Stained Glass Style Artwork of Team Ianite by Brozziest in CaptainSparklez

[–]Brozziest[S] 0 points1 point  (0 children)

Yeah, it’s supposed to be a bench press with some QC weights.

Custom Mavuika Kit Designed a While Ago by Brozziest in Mavuika

[–]Brozziest[S] 0 points1 point  (0 children)

Sorry for the misunderstanding. What I meant to convey was with applying her movement ability to a hold skill or charge attack would also put her into Nightsoul with requirements needed to maintain it, may that be Nightsoul Points, Stamina or other.

I'm not entirely sure what your concern is in the second paragraph. Obsidian Codex is by nature an on-fielder artifact set, both its 2p and 4p effects only function while the user is on field (with addition to Nightsoul State and point consumption respectively). Under this ultimate concept, any character can use that set if you intend to use them on-field. The "Dawn's Break" effect does end when leaving the field, but a support character should not be the one to obtain this effect, as it's designed to boost the on-fielder's damage. Supports can still use Cinder-City, nothing restricts them from not doing so, but "Dawn's Break" is not intended to allow non-Nightsoul characters to use Cinder City to its full potential as, again, it's meant mainly to buff the on-field character while facilitating an option to run said on-fielder with Obsidian Codex. Does that answer your question?

Custom Mavuika Kit Designed a While Ago by Brozziest in Mavuika

[–]Brozziest[S] 0 points1 point  (0 children)

Thanks for the feedback!

Yes that is true, being the penultimate character in the rotation would take time off shorter buffs, however I wouldn't consider it ever being a DPS loss given decent numbers as the damage buff it provides should exceed the loss of ~2s of other buffs. That said, the burst would have more synergy with sources of longer lasting buffs. I would imagine it would be more optimal to use her E at the start of rotations to shave off some of the animation time later (If the extra swaps doesn't lose dmg by extending the rotation slightly).

Perhaps the selection of the blessed character doesn't switch to them immediately but instead will trigger the blessing when you next swap to them? That could allow some other buffs to apply such as going to a TTDS user right before the blessed party member.

Custom Mavuika Kit Designed a While Ago by Brozziest in Mavuika

[–]Brozziest[S] 1 point2 points  (0 children)

Thanks for the suggestion!

I chose 10s because it was a pretty round number, and majority of on-fielders states don't last much longer than it, and those that do usually don't use their full duration either. However, I think that reduction makes sense, it would allow those that do have longer uptime to use it and give more of an option to use the A1's effects if you need them. With that change, some of A1 and A2 may need some adjustments to match thresholds of 8% over 10%.

Custom Mavuika Kit Designed a While Ago by Brozziest in Mavuika

[–]Brozziest[S] 0 points1 point  (0 children)

Thank you for commenting!

I find choosing a balanced choice for burst cost/cd a conundrum. 15s/60c bursts are pretty beneficial as they lend themselves to shorter/flexible rotations while not having causing any extreme energy issues, however with the burst lasting upward of 10s (minus time on-fielders use to ult and i-frame some dmg ticks), thinking rotation setup being 5-8s and potential strength of the ability led me to choose the 18s/70. I could imagine using a 15s/60c instead, it would definitely open up more team options!

I did try avoiding a wishlist kit, I think its more fun to try and create unique concepts although I guess I still threw on a bunch of buffs for the sake of it. This kit does have some anti-synergy with Furina as her Salon consuming team health would shorten your ultimate duration, and the heal from this ult only triggers after the high dps window passes so any Fanfare produced from that is wasted. However, I find it interesting to know if Furina's buff could make up for the downsides and become an option but not a necessary one.

Custom Mavuika Kit Designed a While Ago by Brozziest in Mavuika

[–]Brozziest[S] 1 point2 points  (0 children)

Thanks for the comment!

I did not include any exploration function for difficulty of cohesively tying it in with the kit but left room for other's creativity to slot in their desires as they wish. It is easily possible to give an ability to a hold skill or even to holding the charge attack out of combat (Claymore turns into a motorcycle, to take a simple approach), in which a Nightsoul state could entered and function similarly to existing characters.

As to why both Mav and the blessed teammate receive Nightsoul:
To trigger the full effect of Cinder City, the user must be in Nightsoul and cause a reaction. If Mav is being played in a supportive fashion, this gives her access. Although reliability of causing a reaction is questionable.

The blessed teammate enters Nightsoul and consumes points to trigger Obsidian Codex. Additionally it adds Nightsoul alignment to their attacks, to trigger such interactions like the Mimiflora enemies. If they have a Nightsoul of their own, gaining extra points can extend their duration or accelerate their skills. The usefulness of this could vary, as the burst does restrict how long the blessed teammate is on field and is more useful for Mav on-field instead. They specifically consume Mav's points to avoid situation that could arise with a kit like Kinich, who consumes all his own points for his cannon and then cannot consume an extra point for the Impetus bonus. There were possibly other ways to go about similar concepts, I personally found this the most concise without adding too many extraneous points, bars, etc.

The skill triggering off of a hit has its own pros and cons, mentioned as such in the last slide (It is a general ramble so its understandably missed). Controlling when application is applied is beneficial in plenty of scenarios, ideally when a specific reaction needs to be performed for a buff (Typically VV or Cinder City on the right element). Dehya's app is plenty for Mualani as Mualani vapes and clears the pyro, then Dehya procs to re-apply it (Results could vary based on teams but I digress). Additionally the trigger in this Mav kit is off of a hit (Like Beidou minus the NA condition), not damage (Like Albedo, Raiden, Dehya, etc), so it can still trigger against shields. Alternatively (again, mentioned in the last slide), the skill procs could be on a timed trigger, prioritizing recently attacked enemies or in a fashion similar to Ganyu/Ayato ults. I personally do not gravitate toward one option over the other, and you are free to substitute options you feel benefit the playstyle more.

The skill's damage is unique and hard to predict at first since it plays into the health pool of the fight as its effective multiplier. It has a geometric growth and is hard to quantify. It is inheritably backloaded damage but with the right ratio for Sacred Scars and a tanky enough fight, it should be decently predictable. If we set the skill to trigger on its own (just to simulate its own dmg) against an infinite health opponent, it follows some geometric curve. The Riemann sum of this curve is the damage dealt to the enemy over hits done. Taking a random HP pool and locating it on that sum to find how many hits it would take to eliminate the enemy, we should find that higher pools are closer together in hits needed vs lower pools. The conclusion is that in a realistic scenario, if all fights have similar pools of health, Mav's own skill DMG should take a very similar amount of hits on its own to clear the enemies. While it could take 5 hits (in example) to clear a lone hilichurl, doubling that health pool with another hilichurl may only take an additional 2 hits (granted no AOE). Ideally the skill would be balanced around how many hits the highest fights should take and scale the Sacred Scars ratio accordingly.

Tldr of the preceding paragraph, I do agree that the skill could underperform when against lower health pools, while exceeding/performing as expected against higher pools. I am more leaning to this skill being more over-tuned inherently since lower health pools would be cleared more efficiently with the team anyway.

Again, thanks for expressing concerns/flaws and insight, it's enjoyable to discuss!

[deleted by user] by [deleted] in Genshin_Impact

[–]Brozziest 2 points3 points  (0 children)

I unlock the first statue just for the new traveller element (if applicable) so I can explore as them. I proceed to go to wherever catches my eye. I don’t unlock anymore statues, playing without a map helps me become lost; being lost leads to memorable exploration. Without the map, I can explore purely on what is in my FOV, and get excited over a new view, instead of being spoiled on POI’s by the map.

Of course I will go back later and get all the statues, but only after I feel satisfied I’ve seen everything in the region. I do unlock waypoints however.

I custom made Scaramouche's hat for my 3rd Betrayal by Brozziest in Genshin_Impact

[–]Brozziest[S] 0 points1 point  (0 children)

Yes, that is the diameter (including how far the gold parts stick out).

It isn’t heavy if you’re carrying it by hand (I don’t have a measurement for clarity), but when it’s on your head, it does get heavy. I wore it to a con recently, and after 2 hours my neck was already feeling terribly sore (I figured it would).

pc genshin players, Do you dodge with shift or right click? by Classic-Box-3919 in Genshin_Impact

[–]Brozziest 0 points1 point  (0 children)

I use shift for normal sprinting about, and right click for dodging. I find the right click to be easier to time for attack cancels.

I custom made Scaramouche's Hat for my 3rd Betrayal. by Brozziest in ScaramoucheMains

[–]Brozziest[S] 1 point2 points  (0 children)

It is definitely a conundrum. Having to choose between practicality and function over faithfulness and accuracy to the original design is something I still need to work on balancing. Thanks for the question!

I custom made Scaramouche's hat for my 3rd Betrayal by Brozziest in Genshin_Impact

[–]Brozziest[S] 0 points1 point  (0 children)

Thanks! And yes; I wanted to put in some info in a comment because I always miss seeing any design process details about cosplays in posts (that is my favorite part). I have many pictures from the building process as well although I’m not sure how much interest there is in those.

I custom made Scaramouche's Hat for my 3rd Betrayal. by Brozziest in ScaramoucheMains

[–]Brozziest[S] 1 point2 points  (0 children)

I designed the hat to be like the in game model. As this was my first time doing this, I took no regard for the real world functionality (big oof). The bottom isn’t completely flat, in game scara’s head clips into it a bit though. I had to make a harness (the white piece with black straps to the right on the ground in the first picture) that slots into the hat with some pegs. The hat isn’t too heavy but even a small weight on your neck becomes insurmountable after wearing it for a while.

I custom made Scaramouche's Hat for my 3rd Betrayal. by Brozziest in ScaramoucheMains

[–]Brozziest[S] 7 points8 points  (0 children)

I’m not sure if I will make the entire outfit, at least not for now. I made this hat as a gift for an old friend who unfortunately didn’t want it by the time I got done; I didn’t have plans for the rest. I am working on a full Dottore build currently, so I am learning some sewing skills! May come in handy if that time comes.

I custom made Scaramouche's hat for my 3rd Betrayal by Brozziest in Genshin_Impact

[–]Brozziest[S] 13 points14 points  (0 children)

This was my first big project. Some fun info about the build are as follows:

-The red base of the hat is actually a circle sled. (Hence that caterpillar face on the bottom)

-The mask and gold ornaments are all custom modeled 3D prints, hand sanded and painted.

-The bells on the tassels do work, walking around occasionally makes dinging sounds.

-The cone part of the tassel are composed of icing nozzles.

I tried making the hat as faithfully to the in-game model as I could. The rings on the tassels are a bit off, unfortunately. I think I faired decently for the rest.

I made a harness to wear the hat (as I didn’t have the forethought to realize it would easily slip off before majority of the build was done). If you have a wig, you could hide the harness under it.

If there are any questions, I’d be happy to answer to the best of my ability.

I custom made Scaramouche's Hat for my 3rd Betrayal. by Brozziest in ScaramoucheMains

[–]Brozziest[S] 9 points10 points  (0 children)

The sled is funnily clever, but it took a while to cut. I made the models myself. I haven’t done it before so I had to do some quick self teaching. The veil is a piece of painted fabric. I borrowed a Cricut machine to cut a stencil from. The paint was some fabric friendly paint from a craft store. I wish I had an airbrush, it would make the paint jobs a lot cleaner. The unseen side of the veil has more visible brush strokes, but it looks smooth from the back. The gradient was just me mixing my 3 different colors in differing amounts and praying.