## Round Robin (RR) versus Weighted Fair Queuing (WFQ)

I am trying to understand the difference between RR and WFQ. Both of them alternate between classes of packets. But WFQ uses a differential weightage technique. This is given in the book (Network Communication: Top Down Approach):

WFQ differs from round robin in that each class may receive a differential amount of service in any interval of time. Specifically, each class, i, is assigned a weight, wi. Under WFQ, during any interval of time during which there are class i packets to send, class i will then be guaranteed to receive a fraction of service equal to wi/(Σwj), where the sum in the denominator is taken over all classes that also have packets queued for transmission.

Somebody please explain the WFQ concept in a simple manner.

Zulfi.

## What’s the largest creature a swarm of stirges could kill in one round?

I have been working on the challenge of designing encounters that must be passed with other talents besides combat. One of those potential encounters is an area like a cave filled with hundreds of tiny, flying creatures like stirges.

To low level characters, such a swarm could require new solutions other than a single combat. A large number of these creatures could potentially attack in one round by swarming and covering every part of an enemy’s body.

It would be great to show the power and danger of this swarm by showing a big creature getting attacked by the swarm, drained and killed in just a round.

It would be nice if that scene fit the actual rules of the game.

Tiny creatures are described as taking up 2.5’x2.5′ on a battlemap. Four tiny creatures can fit into a single battlemap square. But this doesn’t address the opportunity of three dimensions made possible by flying and which creatures in the square get to attack. Additionally, some large or very large creatures have fewer hit points than others and so could more easily be taken down by the swarm of stirges.

What is the largest creature from the game that stirges could realistically kill (i.e. 50% chance or higher) in one round using the standard combat rules of the game and existing published creatures?

## Can you use your action to interrupt another player action that was played in the same round?

I think the title is pretty straight forward, I’ll just add some context.

I play in a game when everyone play the way we want at our own turn : saying to another player what he should do is forbidden. Your turn = your action.

I think this is pretty fun and it add a lot of stress in difficult fights since we can’t coordinate ourselve on runtime but, sometime, someone make a mistake that could be avoided in a roleplay way.

So, is it possible to use our own action to interrupt another player action that was played earlier in the same round ?

Thanks.

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## Does the damage for Delayed Blast Fireball increase each round?

The damage for the spell delayed blast fireball is listed as:

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

The spell’s duration is “Concentration, up to 1 minute”.

Does this damage increase repeat on each of your turns throughout the spell’s duration?
Or does it only apply to the turn when you cast the spell?

I tried to draw comparison to the 3.5e version of the spell, but according to the d20 SRD, there is no damage bonus for delaying the blast; the spell is simply more powerful than fireball.

## If you cast Sunbeam: Do you get the first beam in the same round you cast the spell?

I have a question concerning the spell “Sunbeam” (PHB, 289). In the spell description it says:

“For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round.”

I´m not sure if this means that you may get the first beam in the same round you cast the spell or wether you have to spend one standard action just casting and then wait for your next round to send forth the first beam?

“Wasting” one standard action just for casting would be a high cost, so I guess you should be able to get the first beam in the round you cast the spell – but it does not say so in the spell description.

## Is there a way to *round* a nearby point into the feasible set?

Let $$P \subset \mathbb R^d$$ be a polytope with interior given by $$F$$-many linear inequalities. Suppose we have a convex problem with feasible set $$P$$. For example computing the Euclidean projection of some point onto $$P$$.

Instead of trying to directly solve the problem we run Langrange multipliers on the dual problem. This gives a sequence $$\lambda_n \in \mathbb R_+^F$$ converging to the dual solution $$\lambda^*$$ and a sequence $$x_n \in \mathbb R^d$$ converging to the primal solution $$x^*$$.

We know $$x^*$$ is feasible but $$x_n$$ might not be. In practice we never compute $$x^*$$ itself but only $$x_N$$ for some very large $$N$$. Ideally we have theoretical results that say how big we must take $$N$$ to make the error less than $$\epsilon$$.

Doing that, we get an infeasible approximate solution $$x_N = p$$ that we know is distance $$\epsilon$$ of $$x^*$$. That means the ball of radius $$2 \epsilon$$ around $$p$$ intersects the interior, and we know $$x^*$$ is somewhere in that intersection.

To get a feasible point near $$p$$ the obvious thing to do is project onto $$P$$ . Unfortunately this amounts to solving another problem on domain $$P$$ and we’re back to where we’re started!

However we have in fact simplified the problem as any $$y^*$$ in the red region is feasible with $$\|x^* -y^*\| < 2\epsilon$$. Is it any easier to find such a $$y^*$$ than solving the original problem?

## Solution unclear. Need further explanation on google kick start 2019 round A second problem

I can’t understand the part with the formula under the explanation of test set 2 (in analysis section). Can someone explain it better?

Thanks

## Why is it assumed that you may move only 5 feet per round in a Solid Fog?

I’ve encountered in several threads how wonderful a spell Solid Fog is. While removing someone from an encounter is a relatively big deal, at first glace, moving out of an area of Solid Fog should take one or two rounds, and you have already wasted this round on casting it.

At best you can put it straight ahead of a creature to create four squares of effect between said creature and yourself. Then, given the “target” doesn’t have some escape method, it should be able to move two squares towards you before having to end its turn. On the next turn it moves again, and now there is a single square of effect between the two of you, allowing the target creature to cast a spell on you (or attack you with a ranged attack, which is probably less problematic).

But I’ve noticed that there seems to be a consensus (or at least more or less of one) that a creature may only move 5 feet a round while in an area of Solid Fog. While I could assume that’s an application of The Move 5 Feet Through Difficult Terrain rule, I actually don’t see why it should be the case. Having a move speed of 5 feet allows a creature to move 5 feet as a move action. Also, there are effects, like Entangle and Web spells, which specifically say the target must use a full-round action to move, and Solid Fog is not one of them.

So, am I wrong that a creature caught in an area of Solid Fog may move 5 feet twice? If yes, could you explain why?

## Why is it assumed that you may move only 5 feet per round in a Solid Fog?

I’ve encountered in several threads how wonderful a spell Solid Fog is. While removing someone from an encounter is a relatively big deal, at first glace, moving out of an area of Solid Fog should take one or two rounds, and you have already wasted this round on casting it.

At best you can put it straight ahead of a creature to create four squares of effect between said creature and yourself. Then, given the “target” doesn’t have some escape method, it should be able to move two squares towards you before having to end its turn. On the next turn it moves again, and now there is a single square of effect between the two of you, allowing the target creature to cast a spell on you (or attack you with a ranged attack, which is probably less problematic).

But I’ve noticed that there seems to be a consensus (or at least more or less of one) that a creature may only move 5 feet a round while in an area of Solid Fog. While I could assume that’s an application of The Move 5 Feet Through Difficult Terrain rule, I actually don’t see why it should be the case. Having a move speed of 5 feet allows a creature to move 5 feet as a move action. Also, there are effects, like Entangle and Web spells, which specifically say the target must use a full-round action to move, and Solid Fog is not one of them.

So, am I wrong that a creature caught in an area of Solid Fog may move 5 feet twice? If yes, could you explain why?