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luxtea-07 ¡ 5 months ago
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think he fucks with warrior cats?
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phoenix-before-the-flame ¡ 2 years ago
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Scar anon again I'm so sorry for sending consecutive asks but mashima really made the coolest dude + team ever (laxus n the raijinshuu in case it wasn't obvious) and then refused to elaborate like???good sir I would have paid for a full series of Them?? The raijinshuu are so criminally underutilised like I want to know their backstories!! I want to know how they came to join fairy tail!!! I start frothing at the mouth everytime I think about how mashima did the raijinshuu so dirty esp during the Tartarus arc ;- ; anyways sorry for the rant it's like 4 am and I'm having many Thoughts ok that's all from me for real this time 👍🏼 peace!
Everything after Tartarus is my villain origin story lol, not even joking. It's so messy.
Im not singing praises for everything before it ofc there was some jank from beginning to gmg but after tartarus' end the story and characterization really seemed to start coming apart at the seams and it really tanked everything even though at that stage mashima's art was 10/10. Which is a shame bcus tartarus really was a step in the right direction tonally but it just stopped right there. Copped a massive W then tossed it out for consecutive L's.
But yea man! Laxus and his squad! Laxus will forever be a sorta sore spot for me because of the dropped Dreyar family plot thread. The whole dealio with Ivan, Makarov sending Gajeel to spy on him, Laxus' lone adventures. It really could've culminated in either a small side arc or a B-plot of an already existing arc
(I personally would add it into Tenrou. Take Gajeel off tenrou to have him doin his spy gig, accidentally meet up with Laxus during that, plot details regarding the dreyar family happen all while the events of tenrou go down. The duo gets wind of Grimoire Heart heading to tenrou from Raven Tail due to all dark guilds sharing info. The duo head over to tenrou post haste and allowing gajeel to carry out the iconic gajevy moment where he saves her and justifying why Laxus ended up on Tenrou instead of just randomly showing up at the nick of time. But alas, details lol)
Thunder Legion's always been interesting to me though. I'll admit i dont think about them often but they are a pretty unique squad with varying personalities across the board that, on paper, you probs wouldn't expect em to be friends, let alone friends that close and loyal to one another.
Their magics are also a main point of interest because it really is so out there. Freed in essence has an upgraded solid script (plus those unused transformations the beast lookin one from fantasia and the more streamlined one from tenrou), Evergreen has the petrification magic (alongside her main magic with the energy attacks) and Bickslow? Soul manipulation? That can't be legal man. The magic system in FT is really underexplained and has a anything goes sorta deal (hello summoning gods) but man, i would've loved something there for these 3- power limits or drawbacks, how it works, whether its magic they naturally manifested or learned or both. Something along those lines.
And while i don't think a backstory would've been necessary for them per se, because at the end of the day they still are side characters so relevancy of the information learned throughout the story dictates how much is really needed to be known and this extends to learning about how they joined the guild as well (i personally think they all joined as adults tbh. I know a lotta peeps like to think of em as a teen friendship squad but i really prefer it they were an adult friend group. Having a friendship that strong forming in their 20s feels right to me), but i think even a one line or 2 regarding their pasts could come up in conversation for that information to come up naturally.
Like for eg. Freed gives off rich kid energy, so perhaps he's a runaway rich kid like herself but not from Fiore, that could be revealed in a convo with Lucy at some point to strike common ground between the two. Evergreen feels like an orphaned soul turned away (i personally think she gives off Jessie from pokemon vibes) by others a lot so why not a kinship with her and Juvia or even Mirajane? Bickslow the wild card could spout jokes about his acrobatic skills he learned from being a street performer, just something. They're not perfect concepts no, but they're little ways the characters could've been given even a scrap of info to help learn more about em.
Also uhhhh, it always threw me off that they weren't all S-class wizards so i think it would've been cooler if they were a whole squad of s class wizards who attempted a guild coup instead of just 1 s class and his homies. Aight byeeeeee.
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canmom ¡ 6 days ago
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I'm currently writing a pretty involved article about how we implemented voxel marching cubes based deformable terrain in our Worms-like VR game. But to make some brief 'hey it's a post about a thing I do for my job' comments:
It's not that deformable terrain is so computationally expensive that it isn't possible to implement. You can run voxel calculations and marching cubes, complete with smoothing, on mobile hardware - you have to spread it over a few frames, sure, but it's so fast that we can run at 72fps while running multiple frames of predicted networked physics with... I wouldn't say no problem, it's a hot code path you wanna optimise well, but you can put the terrain processing jobs on the worker threads and have them done fast enough that the time isn't noticeable. Games that aren't limited to mobile hardware, like Deep Rock Galactic, make excellent use of this technique.
As far as I know (though I don't work in AAA), most modern games are GPU- rather than CPU-bound, but even if they're not, this is a great problem for compute shaders. We definitely have the spare computational power to do it.
Instead I think the reason deformable terrain is not more common is that it invites a lot of difficult technical and design problems that make it so you essentially have to build your game around blowing stuff up from the ground up. For example, art direction: you can't easily texture a dynamically generated mesh using UV maps in the same way you can texture a static one. You have to go procedural, and you have to use techniques like triplanar mapping, which tends to make the game as a whole feel quite 'samey'.
You can make up for this quite a bit by scattering decorative objects over the terrain - little rocks, plants, etc. - but it requires a very different approach to level design, and quite a lot of engineering to get it to work well. Your level artist can't just place an asset, they need to figure out a rule for scattering the asset at random. A setpiece element must interact with unpredictable surroundings. Great for an indie procedurally generated game where a little jank is accepted, less good for an AAA game that wants everything just so.
Really the biggest problem is actually not breaking stuff, but everything else around breaking stuff - particularly physics and AI.
Lemme talk about Red Faction! When I was I kid I loved poking around the levels in Red Faction to see how deep I could dig into a deformable wall, or whether I could cut through a bridge and drop it (the answer was surprisingly yes!). With present knowledge, I come back and wonder what meshing technique they were using...
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I had assumed that they were probably using something like marching cubes, but looking at this now it looks more like they're doing some kind of Boolean difference, and texturing the triangles using some kind of 'hole' mesh with UV coordinates built in. With a bit of looking (thanks to this reddit thread) I find an archived article by the creator of the system, John Slagel, and yes it's doing Boolean operations on meshes (also known as 'constructive solid geometry'), which is to say finding all the places where the 'hole' mesh cuts through the existing polygons and cutting them into smaller polygons, and adding the triangles of the 'hole'. No voxels involved.
Similar techniques have been used in games like Tiny and Big: Grandfather's Leftovers (which is a game about modifying the level using planar cuts) and Viewfinder (which allows you to copy and paste a view frustum, cutting through whatever it replaces).
Slagel was working in a time when the main method of representing volumes in games was Binary Space Partioning trees, the 'brushes' that any Half Life modder knows so well. This is actually quite amenable to Boolean calculations. Modern games tend to instead run on a physics engine where everything is just a triangle mesh, using various clever occlusion culling techniques to minimise overdraw.
It doesn't fundamentally change the problem (you need to modify meshes to make a hole in them), but the more dense your mesh, the more complicated the Boolean calculation - and Boolean operations like this tend to generate kind of horrific topology, as you can kinda see at the link. Not necessarily the end of the world but it can cause various issues with shading, overdraw, mesh collider generation etc.
You can read what the real issue is in Slagel's article...
All of out structures in the game are dynamic to handle this... the code to actually make the hole is only a minor part of the problem. For instance, our AI paths can update to reflect the hole, the rooms and portals update so a hole between two rooms is now a portal, and the collision detection structures for the world use recursive AABB, which get dynamically updated during the Geomod. Even things like slapping bullet decals on the new faces and making sure to remove decals on faces that get Geomoded away is a mess.
Rooms and portals are an old technique for geometry culling (making sure the computer only renders what it has to), which may not apply today (we have different methods of occlusion culling these days), but the rest is a pretty big deal. (as I'll elaborate below)
For example, NPCs in games typically use a 'navmesh' to figure out how to get where they need to go. This is a simplified representation of the areas that an NPC can walk, amenable to algorithms like A* pathfinding. It's something that is usually generated before the game runs (manually or algorithmically, perhaps with manual tweaking). With deformable terrain, you need an AI that is flexible enough to either update its navmesh every time the terrain changes, or use some other method to handle pathfinding.
The AI in our game was written by an insanely smart colleague and I don't know all the details, but I believe he uses a method that involves raycasting vertically to get a grid map of the height of the terrain at various points, which the AI can use to plot out a route. (That's not the end of the story, since there is the additional problem of 'steering' across the dynamic terrain.) This method works fairly well on terrains that don't have caves or overhangs - luckily that's usually true in our game, but the AI has been having trouble in the space biome where the geometry and gravity is different.
Physics is another issue. Full mesh colliders are expensive compared to e.g. boxes or capsules, but you kind of need them with deformable terrain. In our game, all the mesh colliders (for the terrain) are static, and they're split into chunks so the physics engine can efficiently fit them into a bounding volume hierarchy. We also don't do any checks for 'floating' pieces of terrain, since this happens only rarely. Even so, physics is the biggest bottleneck in performance for our game.
So if you want to (for example) blast a rock into dynamic chunks that can collapse and roll around, that's gonna hit the physics engine pretty hard. It's not impossible, typically an approach is to use Voronoi shattering to generate the pieces. But usually only a few specific things can be shattered, and it's rarer to see that in a multiplayer game, at least in a gameplay-affecting way.
And more generally, if blowing stuff up is gameplay relevant, it generally affects the design of everything else. How does breaking the arena affect the flow of your boss fight? Or the choke points of your multiplayer map? Can a player accidentally destroy, say, a bridge that takes them to the level exit? Can they cheese an encounter by building an impassible moat that the enemy can't cross? That can very much be a feature, or at least something you can design around, but it's something you have to consider.
That said, I do think dynamic terrain is making a comeback, largely thanks to voxels. Besides Deep Rock Galactic, a similar approach (voxels plus marching cubes) is used in some open world games where you can dig holes like Space Engineers and No Man's Sky. We're definitely solving the problems of making NPC AI that can handle the world changing around them. (And you can find clever workarounds - for example, the enemy bugs and your ally robot in Deep Rock can crawl on any surface, which makes it a lot easier for them to navigate.) Of course games like Teardown really push the limits by taking a very novel approach to rendering and physics throughout the whole game - the entire architecture of it is different to most games.
There's potential for even stranger approaches too - we're just at the cusp of raymarching being a viable technique for use in games, which opens the door to an entirely different rendering paradigm where everything is squishy metaballs. You can see an example of this in the fluid you skate on in Solar Ash (not 100% sure if they used raymarching, but it's definitely metaballs).
In 2001 there was a game called Red Faction, which was an FPS that let you do terrain destruction, so you could blow the foundations of a building and it would fall over, or knock a hole in the wall to burst through into an enemy compound. It was so so cool, at least as a teenager.
But it was one of those things where I thought "wow, this is the future of videogames" and then ... it was just sort of not?
Minecraft and Teardown are counterexamples, of a sort, and there are examples of breachable walls in some games. But when I was a teenager I thought that I was witnessing the way that things were going to be, and it turned out to just be a blip on the radar, even though computers have gotten much, much more powerful than they were in 2001.
(Terrain destruction is enormously computationally expensive, mostly because of the recalculations involved, so this is at least partly a technical issue more than a sign of stagnation. I get that. I still had hoped to be playing more games with a world that could be torn apart.)
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sealer-of-wenkamui ¡ 3 years ago
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I posted 999 times in 2021
159 posts created (16%)
840 posts reblogged (84%)
For every post I created, I reblogged 5.3 posts.
I added 699 tags in 2021
#dark souls - 339 posts
#bloodborne - 97 posts
#art - 94 posts
#drakengard - 34 posts
#elden ring - 27 posts
#fashion - 26 posts
#revolutionary girl utena - 23 posts
#fire emblem - 22 posts
#xenosaga - 19 posts
#drakengard 3 - 18 posts
Longest Tag: 134 characters
#oh man and yeah no matter what sort of ...distasteful things she might have done with arty's corpse i think he'd still forgive her....
My Top Posts in 2021
#5
I love how Drakengard pretends to be a typical fantasy game to begin with, like okay you have to stop the evil empire from breaking the seals and releasing the seeds of resurrection, and you get a dragon companion, and there are faeries and elves and stuff, but right away there’s something seriously off about it, the music is probably the first hint, right from chapter 1 it has its distinct use of repetition to give a sense of madness, and only gets harsher as you go on...
And then you slowly realize that all the characters are fucked up? Caim sure likes to murder a lot, and he’s the main character! And huh, this lady eats babies? Specifically?! Leonard got flat out censored in the translation (though ironically enough he’s the only one that’s self aware how fucked up he is and doesn’t act on it)
Route A is still kinda standard fantasy plot, but then you get into B and C and everything gets more and more bizarre and dark, and wow the gameplay kinda sucks but you can’t stop, and the jank somehow adds to the feeling of chaos present throughout the game, and then you get to route D and babies start falling from the sky and you’re like yep this might as well be happening, and then when you’re wondering how this game could possibly end, you get ending E, which is quite possibly my favorite ending of all time, everything about it designed to have as much impact as possible, even down to a gameplay style completely different from everything so far... its perfect
13 notes • Posted 2021-07-24 19:16:54 GMT
#4
Ciaran Character Analysis
I’ve been thinking a lot about Ciaran over the last few months, so I wanted to try and collect my thoughts and do a proper character analysis of sorts. Of course, things are highly open to interpretation in Dark Souls, so this is just how I read her character and the reasons why.
               First of all, I actually don’t think she was together with Artorias for a number of reasons. She almost certainly had feelings for him, but I think she tried to hide them, and perhaps didn’t fully understand them. For one, she simply speaks of him as a “dear friend”, and while this could also be taken as her keeping their relationship secret, there is no description or unused dialogue from Artorias’ side hinting at it either.  I also wonder if her unused dialogue where she calls him a “dear companion” was changed because it sounds too openly affectionate.  In Gough’s unused dialogue he states that she had “strong feelings” for him, which is worded like they were one sided instead of in a relationship. And while he might have realized it, Gough is also the most perceptive of the Knights, even realizing that the fire will one day fade, while Artorias strikes me as being much more oblivious. Finally, her dying words come across like the confession of a dying woman, one who was never able to say her feelings in life, so she at least will say them now that she has nothing to lose. Interestingly enough, they’re also unsubtitled- words meant not for you, but for Artorias and for herself.
               One of the biggest reasons why I think she would hide her feelings is her position. She is one of four Knights of Gwyn, entrusted with a special soul, and despite her appearance, she is considered something more than human, and seems to have disdain for humans (as seen by her dialogue when you attack her, or even just the way she says “human” in her unused dialogue).
I don’t think it’s the case that she’s human while the others are not just because she’s small, since size seems to be easily variable based on the state of the soul, for example Ornstein grows in size upon absorbing the soul of Smough, or Gael, much larger than your average person after consuming the dark souls of the pygmies. Perhaps even Artorias was a normal size to begin with.
Ultimately the gods and these demigod-like existences with their special souls aren’t all that different from humans, but the important thing is that they are considered as such, so she would be too. Humanity is constantly linked with the dark throughout the series.  And even someone as kindhearted as Artorias, who believes in the goodness of humanity, thinks of the dark as something evil, something to be feared (In fact he words it as believing them to be more than just dark in his unused dialogue). One of the four Knights of the man who sacrificed himself to stave off the Age of Dark would want nothing to do with the dark. Yet feelings, and especially feelings of love, are a very human thing (just look at the pursuers/affinity description for example). That alone seems like the strongest reason to hide any feelings she might have for Artorias, to refuse to acknowledge that human side of her, to repress them and pretend they don’t exist.
Even more so than the other knights she comes across as having something to prove, as someone that has worked so hard to reach the distinguished status she has and doesn’t want anything to take that from her. The lightning arrow description mentions that female knights were rare to begin with, and she was able to work her way up to being one of Gwyn’s most trusted. The porcelain mask description mentions how determined she was to earn it as a decoration of honor (I imagine she first became an especially distinguished Lord’s Blade before becoming one of the four), and the English description actually leaves out another interesting fact- that it’s decorated with her own hair. The wording makes it sound like she cut her own hair to decorate that mask. This makes it seem like she wanted to stand out and make a name for herself- giving herself a distinct look that would come to be feared by all enemies of Lord Gwyn.
On the level of character design, her mask is what she’s most known for, the hornet ring description in DS3 even drawing attention to it. This comes across as a very deliberate choice reflecting her character- as she is a woman whose mask is more than just physical, someone who is perpetually hiding her “human” side. Her mask gives her an otherworldly look, like something beyond humans and reflects her “divine” self. Her purpose in life is to strike down any and all enemies of her Lord, and she has worked so hard towards that alone, almost as if she’s trying to become the mask she wears.  Even though I think she might be able to relax a little around the other knights and especially Artorias, she comes across as a very serious woman that doesn’t truly know much about herself outside of her job. Interestingly, her face under the mask is just the default female face in-game, as if she truly isn’t meant to be seen without it!
No matter how much she tries to repress her feelings though, a mask is still just a mask, and they don’t disappear just because she wants them to. She has strong feelings for Artorias, a darkness she desperately wants to hide. Despite being a Knight of Gwyn, I tend to associate her with the darkness as a result, and even her name may be a reflection of that as well. Ciaran is common Irish boy’s name (Ciara is a girl’s name but she specifically has the masculine form of the name, a decision I also think was intentional and may tie into her being the only woman of the four and how rare female knights were) and looking around, she doesn’t seem to be named after any famous Ciaran as far as I know. So, what is the meaning of the name? Little dark one. A name associated with darkness seems especially significant in this series, and her struggle with her own humanity is central to her character, something that even her name itself betrays.
Since female knights are apparently rare, and she has an especially high-ranking position, I think she would also want to hide her feelings out of fear of being seen as just a girl in love. I also think its interesting how the hornet ring description also draws attention to the fact that she’s the only woman of the four, and how her name is almost exclusively used for boys, and I wonder if she went by the title of “sir” as well. At the same time, her appearance is the distinctly feminine look shared by all the Lord’s Blades, even using her own hair as well, so it’s not something she’s hiding either.  
In addition to being the lone woman of the four, I also got the impression that she’s the youngest and last to join the Knights, which may further add to the feeling of needing to prove herself.
The main reason why actually comes from her speech pattern, when you compare it to the rest of the characters seen in that time period, it stands out. While Elizabeth, Dusk, Gough, and even Artorias all speak in an old-fashioned manner, she noticeably does not, except for “May the Lord guide thee” which sounds like a set phrase anyone serving Gwyn might say. If it was tied to status, then she would speak that way as well, she’s hardly trying to hide it (and besides we see other characters opposed to the gods that speak in the same way, like the hollow outside the Ringed City or Yuria). Maybe she did come from a more humble upbringing and that could be why, but with how varied the characters that do speak like that are I don’t think that’s it (and even some clearly noble characters don’t, like Lothric or Oceiros). So I wonder if its simply because she was born later once speech styles had changed.
Her position also makes sense if so as well, she’s an assassin, so even if she wasn’t around until after the Age of Fire had begun and Gwyn had gained status, that’s exactly when you would need a skilled assassin to eliminate your enemies. In other words, she’s not a dragonslayer, so it still makes sense if she is younger.
Going back to her feelings, the way I see it is that Artorias being consumed by the Abyss and killed is what finally forced her to face them- she’s not able to recognize just how strong they are until the man himself is gone. Perhaps she planned to kill him herself as she was in the area, but realized she couldn’t, or rather that she would almost surely hesitate and get herself killed. In a way, its almost a relief the chosen undead came along and killed him instead, she understood it was something that needed to be done, and though she doesn’t seem to like humans very much, she doesn’t hold anything against you.  You find her immediately after killing Artorias, so she almost certainly would have been the one to find his corpse and make that small memorial, as if she wanted to make sure it would be her and no one else to find him. Despite being the kind of person who would always be watching her back, you find her kneeling in prayer, not so much as turning to look at you when you approach, and you can even easily attack her from behind in such a state. As if simply being there in prayer was the most important thing in that moment- and she surely has a lot of thoughts going through her head and a lot of feelings hitting her all at once. At this point, she can’t lie to herself, and even if she couldn’t confess while he was alive, if you take her life, she’ll at least do it before she dies.
When you speak to her, she seems to have no interest in you outside of obtaining Artorias’ soul, with only his will stopping her from taking it from you. She claims she wants to pay proper respect to him with it, but at the moment, his actual grave hasn’t been made yet, so I imagine she might take it into herself for a while until that point.
As to her eventual fate, I do think its likely she’s the corpse found behind his grave that has the hornet ring. At first I wondered why someone of her status wouldn’t have a proper burial, but in time, not many people are going to that grave, and those that do don’t return, so it may simply be she died after it was forgotten, and her corpse was never found.
The fact that she will give you her tracers if you give her his soul implies she gives up being a Knight of Gwyn (they’ve half fallen apart at that point anyway), but she doesn’t strike me as the type to kill herself right then and there, I think it would be a slow wasting away and curling up to die behind the grave of the man she loved. She (nor Gough) drop the special souls that they should have as part of the four… and while it may simply be to not further encourage people to kill them, if that soul is what gives them a long life (Ornstein is somehow still around after all) she may have purposely given it up so that she may eventually die… or maybe its after she receives his soul and she keeps both hers and his at his grave.
Finally, her ring ends up in the untended graves in DS3, and while there are a number of reasons you can come up with for how it ended up there, I feel like the most important part is the symbolic meaning behind it- for it is found by a grave with a Farron greatsword, one of the types modeled after that of Artorias’. It feels as if even in death, her feelings linked the two of them together.
While not nearly as direct, even DS2 has a parallel to Ciaran in the form of Alsanna. Much like Ciaran, you find her kneeling in prayer mourning her lost love, who also happens to be a left-handed swordsman who sacrificed himself and got corrupted and even has (several) animal companions. (DS2 also is where its mentioned that Artorias was left-handed, and its consistently used to mark characters paralleling him, even in Bloodborne with Ludwig.) Her soul even gives you a pair of curved swords. Parallels can also be drawn between the other three knights and people closely associated with the fragments of Manus, but only Ciaran parallels the child of dark herself, further deepening her association with the dark.
More directly, DS3 has the Dancer and Vordt, two knights who seem to honor Ciaran and Artorias’ legacy, and were always seen together- in fact you can see phantoms of what seems to be them before they were transformed into beasts walking the streets of Irithyll together (Vordt too, is left-handed). Despite how she tried to hide her feelings, I think it may have been her ring that betrayed them, so they ended up being remembered together. The Pontiff Knights in general also have a great deal of similarity to the Lord’s Blades, somewhat in armor design but mostly in their job, being described as Sulyvahn’s “punitive blades”. The Dancer herself most notably has two curved blades that look remarkably similar to Ciaran’s tracers in shape, as well as being gold and silver, even wielding the gold one in her left hand like she did.
There are probably more little details I could add, but this is already long, and I’ve covered the major points that I’ve thought a lot about. I tried to explain my reasoning as best as possible too, but there’s plenty of stuff that’s unknown and that’s half the fun. Feel free to comment, I love Ciaran and I love to think about her and discuss her!
17 notes • Posted 2021-06-29 06:11:55 GMT
#3
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23 notes • Posted 2021-09-09 00:35:53 GMT
#2
I feel like Ciaran has told the other knights at some point that she wouldn’t hesitate to kill them if they were ever to betray Lord Gwyn... Artorias included.
31 notes • Posted 2021-12-06 05:49:55 GMT
#1
Final Song Tips
I just beat the final song today after about a week of daily practice, so I wanted to share a few of the visual and audio cues I used to help! It was literally the hardest thing I’ve ever done in any game (I’m also not musically talented) but it’s possible!! i noticed I had a few problem spots and came up with tricks to get me through them, after which its just a matter of practice and everything going right for the full 7 minutes, you’ll find the beginning parts easy by the end
General tips
Use L1 and R1, going back and forth for combos, but stick to just one for super fast parts in One/the final segment
Listen to the song with the chimes included when you’re not playing and try to tap along
Watch a sync video simply to learn how many rings are in some of the longer combos, and when you’re supposed to hit them
Just keep practicing, I’d get a little farther each day, and its all about learning the feel of the song so you can more frequently get to the later parts and eventually beat it
Don’t get discouraged, it’s stupid hard and takes time, and even once you’re getting pretty good at early parts you might still make dumb mistakes! Tonight I died a few times on Two even though I had mostly gotten my trick down, and even once on Three even though she was easy for me by now! But I still ended up doing it tonight!
Specific tips
Zero, Five, and Four are pretty straightforward, just hit the button when the ring reaches Mikhail, it still might take a bit to get consistent, but will be a cakewalk by the end
For Three’s blind double note, start hitting it after she tilts her head
For Three’s final note, hit it as her hand moves down to its final position
For Two’s 4 note combo with the zoomed camera, say “one mississippi” to yourself as soon as the barrier from the previous note disappears, then start the combo. Don’t be too slow with the last note. This is one of the trickiest parts imo
For One’s 4 note combo after the two blind notes, use the back of Two’s head as a guidepost, hit them as the rings reach past her head
For One’s final 5 notes, start hitting them as soon as the camera starts to pan up
For the 8 note combos in the final part, count to yourself as you hit each note, don’t be too fast
For the two groups of double notes where the camera zoom in on Zero, hit the first set right after she has sung the next two
The notes after the next 8 combo are double notes!
For the four steady notes after these, start hitting them as soon as the last one is sung, and as soon as the camera starts to move away from Mikhail
For the 7 note combo, start it as Three is on the edge of the screen, hit the first 6 like you would the 8 note combos, but the last note is delayed, I had a tendency to hit it too fast, so make sure you give it the delay! (this is another especially tricky part imo)
Start hitting the final 8 note combo as soon as the camera starts to pan up
You will probably be hyped up on adrenaline at this point, be very careful with the next two notes, don’t hit them too fast, its a relatively easy rhythm to match so mostly go by sound, but the rings will reach past Four/Five’s heads for these two and the next two
The second to last note is fully blind, you hit it along with that strumming noise before the words “aru mama” in the song, if you wait to actually hear it though you might be too late (that’s how I screwed up the first time), so just know how the song goes and hit it right then
The final note- DON’T wait until “I had a lot of fun” actually shows up on screen, that’s how I screwed up the first time, what worked for me was saying “one miss” after Zero says “Nanda” (I was using JP voices, should work with “yeah” as well?), then hitting the note... since its about when Mikhail starts to speak again but I think actually waiting to hear it made me too slow
In the end its mostly about practicing a whole bunch because its so damn hard and doesn’t play fair, but it’s fully possible! Good luck everyone!!
38 notes • Posted 2021-07-12 06:50:03 GMT
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tigerkirby215 ¡ 4 years ago
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5e Zac, the Secret Weapon build (League of Legends)
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(Artwork by Christian Fell. Made for Riot Games.)
No one:
Literally no one:
@tigerkirby215​: “HEY FUCKERS WHO WANTS A ZAC BUILD?!”
Full disclosure: I watched Dorans and Dragon’s video for Zac and while it’s really well done (like really well done. I honestly suggest you watch it) I felt like it took a bit of an interesting direction. Ds&D and I have always had different ideas for our builds and I think with the release of Tasha’s there’s actually a lot of interesting new directions to take Zac in.
Also spoiler alert but this build is the most jank-ass fucking shit I have ever made but it strangely works really well? Like I literally sat on this build for two months debating if I should even post it. Also Zac’s a grappler, because of course he is.
GOALS
There's plenty of me to go around - Zac stretches and bounces and changes his shape more-or-less at will.
Why thanks; I do work out - Zac is one of those “hold you down for 10 seconds total in a teamfight” types of junglers.
I'm not as squishy as I look - Of course to be a big bundle of green goo we’ll need to be big. Like, really big.
RACE
END ME I’M MAKING A BUGBEAR! :D
Okay to be fair Bugbear hate is kinda overblown, especially by yours truly. You get +2 to Strength and a +1 to Dexterity as well as Darkvision and several other useful traits: you have a Powerful Build to carry more stuff, for one. You are also Sneaky and get proficiency with Stealth, which is nice because if you launch a Surprise Attack you can do an extra 2d6 damage.
But of course the main trait of a Bugbear is their Long-Limbed bodies. All your melee attacks have a 5 foot longer range, which is obviously important to make Stretching Strikes!
Custom Lineage: If you’re insistent on making a custom “goo creature” race with Tasha’s Cauldron of Everything rules here are my suggestions: make yourself Medium (yeah duh) and give yourself proficiency with the Athletics skill. Increase your Strength by 2 and take the Skilled Expert feat for Expertise in Athletics along with a +1 in Wisdom. You will have an uneven DEX score but I dunno just go for Athlete or something later in this build.
ABILITY SCORES
15; WISDOM - Braum isn’t the only champion who believes the heart is the strongest muscle, as if you’d read Zac’s lore he is actually quite a compassionate soul. Also we need Wisdom for our main ability.
14; CONSTITUTION - Zac is a tanky boy, so up the tankiness!
13; DEXTERITY - When you can stretch and squeeze like silly putty dexterity comes naturally. We need that dexterity to jump over walls, among other things.
12; STRENGTH - A lot of it is elastic strength, but if you’re going to throw Cho’gath into Shyvana you do also need upper body strength.
10; CHARISMA - He’s a nice guy when you get to know him, but Zac’s also a bunch of Zaun sewer goo.
8; INTELLIGENCE - Living in the sewers and then later being raised as a weapon means you don’t know any math, science, or history.
BACKGROUND
Zac did grow up in the streets, but the skills from the Urchin background don’t fit him well so we’ll be modifying it heavily. Take proficiency in Acrobatics to squash and stretch as well as Perception to keep those wards up. You can pick your choice of languages or tools because Zac kinda... doesn’t do much other than fight? I mean he’s literally called “the Secret Weapon” what do you want from me?
But your background feature of City Secrets is very useful for traveling the streets of Zaun, letting you find your way around alleys and jungle gank paths to travel through the city twice as fast as the average person! "Put some spring in your step."
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(Artist unknown. Made for Riot Games.)
THE BUILD
LEVEL 1 - MONK 1
Been awhile since we’ve visited the good ol’ Monk class eh? Well you can grab Athletics finally, as well as Insight to know if someone’s worth clobbering. You also get proficiency with an artisan’s tool or musical instrument, and I mean... Zac still doesn’t have much lore.
But how about some class features? Monks get Unarmored Defense equal to their Wisdom plus their Dexterity, for 14 AC total. Would medium armor be better? Yes, but you can’t wear armor if you want to use Martial Arts! Martial Arts gives you a variety of benefits: you can punch with DEX or STR, your punches are now a d4 (and will scale as you get levels), and if you punch with your Action you can punch with a Bonus Action after the fact!
LEVEL 2 - MONK 2
Second level Monks get Ki points to use for a variety of features: Flurry of Blows lets you attack twice with your Bonus Action instead of once, Patient Defense lets you dodge as a Bonus Action, and Step of the Wind lets you Dash or Disengage as a Bonus Action. An important thing to mention about Step of the Wind is that it doubles your jump distance, for those big Elastic Slingshot jumps!
You can also put on some boots and get some Unarmored Movement. 10 more feet to be exact!
I guess I’m also obliged to mention Dedicated Weapon from Tasha’s Cauldron of Everything which lets you turn any weapon you’re proficient in into a Monk weapon as long as it’s not Heavy or Special. This will be important later but it’s not exactly in-character for Zac.
LEVEL 3 - MONK 3
Third level Monks get to choose their Monastic Tradition and Way of the Astral Self will give you some long stretchy limbs! As a bonus action you can spend 1 Ki to summon Arms of the Astral Self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die due to your Unstable Matter.
Your arms will stay up for 10 minutes and give the following benefits:
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
You can use the spectral arms to make unarmed strikes, which has the following benefits:
The reach of the arms is 5 feet greater than normal, which stacks with your Bugbear arms. 15 foot reach with extra stretchy arms!
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
You can also absorb some blows with Deflect Missiles. When you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your DEX mod + your monk level. If you reduce the damage to 0, you can catch the missile. You can then spend 1 ki point to throw it back as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Tasha’s Cauldron of Everyone also gave Monks the Ki-Fueled Attack ability which pretty much doesn’t impact you in the slightest.
LEVEL 4 - MONK 4
4th level Monks get an Ability Score Improvement but we’re instead going to grab the Skilled Expert feat. You can increase your Wisdom by 1 and grab proficiency in Survival for optimal jungle clear. But what we’re mainly here for is to make our hands extra sticky with expertise in Athletics! Is the build starting to make sense now?
You can also land safely after an Elastic Slingshot jump thanks to Slow Fall, reducing fall damage by 5 times your Monk level. If you want to keep yourself in the fight then Quickened Healing (also from TCoE, because that book really likes giving new Monk features) will let you take advantage of Cell Division for 2 Ki points, healing you for a number rolled on your Martial Arts die plus your Proficiency bonus. It’s not much but in a pinch it might save you!
LEVEL 5 - MONK 5
5th level Monks get an Extra Attack, so you can punch twice with your action, and then punch some more with your Bonus Action! You can also bring some heavy CC into the party with Stunning Strike; if you hit an enemy in melee you can force a Constitution save or stun them! Yes actual honest-to-god League of Legends stun!
Oh and because Tasha’s Cauldron really wanted to buff the Monk you get Focused Aim, letting you use up to 3 Ki points to increase your roll to hit, at a 2:1 ratio. (1 Ki point = +2 to hit)
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(Artwork by SemLimit on DeviantArt.)
LEVEL 6 - BARBARIAN 1
Jumping over to Barbarian, land of the true tanks. Barbarians get Unarmored Defense based on Constitution that we won’t be using but I’m obliged to mention anyways. Of course what we’re here for is Rage which will augment you in a number of ways: you’ll resist Bludgeoning, Piercing, and Slashing damage and will do more damage with Strength-based attacks (which you probably won’t be making.) But the most important feature is this line right here:
You have advantage on Strength checks and Strength saving throws.
You know what’s a Strength check? Athletics! So even if you use Wisdom for it you’ll still have Advantage on top of Expertise! And Athletics is used for grappling! At least that’s how I’d rule it, but talk to your DM just to make sure they’ll let this dopey shit into their game.
LEVEL 7 - BARBARIAN 2
Second level Barbarians can let themselves go with Reckless Attack. Your Unstable Matter will give you advantage on your attack at the cost of giving enemies advantage to hit you.
You also get Danger Sense for advantage on Dexterity saves against effects you can see coming. Is a Jinx rocket heading your way? Slingshot out of there!
LEVEL 8 - BARBARIAN 3
Tasha’s Cauldron of Everything gave Barbarians Primal Knowledge for a free skill proficiency from the Barbarian list, so take Intimidation I guess because you are a huge freaky slime guy.
Third level Barbarians get to choose their Primal Path and guess what? It’s Totem Warrior time! As a Spirit Seeker you can cast Speak With Animals and Beast Sense as a Ritual but we all know that’s not what we’re here for. What we’re really here for is the Totem Spirit of the Bear. You can now resist all damage while Raging, with the exception of Psychic damage. Hey there has to be %health damage to deal with tanks after all. (Now if only they’d nerf Grievous Wounds.)
LEVEL 9 - MONK 6
This will be our last Monk level; sad I know. But it’s worth it for the Visage of the Astral Self. You can use a Bonus Action and a Ki point to summon the visage. (And can do it while summoning your arms.) While the spectral visage is present, you gain several benefits:
Astral Sight lets you see through magical (and nonmagical) darkness up to 120 feet.
Wisdom of the Spirit gives you advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
And Word of the Spirit lets you either whisper in team chat to a creature of your choice that you can see within 60 feet of you, or shout in all chat so that everyone within 600 feet can hear you.
Your regular fists are also considered magical thanks to Ki-Empowered Strikes, and you get 5 more feet of Unarmored Movement! "Woohoo!"
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(Artwork by Dragonflamebg on DeviantArt.)
LEVEL 10 - FIGHTER 1
Teamfight time? Team Fighter time! First level Fighters get a Fighting Style and since you’re punching people your only real option is Superior Technique, giving you a d6 Combat Superiority die to use on a Battle Master Manuever. That Manuever shall be Grappling Strike, letting you grapple as a Bonus Action after punching someone for some Stretching Strikes!
You can also heal with Cell Division assuming the enemy team doesn’t stack Grievous Wounds thanks to Second Wind; it’s a d10 plus your Fighter level. "Keep it together."
LEVEL 11 - FIGHTER 2
Second level Fighters get Action Surge for even more punching! This will be more important in like, two levels.
LEVEL 12 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype and for some crowd control in a teamfight Battle Master is a great choice. You are a Student of War which means more tool proficiencies which make no sense because Zac has no lore woo! But of course what we’re mainly here for is Combat Superiority: you have four d8 Superiority Die (plus a d6 one from your Fighting Style) which you can use on a variety of Maneuvers:
Trip Attack is good if you want to bounce, forcing the target you hit to make a Strength save or fall over!
Distracting Strike is like stunning the target in the sense that it gives your allies an opening, but unlike Trip Attack you don’t have to force a saving throw. (Instead Distracting Strike just works after you hit them!)
And if you think your arms aren’t stretchy enough already? Boom; Lunging Attack for 20 foot reach!
LEVEL 13 - FIGHTER 4
4th level Fighters get an Ability Score Improvement: hey it’s everyone’s favorite feat Grappler! You have advantage on attacks against enemies you grappled, and if you’re grappling someone you can then pin them to hold them in place!
Now pinning someone you’ve grappled does take an action but here’s where Action Surge comes in: turn 1? Grab them. Turn 2? Pin them! Easy!
LEVEL 14 - FIGHTER 5
5th level Fighters get an Extra Attack... which you already have. "I hate it when this happens."
LEVEL 15 - FIGHTER 6
Hey more Ability Score Improvements! Want all the fun of a high Constitution score without the Constitution? Look no further than the Tough feat: it gives you +2 HP per level for some big gains!
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(Artwork by GisAlmeida on DeviantArt.)
LEVEL 16 - FIGHTER 7
7th level Fighters get to Know Your Enemy: by spending a minute studying someone (IE looking at the scoreboard) you can learn if an enemy is superior, inferior, or equal to you in a number of areas described by the ability.
You also get one more Combat Superiority die and learn two more Maneuvers: Goading Attack will make it harder for enemies to hit your friends (and it works against Tier 4 enemies who likely resist fears), and Disarming Attack will let you stick your hand to your opponent’s weapon to make them drop it!
LEVEL 17 - FIGHTER 8
8th level means more ASIs and I’m starting to think ignoring all your stats was a bad idea. More Wisdom means better punches, better grabs, and better AC.
LEVEL 18 - FIGHTER 9
9th level Fighters get Indomitable, letting them reroll a failed saving throw once per Long Rest. Regardless of what you roll on the new die however you have to use the new result. This can be used on Death saves to try to keep alive a little longer thanks to Cell Division.
LEVEL 19 - FIGHTER 10
10th level Battle Masters get Improved Combat Superiority. Your superiority die are d10s now; even the one from your Fighting Style! You do also learn more Maneuvers but honestly? We got just about everything that we need already. If you’ve hit level 19 playing Zac League of Legends then you deserve to make some choices of your own.
LEVEL 20 - FIGHTER 11
Our final level is the 11th level of Fighter for an Extra Attack that does stack! That means you have 3 attacks total and one extra from Martial Arts!
FINAL BUILD
PROS
Beat up, or beat down? I'm flexible - No matter how you look at it 4 attacks per round is great, especially since you can give yourself Advantage and boost your damage output with Battle Master Maneuvers.
Pick on someone your own size - If everything goes well you should have a solid 200 health by level 20! Definitely nothing to sneeze at, especially with Rage giving you resistance to almost everything and Second Wind letting you heal yourself!
This is gonna get messy - You’ve got a +16 to Athletics checks for Grappling when using your Astral Arms, and can give yourself Advantage or add Superiority die to your Grapple checks. Do I need to explain that that’s really good?
CONS
Don't push your luck, champ - None of your stats are maxed out, and that’s bad. Your hit modifier isn’t great, your Battle Master saving throw is low, but most importantly your AC is really bad. Big health is nice but not being hit is also very helpful. Just saying if you have the chance to go for Point Buy I’d take it.
I never skip breakfast - A small pool of Ki combined with limited Maneuver die means that you’re running on some very potent fumes. Frequent short rests will be needed to make the most out of this build.
These jerks don't know when to quit! - Grappling builds have the ever-constant problem of falling off in the late game when most foes simply can’t be grabbed. This build honestly peaks around level 13 and just falls off from there. This is definitely one of my builds that I think works better in a low level campaign.
But if you want something unique that works well early here’s your build! Big reach to hold everyone in place so your party can beat them up. Playing the CC tank might not be that glorious but it’s a job someone’s gotta do. And remember: "It's not how much you can lift. It's how good you look!"
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(Artist unknown. Made for Riot Games.)
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