended periods of time in space, they experience bone density loss. The Systemic Therapy of NELL-1 for osteoporosis (Rodent Research-5) investigation tests a new drug that can both rebuild bone and block further bone loss, improving health for crew members.

Fruit Fly Lab-02

Exposure to reduced gravity environments can result in cardiovascular changes such as fluid shifts, changes in total blood volume, heartbeat and heart rhythm irregularities, and diminished aerobic capacity. The Fruit Fly Lab-02 study will use the fruit fly (Drosophila melanogaster) to better understand the underlying mechanisms responsible for the adverse effects of prolonged exposure to microgravity on the heart.

Watch their progress HERE!

Expedition 52 Mission Patch 

Our planet is shown surrounded by an imaginary constellation shaped like a house, depicting the theme of the patch: “The Earth is our home.” It is our precious cradle, to be preserved for all future generations. The house of stars just touches the Moon, acknowledging the first steps we have already taken there, while Mars is not far away, just beyond the International Space Station, symbolized by the Roman numeral “LII,” signifying the expedition number. 

The planets Saturn and Jupiter, seen orbiting farther away, symbolize humanity’s exploration of deeper space, which will begin soon. A small Sputnik is seen circling the Earth on the same orbit with the space station, bridging the beginning of our cosmic quest till now: Expedition 52 will launch in 2017, sixty years after that first satellite. Two groups of crew names signify the pair of Soyuz vehicles that will launch the astronauts of Expedition 52 to the Station. 

Click here for more details about the expedition and follow @ISS_Research on Twitter to stay up to date on the science happening aboard YOUR orbiting laboratory!

Make sure to follow us on Tumblr for your regular dose of space: http://nasa.tumblr.com

bone-drew-sle  asked:

Why isn't Asgore stronger than Toriel? If killing makes you stronger in Undertale, then Asgore's stats should be very high after killing six humans. But instead he and Toriel have both have 80 attack and defense. Either Toriel is much stronger than Asgore, and it took killing six humans to become as strong as Toriel, or Asgore and Toriel have taken the exact same number of lives (that is to say, none at all).

(undertale spoilers)

Actually, killing alone does not make you stronger in Undertale. Killing increases your Execution Points. Then a certain number of EXP will increase your Level of Violence, which increases your stats.

The question now is, how much EXP is required for a Boss Monster to gain LOVE? Unfortunately, this is not known. The only one to ever gain LOVE in the game is Frisk, a human. It’s hard to compare a human with a boss monster, which is “the strongest type of all.” We are unsure of exactly how much EXP a human gives a monster.

Furthermore, Asgore is stronger than Toriel. According to the game’s code, Asgore’s ATK is 10. Toriel’s ATK is 6 (or 8 in hard mode). There is also the possibility that the monster checks are not very accurate to the monster’s stats, considering how high these ATKs are compared to the programmed attacks. Read our theory on monster checks for possible reasons for this.

anonymous asked:

Based of your recent post on leveling where you explained everything that was wrong with the said system, could you go into depth about what makes a good leveling system?

This particular topic can be a real rabbit hole, but let’s try to keep it to the basics for today. At its core, a leveling system is a series of goals and rewards for the player. The player plays the game, reaches certain pre-determined requirements, and obtains discrete new rewards for doing so. Because this is a system that dispenses rewards to the player, it needs to meet a few criteria:

1. The rewards must be meaningful

There has to be some sort of tangible benefit to rising in level - the authorization to use better equipment, a new power or more currency to buy/improve powers, etc. This builds anticipation - leveling up should be something that the player looks forward to doing, and that isn’t possible if leveling up doesn’t actually do anything. A good leveling system will excite players and encourage them to keep playing - they want to get one more level, because they get something good at level N+1. 

Consider Dungeons and Dragons, the tabletop game. Each character level is a really big deal in D&D - you get significant choices to make at each level that will (usually) greatly affect your character’s power. On the opposite side of the spectrum, Castlevania: Symphony of the Night for the PSX had an almost-useless leveling system. The primary methods of gaining power in that game stemmed from collecting useful items from defeated foes, while leveling up provided small incremental amounts of HP and magic power. The character level in that game was practically vestigial. Nobody who played that game looked forward to leveling or cared what level they were.

One of the biggest things that a system designer has to do when creating a leveling system is to come up with a variety of rewards for the player to look forward to. Stat improvements, authorization for new equipment, new or improved powers, new visual effects, and opening up new areas to explore are the most common rewards for leveling, and it makes sense because the player should naturally be interested in obtaining these things. Furthermore, there has to be a good variety of rewards to leveling up, or else the player will get bored. More HP and MP at each level without any other benefit stops being appealing really quickly. If you vary the rewards and keep them interesting enough that the player will look forward to them, you can keep interest for a lot longer.

2. Rewards must arrive in a timely fashion

A good leveling system must take timing into account. Earning a level should be a fairly uncommon experience - players need time for the anticipation of the next level to build or it won’t feel meaningful. If a player gains a new level every few seconds, that player will quickly grow indifferent toward leveling because of how often it happens. On the opposite end of the spectrum, we designers also cannot let the player go for too long without a reward either. If a task seems too difficult, troublesome (especially if it lacks a reward befitting the effort), or like it takes too long, players will tune out and won’t bother with or pay attention to it. The reward must be delivered somewhere in that sweet spot between, where the player feels like they have accomplished something, but not so far away that they feel it isn’t achievable. This time length is informed by a number of factors - the type of game (e.g. leveling a champion in League of Legends vs leveling a character in WoW), the platform (mobile vs console vs pc), and even the length of the game.

3. Rewards must be earned by player action

Rewards exist to encourage players to do things actively in the game. Experience points are just smaller rewards that build up to earn larger ones (levels). The designer uses these smaller rewards for completing in-game tasks, like defeating enemies, completing objectives, winning matches, and so on. The nature of experience point rewards does two things - it provides a sense of scale for the value of each action/objective relative to others, and gives the player a sense of progress towards the bigger goal of leveling up. If the player just passively earns experience by standing around or is disproportionately rewarded for completing repetitive tasks (e.g. grinding), it can short-circuit the sense of accomplishment that they would get by playing the game as intended. It’s important to keep this in mind - a good leveling system preserves the sense of player accomplishment by rewarding different player actions.

So how do we actually bring all of these concepts together practically?

Design principles are all well and good, but how does this actually translate to designing an actual leveling system? This is where system design’s mathematical nature kicks in. We start by asking ourselves questions and choosing answers for them. As we start answering them, we can start building up a mathematical system to generate the specifics. Here are some of the questions we need to ask ourselves:

  • How many levels do we want at maximum? 

This decides how many different level rewards we have to create or assign.

  • How long should it take to reach maximum level, on average? 
  • If this is a single player game, at what point in the game do we expect the player to reach maximum level? How many hours do we expect that to be?

These questions combined with the other question above determine how long we expect each level to take. If we have 30 levels distributed over 60 hours of gameplay, then we expect each level to take two hours on average to earn. That might feel a bit long, so perhaps we can make 40 levels and a new level every hour and a half instead, assuming we have enough rewards. This gives us a target levels per hour (or LPH) value to earn X levels in Y hours. 

  • How many LPH should the various activities provide?

Remember, we have a specific target value of LPH in order to reach maximum level by the end of the game. We can decide that breakdown here. Maybe killing things is the most efficient means of leveling. Maybe it’s completing quests. Maybe it’s exploring. What factors might affect this? In World of Warcraft, for example, grouping up will split the experience earned from kills among group members, lowering the LPH from killing things. We have to make sure that we tune the LPH of the various activities in aggregate to match the target LPH for the full game. We can then break down the components for the activities… traveling, interacting/talking with NPCs, fighting, etc. as well. Having a target LPH can also be used to check for efficiency - if an activity has a higher LPH than average, it can potentially be used to advance faster than we expected.

Let’s assume we have a 40 hour game with 40 level rewards to distribute, we can expect one new level roughly every hour. This means that our level-appropriate activities should add 1 LPH. If we want a quest-centric game, we could make quests provide +0.75 LPH and the mob killing associated with it provide +0.35 LPH (and have most of the quests require killing stuff), so the player can do both at the same time. If we wanted to emphasize the killing, we could make quests only +0.2 LPH and the killing 0.9 LPH. We can adjust these ratios as we like in order to direct the gameplay experience that we want for the player. You might have noticed that I had these examples add up to over 1 LPH at perfect efficiency. That’s intentional - we don’t expect players to be perfectly efficient, so we build in a bit of buffer for them. 

If we decide we want 1000 experience to gain a level, this means that we’d want quests in a quest-heavy game to provide 750 experience per hour and killing things 350 experience per hour. If we then extrapolate that to mean that we expect the player to complete 10 quests per hour and kill 70 things per hour, then we can figure that one quest should reward 750 / 10 = 75 exp per quest, and killing 10 things should yield 350 / 70 = 5 exp per kill. We can then try these values to start with for our playtests and see how they feel.

You may have realized that what we’re basically doing here is working backwards from our goal to calculate what the exp reward values should be. That’s no coincidence; it’s the core of systems design. We’re starting with the sort of play experience we want the players to have on a macro level, and breaking it down into systems and formula by using math. This is what systems designers do - they look at the large scale goals and the experience that they want the player to have, and break it down into a bunch of numbers and formulas that will take the players to the goal. Unsurprisingly, this means that there’s often a lot of spreadsheet work involved with these calculations. The actual math here isn’t particularly difficult, but it can be very fiddly because of all of the potential factors involved. The math also is not the end-all and be-all of it. It gives us a point to start with - tools with which to work. Once we’ve built the foundation with it, we can then play with and tune them until the experience feels fun and engaging. That’s a critical part to it too. It’s like constructing a cyborg - you need both the mathematical robot aspects of it as well as the human feeling parts to make it really live.

Got a burning question you want answered?

anonymous asked:

hey!! i'm sure you get a lot of asks, and i know you're super busy with work and balancing life!! but I was wondering if you have any advice on job searching because i got laid off from my dream job a few weeks ago and i've been a little depressed and haven't been finding any jobs in marketing at the moment. they all want 3-5 years of exp. and i only have less than a year! I was thinking about freelance writing but still unsure about what to do 😭 thanks again tanisha!! you're an inspiration! 💕

hi my love! ty for the sweet words + i’m sorry that happened !! it’s Tough out here ): 

Keep reading



Image 1: Find the mandelbrot set, and find exp of the resultant points.

Image 2: Find the mandelbrot set, and find the log of the resultant points.

Image 3: Find the exponent of each complex point, then run the mandelbrot calculations, then find the log. Rotate 90 degrees.

Image 4: Log of the Argand plane.

Image 5: Exp of the Argand plane.

Image 6: Use the log to set the balance of the color, and the exp to find the hue.

[Twitter Campaign] New Chapter Release
Duration: 5/22 (Mon) ~ 6/8 (Thu) 23:59

Visit the campaign page and retweet the promotional tweets to earn all players various rewards based on milestones reached:

2,000: 5☆ Exp Book x10
4,000: 4☆ Arte Exp Book x10
8,000: 100,000 Gald
10,000: Asteria stone x10
15,000: 5☆ Summoning Tear x1

In addition, following the Tales Channel + twitter and retweeting these tweets counts as entering a raffle to win one of 5 autograph boards from Nana Mizuki, Colette’s voice actor (Japan residents only).

~ Eeeeeeeeey time for a remake and to bring this trash boat gentleman back! ~

~ Like/Follow/ and preferably Reblog if you’re willing to rp with a Bungou Stray Dog OC, who’s the leader of his own secret gifted organization that’s bent on the enslavement of all who don’t possess an ability!

Warnings include: Hostile muse to any muse who doesn’t have an ability, topical subjects may be involved, some sexual themes may apply (since the mun and muse are both 18+), the muse might be an asshole, and this is NOT Ferid Bathory from ONS.

15+ years rp exp (5+ on tumblr)| Multiship/multiverse| Friendly/overly-chatty mun | Prone to puns, and bad Shakespeare jokes! ~

Dragon Nest Leveling Guide From Level 1 to 80

Hey fellow Lagendians have you been wondering how to level up quickly from level 1 to 80, ever since the new patch that removed Abyss mode from Calderock Village dungeons, lesser people leveling at low level dungeons or you find it hard to find a party?

Fret not! In this guide, I will teach you how you can level from 1 to 80 by soloing or partying with other players.Before I tell you where you can level up quickly, there are a few things to take note that will affect the time taken to level up.

Below is the list of Extra EXP notes :

1. Channel Bonus

Channel Bonus play a very big part in helping players to level up quickly, if you are in the designated channel for your level you will receive stage clear EXP boost from 5% to 200%. The amount of EXP bonus receive will be different depending on your level.

A overview of Channel Bonus EXP :

Mana Ridge & Prairie Town :

All Channel for Level 1 - 9
EXP bonus 0%

Calderock Village :

Channel 1 to 5 for Level 9 - 16
EXP Bonus 100%

Channel 6 to 13 for Level 16 - 24
EXP Bonus 100%

Saint Haven :

Channel 1 to 4 for Level 24 - 32
EXP Bonus 5%

Channel 5 to 12 for Level 32 - 59
EXP Bonus 200%

Lotus Marsh :

All Channel for 40 - 50
EXP Bonus 200%

2. Guild EXP Bonus

Guild EXP Bonus consist of Join Guild Hero Scroll ( 7 Days ), Guild Costume and Guild Extra EXP buff. So when you join a guild you will receive a 7 days 100% EXP Hero Scroll from your mail which will give you 100% EXP bonus for killing monster and clearing stage from level 1 to 59 for the set duration. If you joined a level 24 and above guild, you will get to buy Guild Costume that will give you 4% - 10% EXP bonus depending on how many part you bought. For Guild Extra EXP buff, only your Guild Master can purchase this and it will last 30 Days, you will get 2% - 10% EXP Bonus depending on the guild’s buff level.

3. Max Level EXP Bonus

This only applies for those with at least 1 max level character in your account, you will get 5% - 25% EXP Bonus depending on how many max level character you have in your account.

4. Master and Apprentice

If you party with your Mentor you will get 10% EXP bonus and extra 5% EXP bonus for each alumni/apprentice you have in your party.

5. 200% EXP Hero Scroll

This is for players whom are willing to spend cash to level up faster. You can purchase 200% Hero Scroll from the Cash Shop at a price of 14,800 CC for 7 Days or 22,000 CC for 30 Days. This scroll will give you 200% EXP Bonus for clearing monster and stage from level 1 to 79.

So now with the above notes, we’re ready to begin leveling.

*note - Do not attempt Master Mode dungeon if you’re not geared or if you’re taking too long to finish the dungeon. If you are not geared or clearing too slow on Master Mode then clearing Hard Mode would be a faster option for you to level quicker since you will be taking lesser time to clear the dungeon.

Level 1 - 9 :

Do your main quest until you reach level 9, there is no faster method here.

Level 9 - 16 :

Make sure you are at Calderock Channel 1 - 5

Repeat Sigh Canyon (SC) or Raider Ambush Point (RAP) with the board quest for the respective dungeon on Hard mode until you reach level 16.

Level 16 - 24 :

Make sure you are at Calderock Channel 6 - 13

Repeat Dark Tower Magic Institute (DTMI) with the board quest for the respective dungeon on Hard mode if you’re soloing, if you have a friend/mentor/party or geared enough then do Master mode until you reach level 24.

Level 24 - 32 :

Make sure you are at Saint Haven Channel 1 - 4

Go to Wonderful Theme Park and do Warrior Goblin for 7 times. After finishing 7 runs of Warrior Goblin you can start doing Flooded Downstream Ruin (FDR) dungeon at Saint Haven. Repeat FDR with the board quest for the respective dungeon on Hard mode if you’re soloing, if you have a friend/mentor/party or geared enough then do Master mode until you reach level 32.

Level 32 - 40 :

Make sure you are at Saint Haven Channel 5 - 12

From level 32 onward you can level faster since the channel bonus gives you 200% EXP Bonus, at level 32 go to Gate to City of Death (GDC) and repeat the dungeon with the board quest for the respective dungeon on Hard mode if you’re soloing, if you have a friend/mentor/party or geared enough then do Master mode until you reach level 40.

Level 40 - 50 :

Make sure you are at either Saint Haven Channel 5 - 12 or Lotus Marsh any Channel

When you reach level 40, proceed to Lotus Marsh or you can go to Hermalte Port Portal at Saint Haven enter Riverwort Marsh and go to Riverwort Village Ruin (RR) dungeon. Repeat RR with the board quest for the respective dungeon on Hard mode if you’re soloing, if you have a friend/mentor/party or geared enough then do Master mode until you reach level 50.

Alternately, you can do Dragon Follower Base (DFB) if you have a friend that can one hit kill the last boss for you.

Level 50 - 60 :

Make sure you are at Saint Haven Channel 5 - 12

At level 50 make sure you’re at Saint Haven Channel 5 to 12 because Lotus Marsh doesn’t give Channel Bonus from level 51 - 60. From Saint Haven you can go to Hermalte Port Portal enter Riverwort Marsh and go to Meteor Crash Site Boundaries (MCSB) or Mutant Habitat (MH). Repeat MCSB or MH with the board quest for the respective dungeon on Hard mode if you’re soloing, if you have a friend/mentor/party or geared enough then do Master mode until you reach level 60.

Alternately, you can repeat Riverwort Village Ruin (RR) with the board quest for the respective dungeon on Master mode or Abyss mode if you find that doing MCSB is too hard for you.

Level 60 - 70 :

Make sure you are Saint Haven any Channel

For level 60 - 70 there is no Channel Bonus, but fret not! After the recent patch, the developers have implemented a level 60 - 69 version of Warrior Goblin, which will essentially help you level up just as fast.
From level 60, go to Wonderful Theme Park and do Lv60 - 69 Sparta Goblin for 7 times. After finishing your Sparta Goblin, go to Anu Arendel Portal and enter Golden Meadow (GM) dungeon at Forest of New Moon Entrance. Repeat GM with the board quest for the respective dungeon at Hard mode only until you reach level 70, the board quest will ask you to do Master mode 1 time after that you can repeat the board quest on Hard mode.

Level 70 - 80 :

Make sure you are Saint Haven any Channel

At level 70, you can buy 70% EXP Hero Scroll with 10 Fragment of Wandering Soul from the Stone Altar NPC outside of the Monolith dungeons. In order to get this Fragment of Wandering Soul you need to clear the Monolith dungeons and at the end of the dungeon the boss or the chest will drop.

Go to Anu Arendel Portal and enter Abyss of Heat (AOH) dungeon at Monolith Entrance. Repeat AOH with the board quest for the respective dungeon at Hard mode only until you reach level 80, the board quest will ask you to do Master mode 1 time after that you can repeat the board quest on Hard mode.

At level 75, you choose to continue repeating AOH or proceed to Wailing Wall (WW) dungeon and repeat WW with the board quest for the respective dungeon at Hard mode only until you reach level 80, the board quest will ask you to do Master mode 1 time after that you can repeat the board quest on Hard mode.

Both AOH and WW give the same amount of EXP, so choose the one you can clear faster to level even faster.

Congratulation on reaching Level 80! From now on, you can start farming for your gears, conquer Black Dragon Nest/Volcano Nest or train even more character and your new character will get to enjoy Max Level EXP Bonus!

Let us know how our guide have help you in leveling your character or if you have any questions, don’t hesitate to ask in the comment box below!

If you like our Dragon Nest Leveling Guide From Level 1 to 80 article, remember to give us a Like, Share and Reblog this to your friends and so they can know just where to level and how to level up quickly!