From bcc199f840d9109bcef21c9c3e0294b376128583 Mon Sep 17 00:00:00 2001 From: mehbark Date: Wed, 27 May 2026 00:52:50 -0400 Subject: [PATCH] posts/law1: done --- site-src/law1.mdx | 41 +++++++++++++++++++++++++++++++++++++++++ site-src/res/main.css | 9 +++++++++ 2 files changed, 50 insertions(+) create mode 100644 site-src/law1.mdx diff --git a/site-src/law1.mdx b/site-src/law1.mdx new file mode 100644 index 0000000..acdb6e2 --- /dev/null +++ b/site-src/law1.mdx @@ -0,0 +1,41 @@ +--- +title: Mehbark’s First Law +description: + Any curve will leave someone disappointed. + A 1% curve will disappoint people 2% short of their desired grade, and a 10% curve will disappoint people 11% short of their desired grade. + Even a 100% curve will disappoint some people because every score is now meaninglessly high. +tags: post,short,law +date: 2026-05-26 23:02:29 -4 +--- + +export const gpa = GPA; +export const evs = EVs; + +

{props.description}

+ +## Why +[Non-linear consequences](https://www.youtube.com/watch?v=a7anye0FwcY). +Point thresholds matter a lot in academics; the obvious example is {gpa}. +For the grading scale that determines {gpa}, shown below, the only points that make a difference are 60, 70, 80, and 90. + + + +Only getting to the next “step” is valuable, so being just below is frustrating—*even if you were farther away before your grade was curved*. +Objective outcomes aside, a high B feels worse than a low A even though we know they can be arbitrarily close. + +Height perception functions the same way. +6′0″ is not a milestone in centimeters (182.88), and 180cm is not a milestone in feet (≈5′11″). +In an alternate history where the meter was different (maybe a different Earth circumference), more or fewer people would meet that threshold. + +## More examples +Grades are the most obvious example (hence the use of the word “curve”), but anywhere there are breakpoints, this effect might apply. + +A Slay the Spire 2 player [suggested](https://old.reddit.com/r/slaythespire/comments/1tnjfjp/just_let_me_sell_potions_at_the_shop/) +that it should be possible to sell potions at shops. +Being a few gold short of a valuable purchase is frustrating and often not strategically interesting (gold rewards are random within a range), +but this proposed solution would create situations where you are just shy even after selling your potions. + +Competitive Pokémon has a truly staggering number of relevant breakpoints. +Investing {evs} in a stat lets you survive, kill, or outspeed more often, but it is always at the cost of another stat, which means giving up surviving, killing, or outspeeding in other situations. + +I feel like I am missing some obvious example. diff --git a/site-src/res/main.css b/site-src/res/main.css index 160482d..b8c8e0a 100644 --- a/site-src/res/main.css +++ b/site-src/res/main.css @@ -380,3 +380,12 @@ footer > * { background-color: #fbf0c9; } } + +time { + white-space: pre; +} + +.desmos { + margin-inline: auto; + display: block; +}