mongoDB v4.0.4 >> replica set of 3 nodes (not sharded)
su - mongo7937 No directory, logging in with HOME=/ $ ulimit -Hn 1048576 $ ulimit -Sn 1024 $ cat /etc/pam.d/common-session | grep pam_limits.so cat /etc/sysctl.conf | grep fs.file-max
su - mongo7937 No directory, logging in with HOME=/ $ ulimit -Hn 1048576 $ ulimit -Sn 64000 $ cat /etc/pam.d/common-session | grep pam_limits.so session required pam_limits.so cat /etc/sysctl.conf | grep fs.file-max fs.file-max = 2097152 sysctl -p
So earlier my max number of connections were limited to 818 which is 80% of 1024. As per recommendation from mongoDB documentation I’ve increased the limit to 64000 but still when mongo c# client reaches max open connections to 818, my mongoDB abruptly stopping.
Is there working command set for c sharp driver to limit number of connection client end ? because whatever we tried is not working, can someone share if that is working for you.
Else can someone tell me the right steps to limit number of open connections from mongoDB side and at server user level.
I need increase verified links in my order so please help me.
The problem is quite simple: I want to attune to four or more magical items at once, and I don’t want to take ten levels in Artificer.
Are there any features, items, etc. that increase the number of items you can attune to without being a 10th level or higher artificer?
First thank you for your time. We have a SQL Server database that was assigned to be replicated. the original size of the database was 5 GB for the datafile, not the log file. Now after the replication the data file is 4 times bigger around 19 GB. Any pointers to see what could happened will be appreciated. I know sql as developer and some little management but nothing about replication. The performance of the database has been damaged very bad so I am trying to see what need to be done to improve it. I do apologize for my English as well.
I wanted to ask the question "Is Inspiring Leader basicly a permanent HP increase for the whole party?", but apparently that question has already been asked and answered, even though it doesn’t really solve my issue.
I am a DM for a party of 5 players where one of them (the Rogue) has the Inspiring leader feat. We’re all horrible at roleplay, so I don’t require him to actually make up a speech each long rest in order to get the benefits. Because I think it’s also a bit silly that he has to say "I use inspiring leader" each long rest, I simply ruled that he automatically uses it every morning.
And this is where something very rare happened! The players wanted me to make a harsher ruling! One of them said that they should only be allowed to get the benefits after an actual speach (or at least have the +n be dependent on whether a speech was given or not, and how good it was). Some others said that it was silly that they’d get a permanent HP increase and that there should be some mechanic tied to it.
I kinda agree with them, but I don’t know how to make a better ruling. I’m also afraid to nerf it too hard, because since it’s a feat he already sacrificed two +1 ASI’s to get it.
How should I rule Inspiring Leader so that it is not a permanent HP boost, but also not nerfed too hard?
Since this there probably isn’t a RAW solution for this, I’m mainly looking for experiences from both DMs and players who have had DM’s who made a special ruling concerning this feat.
When a ship is upgrade from tier 3 to tier 4 in starfinder it says there is a
hp increase. You can see this in the starfinder core rulebook, page 294, table 9-1. It is also on table 9-1 here https://www.starjammersrd.com/equipment/starships/.
I don’t see any notes on how much HP it gets in the book or online. Does anyone have a pointer?
I was wondering if there was a core pathfinder method to increase the size of the "aura" that the Holy Tactician 3rd level ability grants. I am not looking for a combat application, but a out of combat one as the only teamwork feats I plan on sharing are stealth and favored terrain based. Best option is a reasonably priced magic item (10k), but while feats are tight I could spend ONE for this. I might even consider a level dip into something.
I’m pretty new to D&D, and I just started an Evil campaign. I am a wood elf, Chaotic Neutral aligned, 3rd level Monk(Open Hand).
Our party has a couple of barbarians, a few rogues, and a trickster.
I realize that fist fighting isn’t going to get a 1d10 or even a 1d8, but 1d4 is pretty useless unless you’re brawling in a bar. If there’s a way I can use a feat or something to get a small bonus (I already have a Dex bonus of +4) I would appreciate it
I have noticed that my damage output is considerably lower than my friends’ damage. We are trying to escape a mining complex. I didn’t notice the damage difference until everyone got better weapons than rocks and pickaxes.
I can make a bonus attack but with only 1d4+4 damge per hit, I do nothing to the guards, who have an ac of 12 and 14 hp.
The spell Zephyr Strike, from XGE, has the following text:
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Clearly this spell was written with combat in mind. I’m curious what support, if any, exists for using it outside of combat for the purpose of increasing a character’s movement speed, for instance in a foot chase.
What I would like to happen: I cast Zephyr Strike, waive the attack, and immediately trigger the bonus 30 feet of speed (say, to 60 ft). Since Zephyr Strike’s casting time is a bonus action, I then take the dash action, doubling my speed to 120 feet. I have this speed for 6 seconds.
My interpretation of the spell as written: The bonus to speed requires the player to take the attack action. The extra speed only lasts until the end of the turn. So to gain the speed benefit, a player must attack something, which uses their action and prevents the use of the dash action while under the effect of the spell.
Obviously the DM can rule however they want, but I’m curious what support the rules might have for my preferred outcome.
The "game features with the same name" rule from the DMG errata says:
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
The use of "for example", indicates that damage is one game feature effect – but there are others that are left unspecified. Similarly, in the corresponding PHB entry, the use of "such as" indicates that bonuses to hit and to saves are also game effects, but others are possible.
Unfortunately, we are not given much guidance in terms of what constitutes a more potent effect, other than by referencing the Fire Form trait (and the Bless spell in the PHB) it is clear that ‘points’ themselves (actual resultant points of damage or bonuses to saves or to hit) are not a measure of potency, but their base dice are.
When considering two overlapping spells of the same name, one that has been altered by a sorcerer’s Metamagic feature and one that has not, which Metamagic features result in a spell of greater potency?
I am posting my current thoughts on this as an answer below, but am interested in seeing contrasting arguments and reasoning. Also, a better answer than mine would include official Metamagic options available beyond the PHB.