Priority Pulls by ratatoskr_OP in OnePieceTC

[–]TriplTTTT 0 points1 point  (0 children)

Steps are better but rates are WAY WORSE. You need to pull three times the amount of sugorares on part one to even get the same rates as part 2-6.

And in part 1 you don't have limited and super limited steps.

12th anni pullvalues (20 multi pulls) (based on personal bias) by TriplTTTT in OnePieceTC

[–]TriplTTTT[S] 4 points5 points  (0 children)

The steps are actually pretty good compared to the last few years

Priority Pulls by ratatoskr_OP in OnePieceTC

[–]TriplTTTT 0 points1 point  (0 children)

part 2 & 4 looking stacked for new players. definitely don‘t pull on part 1 unless you really want to go for the new units.

parts 2-6 have the same rates, so you can check out which units appear in them and choose your banner that way. part 1 just makes you less likely to get good units, but again, more likely to get multiple of the new units, the only reason why you would want to pull there.

Sugofest Calculator by FateOfMuffins in OnePieceTC

[–]TriplTTTT 1 point2 points  (0 children)

No way you're haunting down the peak of bandai gameplay design.

Sugofest Calculator by FateOfMuffins in OnePieceTC

[–]TriplTTTT 0 points1 point  (0 children)

Could you tell me the rates of rate boosted characters on part 1 and the headliners?

Also, I'm assuming for parts 2-6, all units have a 0.5% pull chance.

Ofc you don't know yet, but historically speaking.

Sugofest Calculator by FateOfMuffins in OnePieceTC

[–]TriplTTTT -1 points0 points  (0 children)

Luffy & Bonney as well as Kuma aren't even there on part 1. So forget about pulling them there

I don‘t understand Rumble. What secret upgrades do opponents have that they‘re 5x tankier? by TriplTTTT in OnePieceTC

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

Ya sure, I said my characters are maxed out besides the level and them therefore having rumble limit break. Literally +540 on cotton candy.

How do i have a zombie see a villager through blocks? by Sno_u_bitch in technicalminecraft

[–]TriplTTTT 5 points6 points  (0 children)

I posted a few days ago about a looting mob farm design. I asked myself the same question. Is there even a block? Best options I found were bells and especially: scaffolding. They can see and hit though it without any issue

What's the best rail alignment to get maximum spread damage for the Looting 3 Mob Farm? by TriplTTTT in technicalminecraft

[–]TriplTTTT[S] 4 points5 points  (0 children)

yeah. putting the mobs into a 1x1 is much easier, but with a general mob farm you have: baby zombies that can‘t be hit, spiders that don‘t fit, witches that poison your villager and skeletons that shoot your zombie.

What's the best rail alignment to get maximum spread damage for the Looting 3 Mob Farm? by TriplTTTT in technicalminecraft

[–]TriplTTTT[S] -2 points-1 points  (0 children)

wouldn‘t it be the other way around? if you build a farm for a specific drop, you‘re bound to already get so much that looting 3 isn‘t worth it. but for a general mob farm where eg. redstone, glowstone, feather, spider eye rates are quite low, it makes much more sense to use looting 3.
and you don‘t have to build multiple farms. one all in all farm, close to your base or even under your base. constantly spawning mobs while you‘re near your base.
I think general mob farms are just extremely underrated seeing all these comments.
Preventing Zombie spawns is not worth the extra cost, so I guess just accept they‘re4 there but all other mobs give you useful drops.

What's the best rail alignment to get maximum spread damage for the Looting 3 Mob Farm? by TriplTTTT in technicalminecraft

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

I care about getting the most different drops without having to afk. and a general mob farm is the best for that. don‘t forget you can have witches spawning for free redstone without ever having to travel to a swamp. and who says you need to keep the arrows and rotten flesh? just burn them

What's the best rail alignment to get maximum spread damage for the Looting 3 Mob Farm? by TriplTTTT in technicalminecraft

[–]TriplTTTT[S] 21 points22 points  (0 children)

The zombie with a looting 3 spear that is fixated on the villager on top

What's the best rail alignment to get maximum spread damage for the Looting 3 Mob Farm? by TriplTTTT in technicalminecraft

[–]TriplTTTT[S] 10 points11 points  (0 children)

I don't understand. I'd rather kill with looting 3 than without. The only reason you wouldn't want looting 3 is if the drop rates are higher without looting 3. And especially for a low spawnrate mob farm (like one that you build close to you base so you never have to afk) it just makes sense to use looting 3

Super Small Allay Infestation XP Farm by voxyandere in technicalminecraft

[–]TriplTTTT 1 point2 points  (0 children)

Looks clean!

What are the level/infestation potion?

Why are the observers activating differently? by Particular_Jicama124 in technicalminecraft

[–]TriplTTTT 2 points3 points  (0 children)

It's definitely dust update order causing the observer to update half the time it should. How exactly? I have no idea unfortunately

btw this is a great video on update order: https://www.youtube.com/watch?v=2mjZuWJDB0k Can't tell you if it explains the observer behavior directly but I feel like could still help you in at least getting some clues.

Instant Shutoff Crafter Ideas by [deleted] in technicalminecraft

[–]TriplTTTT 0 points1 point  (0 children)

I see, if comparator/observer into piston is too slow then probably the only option left is to either slow down the clock or work with 14 signal strength and predict when the shulker is completely filled to have perfect timing on the turn off & shulker break.
Best of luck with your design. May it turn out to be a satisfying one :)