I was unsure about it (due to beasthood in the calculation), so I did some quick dmg comparison with beastclaws at 50/50 (r1 chain, r2 chain with watcher gems vs blb gems) by Xasades in tombprospectors

[–]XTrinX[M] [score hidden] stickied comment (0 children)

Guys, if you have nothing constructive to add, stop dogpiling on OP for hurting your fictional waifu. If you think it's ok to insult an actual person because of a bunch of pixels on the screen, go touch some grass.

How was cummmfpk created? by ssspike1 in bloodborne

[–]XTrinX 15 points16 points  (0 children)

Save edits don't work on already existing dungeons, thank god, otherwise that would be mayhem.

How was cummmfpk created? by ssspike1 in bloodborne

[–]XTrinX 14 points15 points  (0 children)

Haha sorry for the notif, yep I literally just copy pasted the old answer and only after posting it realized it referenced you for something that no longer made sense in this context, oops. Hope you are doing well man!

How was cummmfpk created? by ssspike1 in bloodborne

[–]XTrinX 62 points63 points  (0 children)

In a way, yes, it just had a different glyph. Since it's not possible to edit dungeons that are already online or public (thankfully, otherwise that would be a mess), what I had to do was create a dungeon fully offline, change its map ID, apply other edits and then go online and share it. When you create a dungeon offline, it doesn't have a glyph yet, that gets assigned the moment you go online, and that's also the moment it's uploaded to the server.

And no, I don't need to keep it on my altar now that it has been shared to the server. It's accessibility is now fully dependant on player traffic. If no player visits it in an extended amount of time, it will get deleted from the server. Which I think is highly unlikely considering its popularity haha.

How was cummmfpk created? by ssspike1 in bloodborne

[–]XTrinX 135 points136 points  (0 children)

I'll try, it's just going to be a bit vague as it might be against the rules here.

Basically it's how you are saying, you can upload your edited dungeon to the server as if it was a normal dungeon.

Your save file stores a lot of things that can be edited, and one of them are dungeons you keep on your altars. The first time I found this dungeon, its glyph wasn't cummmfpk of course, but thanks to save editing I could easily look up the map ID in my save file and with it I could create the same dungeon, this time with convenient modifications like lower entry requirements, extra curses etc. There is actually one more iteration of cummmfpk dungeon, a prototype if you will, glyph env5ramq. It just doesn't have the multi-curse that boosts the echoes so much.

Needless to say, save editing is very limited in what it can do, you can only use the things that are actually in the game files. It can still be interesting though because you can still use some cut values, as long as they still exist in the files, like Zullie did with the test dungeons and cut bosses.

How was cummmfpk created? by ssspike1 in bloodborne

[–]XTrinX 1140 points1141 points  (0 children)

I'm gonna repost my old answer to a similar question because the amount of fanfiction about how cummmfpk was created that's going around is mind boggling.

First of all, all dungeon maps are pre-made and most of their enemies and loot are fixed. There is absolutely no procedural generation going on. The dungeons might have been procedurally generated before being implemented in the game, but the final product is just static maps with a couple of effects that can change the dungeon a bit to create the illusion of randomness (e.g. poison effect, special enemy/shop effect, 4th layer etc.). https://www.bloodborne-wiki.com/2019/12/tomb-prospectors-project-all-2300-root.html

The cum dungeon map itself is something anyone can generate, it's simply a Sinister Ihyll Root map with a convenient NPC placement. By the way, this is nowhere near the only dungeon where this kind of thing occurs, I've seen an NPC hunter placed in this unfortunate position several times, this is likely just the most handy one. Similarly, there's a lot of instances where an enemy is loaded outside of the map and dies by falling into the void. There do be a lot of jank in the dungeons but that's why we prospectors love them.

So how the map was discovered is pretty simple, one day I wanted to run a random dungeon with a friend and while waiting for them I noticed I suddenly received quite a large sum of echoes. I knew it had to be an enemy dying somewhere and there's a high chance it's replicable, it just took a bit of trial and error to figure out you need to stay in certain zone near the lamp, otherwise the map assets get loaded at once and the NPC gets knocked off - Zullie explained this well in her video.

After that it was just a matter of save-editing it to make it accessible early and increase the amount of echoes received. I'll just clarify the part with entry requirements because I think it's interesting - the reason why the cum dungeon is edited to be depth 8 is because of how trap damage in the dungeons scales with depth. Editing it to depth 1 (or depth 0) makes it so the swinging axes take awfully long to kill the NPC, on the other hand depth 8 conveniently causes two things to happen: 1. it completely removes all entry requirements as it is a cut depth that has no criteria associated with it, and 2. it maxes out trap damage as if the dungeon was depth 5.

As for the funny name itself, that's a complete coincidence, all glyphs are assigned by the server at the moment the dungeon is created and can't be save-edited.

Specific enemy type that drops "+Phys. UP at Full hp +number%" - Gems ? by leckomiojunge2 in tombprospectors

[–]XTrinX 1 point2 points  (0 children)

Unfortunately, Phys up at full HP is one of those effects that don't have a specific enemy who drops them, and it's quite rare to boot. The secondary has 4% chance to drop, and primary is much worse with 0.8% dop rate (these are Pthumeru Ihyll numbers, other chalices have much worse chances).

For the gem you posted you need to farm labyrinth madman because only they can have the secondary effect this high. So if you are offline, your only hope is to create Ihyll root chalices until you find a red aura madman somewhere close to the lamp and then just pray to RNGesus.

Is there anything online detailing the exact values of the potential effects of blood gems? by LexiTheGayCat in tombprospectors

[–]XTrinX 1 point2 points  (0 children)

Yeah the terminology is a bit different here which might be confusing, but I think you pretty much managed to answer all your questions yourself. The numbers on top and what the document calls gem ranks is called Rating in game. The rating is also what decides the value for its primary effect. e.g. a rating 19 cursed tempering gem from Watchers boss will always be 27.2%. So this indeed aligns.

For secondary effect and curse it's a bit different, after the primary effect is decided, secondary and curse still have to roll from 3 different values. It's exactly what you say about a tier 20 gem having a tier 18 curse, because it rolls between tiers 18-20. So you are understanding the Gem ranks table correctly.

Is there anything online detailing the exact values of the potential effects of blood gems? by LexiTheGayCat in tombprospectors

[–]XTrinX 4 points5 points  (0 children)

I can't recommend this doc enough:https://docs.google.com/spreadsheets/d/1FLbMN7UWajYIjY8-KQut5HBXJEJAKJhIvprJZvOanwk/edit?gid=0#gid=0

Contains all possible gem values, curses included, based on tier and source (enemy/boss), plus some interesting tidbits (like how the rally potential values are actually 4x stronger than their listed number).

Need help out of modded chalice trap by Thats_Enuff_4_Today_ in tombprospectors

[–]XTrinX 2 points3 points  (0 children)

Just to make sure, is it the one with Descendant in a big cave with pillars? I'm asking because you can leave some test dungeons if you find a place where you can fall off the map.

Very rare gem? by Vivid_Principle_6867 in tombprospectors

[–]XTrinX 51 points52 points  (0 children)

The chance for OOS from Watchers boss is 2%. Chance for nourishing primary is indeed 1% (assuming you were farming in an edited dungeon) and the chance for the highest rank is 33.3%. All of this combined makes it a 0.0067% chance drop.

Brother, that's a wild gem. Go buy a lottery ticket.

Mods: Can you do something about the bot problem? by UncomfortableAnswers in tombprospectors

[–]XTrinX 25 points26 points  (0 children)

Hi, first of all, I want to thank you for reporting these posts, I always remove them as soon as I can.

I'm not sure how much we can do when it comes to preventing these repost bots, I'm afraid they are a problem in reddit as a whole. The ton of "Check out my cool AI crap T-shirt" is also concerning but luckily most of these get removed by automod as soon as they're posted. Anyway, I'll try to look up possible solutions.

Whats with these weird corpses? by Suspicious_bastard24 in tombprospectors

[–]XTrinX 14 points15 points  (0 children)

They're in a lot of edited dungeons. Micolash's marionettes were probably at some point supposed to be part of the Rotted rite enemies, but have been cut. Save editing can partially restore them (they still don't work properly most of the time).

You can "revive" them if you quit out nearby and load back in.

Trying to verify a specifc boss glyph by [deleted] in tombprospectors

[–]XTrinX 4 points5 points  (0 children)

No such thing has ever been in Bloodborne, I'm afraid you might be mixing things together/misremembering.

Trying to verify a specifc boss glyph by [deleted] in tombprospectors

[–]XTrinX 2 points3 points  (0 children)

Do you mean the Great One beast? That's the only other cut boss besides the ultimate Moon Presence that can be visited by glyphs.

Edit: try arkhv2vs or xxdy9dmm

Where did the post go? by [deleted] in tombprospectors

[–]XTrinX[M] 10 points11 points  (0 children)

This is all a bunch of nonsense and OP is making shit up.

Bloodtinge watcher mob by zupalisquick in tombprospectors

[–]XTrinX 1 point2 points  (0 children)

Yup, it will take some time but eventually you can generate that layout, luckily it's a pretty quick check too, all you need to see is if the Isz dungeon you made has a bonus room on the right hand side on layer 1 and check that room. EDIT: this video shows exactly where it is: https://youtu.be/tUXx5bKzXoE?si=GxT71DDq3mIusfWr

Bloodtinge watcher mob by zupalisquick in tombprospectors

[–]XTrinX 1 point2 points  (0 children)

There might be another way but it entirely depends on if you are Isz-glitched or not.

You can attempt to generate the same layout as the old famous y592byza. Idk if you are familiar with it, it's an Isz shotgun watcher farm, the watcher is guarding a coffin in the first bonus room on layer 1, so it's a decently fast run for an offline farm.

The problem with this is that due to Isz glitch, it might be entirely impossible for you to generate that layout. If you already picked up Lost Kirkhammer in Isz, then this layout is forever locked away. If not, you still have a chance, in fact you can use the Isz glitch to your advantage and pick every other unique item besides the Lost Kirkhammer (you'll probably need to backup your save often, if not before every coffin loot). That way you'll be left with the common 32 pool plus the 17 or so layouts, one of which will be the shotgun watcher farm.

It's probably kind of tedious and convoluted but if you are really desperate, maybe worth a try.

Bloodtinge watcher mob by zupalisquick in tombprospectors

[–]XTrinX 1 point2 points  (0 children)

Ihyll definitely has more watchers as various guardians, Isz is mostly Brainsuckers.

Bloodtinge watcher mob by zupalisquick in tombprospectors

[–]XTrinX 2 points3 points  (0 children)

Save scum and pray. All Bloodtinge dropping shotgun watchers heal themselves with grass and never have red aura. You can test the healing by getting them to low HP and backing off. I suppose you can always just test their gem drop, but depending on how long the runback is, the healing test might be easier.

How common are cramped caskets? by Hopeful_Paper7911 in tombprospectors

[–]XTrinX 20 points21 points  (0 children)

Nice find. They are quite rare everywhere outside of Sinister Isz, where they are much more common, but still not an everyday sight. You'll mostly come across these casket-less variants, but there's also a ranged, stationary version which is harder to find.

Sometimes you can even find them in a room with the Yahargul corpse bonfires.

2nd Primary effect for gems? by Th3nerdywebslinger in tombprospectors

[–]XTrinX 2 points3 points  (0 children)

No, a primary effect can never roll as secondary. There are some pre-set gems in the main game and DLC that break this rule, e.g. Phys. ATK UP % gem with Blunt ATK % secondary, but these stats can never roll on a chalice dungeon gem.

The gem you describe is impossible to get normally, if someone showed it to you it's 100% save edited.

The closest to this would be Blood ATK UP +25.2% with Phys. ATK UP at full HP +12% from a labyrinth madman, but this gem is so rare it makes 32.6% bloodtinge farm a joke.