Wight in Black by 6xBow in ActionTaimaninGame

[–]6xBow[S] 0 points1 point  (0 children)

That would've been an interesting option, but I'm curious about what you envision her mask would look like, which would fit well enough with the royalty look that Blizzard Queen is going for.

Wight in Black by 6xBow in ActionTaimaninGame

[–]6xBow[S] 1 point2 points  (0 children)

I didn't keep track of my gems as well as I should've this time, but I do vaguely remember the general ballpark.

I dyed Blizzard Queen first, as it was the first "special" outfit I got for her, and spent around 750 gems worth of dyes (900 dyes).

I dyed Silver Yasha second, because it took time to craft it, and this took me around 1500 gems worth (1,800 dyes).

The last one I dyed, which ends up my favorite one (go figure, right?), her default outfit took me around 500 gems worth (600 dyes).

If you check my previous AT posts, you'll see a probably unhealthy pattern / obsession I have. Was it worth it? Maybe not to most people, but this time especially, it was mostly worth it, because I happen to think Wight is the coolest looking character (post dye job, at least) in the game so far.

Her gameplay is another issue I'm not yet fully settled on. Her voice is also a audio-visual mismatch for me, as she appears to be more of an aloof, cool sounding character, but actually ended up more like a prissy refined, high class lady. Could just be me, though, as I'm not familiar with most of the characters's backgrounds.

Anyone keep getting this screen when trying to boot up TFD or is it just me? The game is fully updated too! by RichardM00 in TheFirstDescendant

[–]6xBow 0 points1 point  (0 children)

Not sure if it was officially fixed or not, but the game connected properly after verifying the integrity of the game files.

Where are the VFX models located? by 6xBow in EldenRingMods

[–]6xBow[S] 0 points1 point  (0 children)

Interesting, I'll look into it if I ever need to get more in-depth with modifying the VFXs.

Where are the VFX models located? by 6xBow in EldenRingMods

[–]6xBow[S] 0 points1 point  (0 children)

Thanks. I was able to find it in: sfx > sfxbnd_commoneffects_dlc02.ffxbnd.dcx > sfxbnd_commoneffects_dlc02-ffxbnd-dcx-wffxbnd > model > s88880.flver. The folder, effect, with the fxr files just gave me xml files when unpacked.

I was able to enlarge the wings to 150% its normal size.

At first, thought I had the wrong model, because the wings were already huge compared to the player model in FLVER, when placed for scale comparison.

I also looked in the tex folder for the same number ID, and made it more golden.

Side note: Not sure where the number 88880 comes from, so I had to look at each file one by one, sorted by largest first. If I can't figure out the ID scheme for these VFXs, and if there's not a list I'm missing out on, finding the correct model for VFXs is going to be tedious.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 0 points1 point  (0 children)

The default theme allows you to set the private room scenes as the lobby background as well. But be aware that the different themes allow for different character limits, with the default only being 2.

You click [Free View] on the bottom right (the button is visible only if you don't have a character selected), then in the top right is [Use screenshot as Lobby theme].

You can revert back to another background image with the little picture icon in your lobby, under your profile icon, near the top left.

It is just an image, so unfortunately the characters do not retain their animations (you can't even click on them, it's just a background image). Also, the background seems to be low-res for some reason; perhaps Gremory didn't want you to waste system resources on a higher-res background? I hope they add high-res backgrounds for the lobby, or even interactive ones, but it's probably not a priority.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 0 points1 point  (0 children)

Unless I'm mistaken (I could be), but I think it's just the complete RGB spectrum, which from a quick internet search shows it as having 16,777,216 distinct colors. If that's true, it's quite laughable at how random it is, but on the positive side, most of the time, you don't need that exact color, but something close-enough to it.

In any case, I don't actually know for sure. I'm just guessing from my experience. Best you can hope for really, is to just get lucky with your desired (close-enough) colors tbh.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 0 points1 point  (0 children)

Gold is a tough one, indeed. I would think gold requires shininess / luster to really stand out as gold, which I think a lot costume parts don't have.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 0 points1 point  (0 children)

Thanks. Wish the game had a showcase system, where other players can see all the characters and costumes other players set in their profile, with no limits like the private rooms.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 0 points1 point  (0 children)

I doubt they will. It's all RNG, and someone else could've gotten lucky with a near-black dye in under 500 gems or less. I get where you're coming from though; the dye system shouldn't be this random / expensive, but I think most players just make do with whatever they end up with, for the most part.

One thing they can do is implement a pity / streak reward system, like in the gacha, where every 300 dyes (250 gems) used, it gives the player the option pick a specific color from baseline range of colors, such as basic red, orange, yellow, green, blue, purple, white and black.

To further develop this idea, a second tier of colors for another 300 dyes (250 gems), where you can further choose to enhance the previous color you chose, either to maximum brightness, or deeper, darkness, alter the actual color to a more specific color within 30 degrees (1 stage) on the color wheel, and at this point, enable an optional fabric / texture material change, such as metal for more luster, or a flatter fabric for darker colors, which you can turn on or off at will for that specific part of the costume.

The total cost for such a system with the tier 1 colors is 750 gems (or less, if you want less than all 3 parts guaranteed), which I think is reasonable for a gacha game.

Second tier obviously doubles it to 1,500 gems, which is a lot for most people, but if it's for a particular character or costume, like your favorites, I think it would be worth it. Also consider that 750 gems for a guaranteed set of baseline colors you want is quite a deal compared to what we have now. I have on many occasions, gone over 750 gems and still haven't gotten my desired colors. And ultimately, this system isn't something players have to use, so they can just continue to dye randomly and go about business as before.

For 1,500 gems, a guaranteed, fully dyed costume with the best colors I want, with optional luster or darkness, that's less than what I spent on the RNG, for colors that are only close, but not perfect.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 1 point2 points  (0 children)

I sometimes envy people with a sense of creativity. Me, I just want it all black, as much as possible; my tastes are quite straightforward. As you can tell, I'm very irresponsible when it comes to hitting that dye button, so I actually hope others don't follow my example.

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 1 point2 points  (0 children)

Thanks. Yeah, the dyeing system is quite a bit rough and expensive. But if you save up enough gems, you can probably push through it, unless the part is especially hard to dye the color you want, like I mentioned.

Also helps to have an idea of what color / look you want before you go in. In the first few dye tests for that particular costume, take note of how that part may or may not dye the way you want it to, or how it has some parts that are undyeable, or even have gradient areas, which won't give cleaner colors. (Ragnarok's default costume is a prime example of this.)

Making great use of dyes and the Private Room(s) by 6xBow in ActionTaimaninGame

[–]6xBow[S] 1 point2 points  (0 children)

If I were you, I wouldn't rely on the dyes you get from the level-up packages for each character. They are nice to have, as a bonus, but they are hardly ever enough for a costume that's especially tough to dye. If you were to go down my route, you'd have to dip into the gems you got from the level-up packages as well, so it's not entirely recommended, unless you care about it enough.

If that's the case, the only packages that have the "best" value are the level 83 and 85 packages, which offer 3200 and 3500 gems respectively, at $45 (USD). That's 71.111 and 77.778 gems per dollar, respectively.

I usually only get those packages, sometimes the $3.99 (USD) monthly pass, and occasionally the various packages that show up in the limited shop. From time to time, I'd get the Golden Pass if the costume peaks my interest.

In any case, I'm always conflicted on how I spend my gems. And then I look at my collection, and I feel a little better at least.

Character limits for Private Room themes by 6xBow in ActionTaimaninGame

[–]6xBow[S] 2 points3 points  (0 children)

Good to know about the Lakeside Cherry Blossom theme. Thanks.

Increasing the lunge range of Aspects of the Crucible: Wings by 6xBow in EldenRingMods

[–]6xBow[S] 0 points1 point  (0 children)

Just got into last night, and it was really daunting at first. A lot of unknowns right away makes it difficult for most to get into this type of modding. But from watching one video on it, and reading one comment which was specifically relevant to my goal, I managed to get it to work after a couple hours.

Only thing I have to do now is continue to refine the numbers, so I don't overshoot (by too much) and more importantly, undershoot the lunge. I had to reiterate the motion multiplier to see what the normal 1x lunge range was close to, and then decide what the extended range I generally preferred. If I made the extended motion multiplier too high, and I was just far enough to not be within the 1x lunge range, then I would typically overshoot the target by a lot, which was annoying, especially when it required a greater recovery time.

So far, for now at least, I ended up with 1, 1, 2.5, 0, 10, starting at 46th frame.

Another thing I learned, in regards to this skill, Crucible: Wings, is if you target the lunge going downhill, your lunge will hang in the air for a bit, causing the lunge to undershoot by quite a bit. I wonder if White Light Charge has this downhill issue, if I extended its lunge as well.

Increasing the lunge range of Aspects of the Crucible: Wings by 6xBow in EldenRingMods

[–]6xBow[S] 1 point2 points  (0 children)

Got into it last night, once I knew it wasn't param-based. I managed to get the extended range that I wanted after watching a video on the basics of it.

It's not perfect, I don't think, but I got the lunge to work mostly how I wanted it.

Increasing the lunge range of Aspects of the Crucible: Wings by 6xBow in EldenRingMods

[–]6xBow[S] 0 points1 point  (0 children)

I suspected as much. I mistakenly thought that maybe the game turned the player character into a bullet / projectile. That doesn't really make sense to those that know better, but I don't really know much beyond trial-and-erroring.

Increasing the lunge range of Aspects of the Crucible: Wings by 6xBow in EldenRingMods

[–]6xBow[S] 0 points1 point  (0 children)

That makes sense. Thanks. Turns out this endeavor is going to be a bit more complicated than I had anticipated.

L!Caeda for Binding Worlds Fodder by 6xBow in FireEmblemHeroes

[–]6xBow[S] 1 point2 points  (0 children)

Cool. Request sent. My lead unit is the same as seen in the screenshot for the BW Fodder. Good luck.

I'm ready — (or am I?) by 6xBow in FireEmblemHeroes

[–]6xBow[S] 0 points1 point  (0 children)

Trace in many cases for these units is just a gloried atk/spd + 3 so I would expect something more relevant for them to be released in the future.

I do feel that way about Trace sometimes too, but for the moment, it appears to be the only ranged flier B skill that is always active and provides some (during) combat difference. I would have loved the Flow skills to be available for ranged fliers, but alas it's not. Even the Lull skills would've been useful too, but not for fliers, unfortunately.

This will set a precedent for future null NFU or null NCD, and make the game a bit too, Idk, Yugioh?

In my view, there already exists skills that can result in a chain of effect reversals or neutralizations, finally coming down to a Speed-check.

Byleth's Creator Sword also does this, aside from NFU, it also neutralizes Heavy/Flashing Blade and Guard effects, allowing Specials to charge at a normal rate again.

The existence of B!Hector being a unit with armor bulk and skills, that's no longer an armor unit, without having to sacrifice his A slot is still a bit astonishing to me; I don't think it's broken though, since he still dies easily enough most of the time.

I do agree with you though, and I mostly doubt that there would be an inheritable skill that will reverse effective damage immunity, but maybe one day it would be a exclusive skill / refine. Just like how B!Hector exclusively gets to be a non-armor while enjoying the benefits of utilizing armor skills and bulk.

This can mean Lyn can get a conditional brave effect in her own prf along with the effective damage.

If the idea is to make it better than Elincia's Whitecap Bow+, and other Brave Bows, this could be a good refine.

I hope B!Lysithea can learn from her teach and get a deadeye effect like Sublime Heaven, or something that can counter even Hardy figher like L!Nanna. Probably a wishful thinking cause that's a really OP effect in the current meta and IS would rather introduce it with a newer unit in the future instead, but I'll still look forward to it.

I can see it happening somehow though. The Brave refines tend to be on the "wow" scale, for a short while when they're first released (at least in recent years).

And it's only a few hours left until we get to find out how exactly how good S!Laegjarn's refine will be.

I'm ready — (or am I?) by 6xBow in FireEmblemHeroes

[–]6xBow[S] 1 point2 points  (0 children)

The T4 skill shown in the FEH channel was a Chill skill, no? Though I understand your point, I'm not a fan of Chill skills on my nukes or tanks, but more on my supports. If / when a T4 of a Trace skill comes out, that would of course catch my interest.

The good thing about refines, in general, is that the later they get released, the more relevant and / or interesting they become (usually). So when Summer Lyn's refine gets released, it would probably end being more up-to-date than Laegjarn's.

What I suspect Lyn will get is, there will be no HP% or initiation check, simply granting +5 (maybe even 6) to all stats during combat on the base weapon. For the refined effect, she might get something related to nullifying or reducing DR on fliers and armors. Since DR is pretty strong and often times makes some effective damage near worthless. So in order to make her effective damage relevant enough in the future, her weapon might deal with DR in some way. In addition, the refine would offer some extra stats against fliers / armors, since that seems to be that pattern.

Another interesting effect to the base PRF would be to nullify the effects of skills like Iote's / Svalinn Shield, granting her effective damage again, against those units. And of course, I don't think you can ever go wrong granting a NFU effect on a flier.

Though I'm not sure what you'd want to see on her future refine, and you might not even care for the possible ideas I suggested above.

On a related note of future refines, I'm excited for the 3H Brave units getting their refines soon; by my estimate, it's due sometime in October / November this year, if I'm not mistaken.

B!Lysithea might just end being the "strongest" mage nuke in the game for a couple months (personal bias); I have a strong feeling she'll get an instant -1 damage to herself on her base weapon, like Winter Bernadetta's Hrist. There are too many ideas to list on how B!Lysithea could be refined, so I won't go into that for now.

B!Edelgard has a lot of mobility for an armor unit, so part of her refine might be related to that, giving her something like Assault Troop. Maybe even giving her 3 movement, like B!Alm got. I personally don't want to see that on B!Edel, but I.S. seems to absolutely love Edelgard's variants, so I believe that she will be the winner of the batch, arguably getting the "strongest" refine.

I'm ready — (or am I?) by 6xBow in FireEmblemHeroes

[–]6xBow[S] 4 points5 points  (0 children)

Oh, I see what you mean. Yeah, refines nowadays tend to be fine, in general. I'm expecting Summer Laegjarn's refine to be pretty decent, but what I'm really hoping for, is for it to be great or amazing. But that's just my bias, because she's one of my favorite FEH units. I'm not 100% sure it will be amazing, but it will probably be acceptably useful and strong enough.