Tumgik
#buildcraft
thebleedingeffect · 1 year
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
A build contributed to Technoblade, the build palette was inspired by desert palace build and the sword is inspired by the antarctic empire! Miss and Love you Technoblade or aka, Alexander <33
Hope you enjoy this build! And remember, Techno Never Dies!
mizuno // bsl shaders // galaxy-sky texture pack
397 notes · View notes
wither-rosee · 2 years
Text
Tumblr media Tumblr media
Built a survival cottage to the same floor plan as this one! I now have Java, woot
182 notes · View notes
thaumium-block · 5 months
Text
Tumblr media
Temp setup for enriched coal making gayming
5 notes · View notes
thepixelatedcactus · 1 year
Text
Tumblr media
Cool Stuff #8 (Bonus): Minecraft Feed The Beast
3 notes · View notes
ponysouls · 2 years
Text
typing less eloquently bc im on mobile at 1.20am
clerical magic typically white/gold with a core of rapidly changing rainbow, magenta more prominent
some thematic connection between rainbows and primordial chaos. chaos in this context is similar or equivalent to the abyss from dark souls. its some source of ponykind and has some connection to 'harmony', harmony being an important value in pony society before the collapse.
all life in pony world is derived from the creature that fell from the stars and died. it wasnt mundane, it was an alien cosmic entity, like a lovecraftian god but lacking self awareness or consciousness. but full of raw power. a scared stupid thing that on a world teeming with life would have caused untold destruction and fed ferociously. but instead it died and gave life to a whole world.
the sky beast idea might end up getting scrapped but i still want to hold onto the idea of rainbows representing some primordial magical force. i keep coming back to the idea of chaos as a force or wellspring of power. i feel like tying rainbows into that would work rly well as a sort of subversion of the pop culture cliche of 'pink tiny unicorns dancing on rainbows'. im picturing offensive rainbow magic thats a beam that corrupts and dismembers the target while also hurting the weilder. something deliberately unsettling or upsetting.
clerical magic would tap into the lifegiving aspect of this primordial chaos/magic, using a small amount of it carefully tempered to heal. or directing it precisely to harm.
sidenote: healing spells hurting the undead is a Must. its such a cool classic concept thats so underutilized.
this also segues into a conversation about magic schools and elements and casting implements.
i think my ideal set up would be 3 casting stats, with an element for each stat, an element for each pair among the 3, combination elements like warframe, with pure uncontrolled chaos magic drawing from all three stats. every element has an associated status effect too maybe?
im repurposing this from older ideas for another game i wanted to make, but i think i want to theme this in a more, pony, way? whatever that means.
the names for the stats (strength, dex, vigor, intelligence, etc) should be different tonally.
rather than neutral terms like the souls games and dnd use i think more emotional terms that evoke the elements of harmony and the language of mlpfim would be more fitting.
words like heart, bravery, compassion, etc
things that sound like positive qualities ppl try to have. i would need a thesaurus to find the right words but heart could work for hp.
i remember in a plan for another game wanting 3 casting stats and 3 martial stats.
strength and dexterity ofc, with a third stat reoresenting sturdiness or steadfastness that gave equip load and a small amount of stamina and/or hp, but that some weapons also scaled with, mainly shields.
i feel like that would fit really well for this setting? like, physical strength isn't the be all and end all of 'strength'. big mac and applejack are both shown to be very physically strong in the show but big mac is a lot sturdier and stable. theres a quality he has that applejack doesnt which is what im trying to point out here. sturdiness feels like the right word for it.
some stat that describes how resistant you are to being pushed around. which i suppose should give you poise then huh.
3 phys and 3 magic stats could be too many. bc there needs to be at least 3 more stats beyond that, hp, stamina, and mana. all of which would have secondary effects.
if poise is in the game there needs to be a lot of thought put into how to implement it and into how it is communicated to the player. it also needs to be impactful but expensive. in ds1 to feel the full potential of poise you had to invest heavily into endurance to be able to wear the heaviest armor sets but the effects were clear and tangible and felt good. thats important to recapture. but poise should alsobe impactful with less investment.
passive and active poise where poise is made of two substats could be a way to achieve this. passive poise being a static amount that never decreases and active poise being the poise health system in ds3? where your total poise is defined by adding passive and active, and passive is essentially a section of poise health that cant deplete.
need to find something better to call dex, str, int, etx than 'stats'. stats is too vague. ability scores will do for the future, but id like to find a word for ingame that fits this games identity, another sincere emotional word. virtues is too christian. qualities is too simple. talents could work?
2 notes · View notes
morzowo · 2 years
Photo
Tumblr media
212 notes · View notes
makapatag · 1 year
Text
Tumblr media
having a normal one on twitter
59 notes · View notes
hundchentanque · 4 months
Text
Hello gang, would you like to calculate an immense amount of damage that my Dark Heresy character (Garruk) could theoretically do?
Let's start with the weapon: Selvanian Power Maul When its energy field is active (all power weapons are melee weapons that have an activatable energy field. They're lightsabers but more practical) the Selvanian Power Maul deals a quality 1d10+5 energy damage with an armour penetration value of 4, nothing to scoff at. Couple that with its bonus to parry checks (Balanced Keyword), its ability to potentially stun targets if it deals damage (Shocking Keyword), and its ability to potentially destroy any weapon that it parries (Power Field Keyword) makes this weapon a godsend for Garruk's role as the main melee dps and "tank" of the group.
A weapon's stats and keywords aren't the only thing that determines its effectivenes and damage. A good combat character in Dark Heresy tricks themselves out as much as the weapons that they are carrying. With that said, we now turn our eyes to the abilities that Garruk will ideally gain before finally calculating potential damage.
Melee weapons add a character's strength bonus to their damage, no matter which type of melee weapon is used. In this case I will use xp to bump my strength characteristic to a near overwhelming 53, getting my bonus to 5. I will also do the same with my weapon skill characteristic, putting it at 50 to gain 5 as my bonus. Increasing Garruk's weapon skill to 50 allows for two things: it firstly allows for an incredibly high parry success rate, since the Power Maul is Blanaced and Garruk is trained in the parrying skill (gaining an additional +10 to parry checks) it brings it up to a rolling threshold of 70 and lower for a successful parry. Secondly, increasing my weapon skill to 50 will allow for extra damage when I purchase the talent Crushing Blow.
Crushing Blow allows for the character (In this case, Garruk) to add half of their weapon skill bonus (rounding up) to their melee weapon damage in the same way that they would their strength bonus. Considering that Garruk's strength bonus is a 5, this means that the bonus damage from Crushing Blow becomes a 3 (5/2=2.5 rounded up=3). With the stats and the talents covered, one thing remains: Cybernetics.
In Dark Heresy, access to cybernetics is a godsend. They act as no-xp cost passive (and sometimes active) abilities that play characters can gain if they have connections to facilities and Adeptus Mechanicus NPCs. In this case, the cybernetic that Garruk will get will be Synthmuscle. Synthmuscle is a cybernetic that grants the character Unnatural Strength (1). Unnatural Strength is a bonus to the damage bonus that strength gives melee attacks. The numerical amount that Unnatural Strength gives is shown by the number in parenthesis. Synthmuscle can give Unnatural Strength (4) if it's high quality, but the character suffers an agility penalty as well, something that i do not wish for Garruk.
So! Onto the big question! what is the amount of damage that Garruk will be outputting? The final calculation is this 1d10+5(from the weapon itself)+5(strength)+3(crushing blow)+1(synthmuscle). Garruk is doing at 14 damage before the dice are rolled. When the dice are rolled, he will be outputting a range of 18 to 21 (based on the percentages of rolling a 4, 5, 6, and 7 on the dice respectively) damage per attack. To make this scarier, the Power Maul's armour penetration and damage are also modified by Garruk's passive ability from his Role (think of it as a class) as a Crusader; any time that Garruk faces an enemy with a fear characteristic, the numerical value of that characteristic is automatically added to the armour penetration and damage values of any weapon that he attacks it with.
In total: this build will cost 1400 xp and a successful trip to the surgical table. Quite a lot, but most of it can be done after one mission, and the damage he'll put out is well worth it.
Some notes: Fear in Dark Heresy works mechanically like Unnatural Strength, with the number associate with the fear stat (for example, [2]) being its fear "level."
6 notes · View notes
celestialgloaming · 4 months
Text
PF2E fans really love to act like you're insane when you don't like the scaling the system has.
Like it has insane Dragon Ball ass power scaling but refuses to embrace it and still has the trappings and skill systems of a dungeon game. It's like idk imagining playing and one level of PF2E seems fun to me but campaigns in it just seem like hell. Leveling up and immediately outpacing what used to be a challenge to you really isn't fun (for me). And especially isn't something I want to plan around as a GM. PF2E has brought a lot of good mechanical ideas to the grid combat ttrpg space but I'm really not convinced it's a good system.
4 notes · View notes
oncedied · 2 months
Text
the destiny community’s most blocked guy at your service
2 notes · View notes
l3rking · 8 months
Text
Tumblr media Tumblr media
If you thought for a second I wasn't going to immediately make new builds in light of the ToM and WI buffs, idk what you were thinking. Please for the love of the Traveler let there be stasis mods in the Artifact next season.
5 notes · View notes
thebleedingeffect · 2 years
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Been in the works for a good bit! A heavy nature build with a sprawling wheat and tulip field :] also a little windmill and farm house! I hope you enjoy :]
mizuno's 16 craft / bsl shaders / milkyway galaxy day & night
more pics under the cut if you're interested!
Tumblr media Tumblr media Tumblr media
15 notes · View notes
meeeeeeese · 11 months
Text
So I was curious what the quickness scrapper build is gonna look like post-balance changes so searched up a list of engi blast and leap finishers. The leap ones are scarce, pretty much just hammer 3 but there's a wealth of blash finishers available...
Tumblr media
INCLUDING ALL THE TURRETS
Turret engi's back on the menu boys!
(ok probably not actually but I can see thumper turret getting a place cuz it's got 3 blast finishers (toolbelt, placement overcharge and detonation) in one skill.)
Engi will likely already be taking throw mine because it's just good damage and between hammer 3 and thumper turret proccing the new ability 2 and 3 times each respectively, throw mine and maybe taking heal turret for its detonation I think Engi's still gonna be pumping out good quickness, and probably still going good damage since there's still room to use the heavy hitters of hammer 2 and grenade kit 2
IDK though I'm not a build expert this is just my uneducated opinion
4 notes · View notes
farmergadda · 1 year
Note
WAIT YOU MADE ME REALISE THE ORESPAWN DRAMA STARTED IN 2012 OR SO
You made me feel old
Btw, here, have his website, you can download his DangerZone game of his!
Tumblr media
Why the ever loving fuck would I download anything orespawn dev touched I did not spent a solid decade watching him melt down from afar to just step within his blast radius
8 notes · View notes
sovpologist · 2 years
Text
i have a feeling that tormenters might end up replacing champions? or at least being their lightfall alternatives
4 notes · View notes
ponysouls · 2 years
Text
im sort of sick of weapon arts to be completely honest
for my first soulslike im gonna keep combat deep and nuanced, but simplify the moveset
one weapon held at a time, 5 weapons can be equipped at once. weapons are held in the mouth after all. a horse only has one mouth.
types of attacks are limited to light, heavy (can be charged), running, dodging, and jumping/plunging attacks.
unusual weapons or specific weapon categories can play with these attacks, and theres a big question of what the l1 and l2 button do.
perhaps all weapons can block and parry? like a combination of ds1 and ds2's use of the L buttons while 2handing a weapon.
charge jump attacks? hit jump while charging a heavy attack to launch your pony forward and up weapon first, can be transitioned into a plunging attack or a jump attack.
the many movement abilities would ideally be utilised in combat regularly, so a simpler moveset would probably make that more streamlined?
simpler in that you can only hold 1 weapon at a time, and with no weapon arts, but still deep and nuanced bc of the subtleties of the moveset and the way it overlaps/interfaces with the movement abilities.
consider a mechanic where the damage of a plunging attack increases with distance travelled downward.
weapon categories (rough)
basic weapon types like straight swords, curved swords, clubs, maces, axes, daggers, thrusting swords and spears.
more unusual weapons like whips, halberds, lances, greatswords, great clubs, great axes, shields, crossbows, torches, and spellcasting implements
immediately spears and thrusting swords seem like a huge obstacle. can a pony use a spear? can a pony use an estoc? an estoc i can picture without as much difficulty as a spear. a pony couldn't poke with a spear. but they could slash at long range with one maybe? awkward unless they use their front hooves maybe?
shields are interesting. slamming and bludgeoning attacks with limited range, but the ability to reliably block and possibly parry
greatswords/gaxes/gclubs/lances could all come in different degrees of 'great'. indicated by length, weight, and moveset. lowercase great weapons vs uppercase Great weapons.
a greatsword would be like a gs in any souls game, sweeps and slashes with some thrusts maybe. slow and cumbersome for a pony maybe, but with a standard moveset matching normal weapons.
Great aka ultra weapons, have no light attack, light attack is replaced with a second different heavy attack whicc can also be charged. no jump attacks but two variations on plunging attack? plunging attacks use tonnes of stamina and have long recovery possibly?
jumping attacks as distinct with plunging attacks will be important for aerial platforming combat. lets call them aerials for clarity's sake.
some weapons having special attacks would be nice, like in the style of ds1 and ds2, where for example the moonlight gs could throw waves of light but that cost durability. instead of durability being used as a resource maybe give them a cooldown? or have them draw from fp...
but dont give them a special weapon art button, the heavy attack on this nightmare moonlight greatsword is just special. mix it up among the different moves.
falling asleep as i type lol
1 note · View note