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Ya I think I'm pushing it a little when it comes to move count. Idk tho, a lot of the CP cases would be as little as 3 moves... Any other parts that may be unrealistic?Probably getting a favorable EOLR case.
Though, I think his movecounts are a little optimistic
@Aerma This is EXACTLY what everyone here was been working on for the past couple of weeks. It's been determined for L6C the fastest way is TEG (Twisty EG) but we're still working on ways of solving L9E. (Btw in case you didn't know this method is called WaterRoux).An idea I came up with (probably really bad):
1) Solve Roux 1x2x3 block on left
2) Solve remaining 6 corners
3) L9E (many cases)
You could also decrease the amount of L9E algorithms/cases to an extent by solving any D layer edges that can be solved with just M and U moves in between steps 2 and 3 (because total L9E cases - all L9E cases where there's an unsolved D layer edge that can be solved with M and U moves = a slightly smaller number of L9E cases).
Pros:
- Uses 3 looks total at least, more if you can't one-look the Roux block, the corners, and L9E
- According to my one example solve, it doesn't use too many moves if you're really efficient
Cons:
- Quite a bit of L9E cases
- taking advantage of the pros of this method requires a lot of skill
Example solve:
Scramble: F2 L B2 L R' B R' B2 F U L' F2 D2 L R2 F U' B R2
1) z2 U R' B2 U2 F D F D2 (8/37)
2) U F R' F2 U' F R U2 R2 U (10/37)
2.5) M' U2 M U2 (4/37)
3) y R F U F2 U D R' D' F' U' F U' F U R' (15/37)
Hey being the creator of WaterRoux, NLS, and one of the creators of NS4, I can honestly say that good ideas are fairly rare even for the best method designers. All of us have had our duds, my first proposals were absolutely awful (ZZ with UL/UR in the line to do LSE and an awful WVCP-based method) and most ideas don't get very far. The key is to always keep trying. If you push through all of the failed attempts, you'll find what works and what doesn't, and be able to use that knowledge to create something great. It's all about tenacity and learning from your mistakes. So don't worry, you'll probably come up with something good in time!Oh sorry, I thought WaterRoux was something different!
Every time I come up with some method idea, it's either taken, really bad, or not original enough :/
I'm skeptical of the CP, belt+CO, and DR+influence estimatesYa I think I'm pushing it a little when it comes to move count. Idk tho, a lot of the CP cases would be as little as 3 moves... Any other parts that may be unrealistic?
Ya I tried generating algs and I was totally off in terms of CP. The algs are bad and so is recog, I'm scrapping the whole idea.I'm skeptical of the CP, belt+CO, and DR+influence estimates
Though, I could still see it getting movecounts comparable to roux
Hm, I'm not sure if corner separation in 3 moves is possible while preserving the E slice.Something like this possibly:
1. Three E-slice edges and three oriented corners on D (8 moves)
2. CO (around 4 moves, according to the Guimond wiki page)
3. Corner separation (3 moves average according to the Guimond wiki)
4. CP + DL edge (8.5 moves)
5. L7E (17 moves)
Total: 39.5 moves on average. Did I get anything wrong?