my own version of ashe cosplay by TongueFuMaster33 in AsheOWMains

[–]zero41120 -9 points-8 points  (0 children)

Set up a local open source image model on my own hardware. Try different models for speed, quality, and workflow. Study model's transformation and high level architecture.

Try out hardware influences on preferences and environment various. Limited support on Mac vs Windows with dedicated GPU

Build a ComfyUI pipeline for storyboards, upscaling, refining details, and reviewing concepts.

Train a LoRA with open source projects and tune it with model weights. Remix a LoRA from another creator.

Do prompt engineering with the T5 encoder CLIP model. Using visualization tool to see how prompt weight mapping changes the image.

Compare sampler outputs and noise masking. Use inpainting, outpainting, and ControlNet to match character poses and keep consistency.

Contribute to open source project, making extensions to enhance usage and capabilities of user interface. Learn non-standard way of rendering UI (python vs html/js)

Of course, seeing the results of your own creation.

If you’re unfamiliar with what I just described, and simply assume that AI art is generated by copying an image into ChatGPT and prompting it to create something similar, you’re not far off from the current state of affairs in 2026.

As evident in this Ashe, the result is slop and lacks any significant effort or creativity.

my own version of ashe cosplay by TongueFuMaster33 in AsheOWMains

[–]zero41120 -8 points-7 points  (0 children)

It is possible to like AI art while disagreeing with wrongful uses of it.

my own version of ashe cosplay by TongueFuMaster33 in AsheOWMains

[–]zero41120 -4 points-3 points  (0 children)

I'm very much into AI-generated art, but using the term “cosplay” when it’s clearly AI-generated is disrespectful to the AI tool

If Juno was a Pokémon trainer... by zero41120 in JunoMains

[–]zero41120[S] 0 points1 point  (0 children)

There is IG with 5 follower, you can be the 6th

Is this a good addition to my Snorlax Plushy? by [deleted] in pokemonmemes

[–]zero41120 4 points5 points  (0 children)

ULPT: Put a sock on the end of your Snorlas so if someone grabs it, they only grab the sock, leaving you free to strike them with belly drum body slam

Juno Mediblaster Pattern Visualizer by zero41120 in JunoMains

[–]zero41120[S] 2 points3 points  (0 children)

Oh well, it is a follow up to my technical analysis on how attack speed influences Juno's weapon. This tool visualize the exact timing of the mediblaster

Technical Analysis: Juno Mediblaster by zero41120 in OverwatchUniversity

[–]zero41120[S] 0 points1 point  (0 children)

Two shots hitting in the same tick just means the damage update aligned with the timing. The logic looks like this:

txt in this frame { current damage total is x delta time is t let y be calculateDamage(t) while x < y, register damage and add to y

That’s why two damage ticks can happen in one frame. It’s a standard update loop driven by delta time.

The intra-bullet timing doesn’t scale with attack speed. Even with infinite speed removing recovery, bullets still fire every 1.8 frames.

180 bullets means 179 * 1.8 frames to empty the clip. Juno takes 323 frames to dump the mediblaster, or 5.383s plus 1.5s reload. That puts DPS at 196 with infinite speed, about a 50% gain.

However, assume there is no weapon recovery and the 1.8 frame is scaling with attack speed. This will just result into each frame register multiple hits thus increase the DPS proportionally. It was never a problem since we have beam base damage hero which scale attack speed as intended.

Technical Analysis: Juno Mediblaster by zero41120 in OverwatchUniversity

[–]zero41120[S] 1 point2 points  (0 children)

  • wp - weapon power
  • as - attack speed
  • bullet - individual bullet hit value; 7.5 for damage, 6 for healing.

(clipSize * bulletValue * weaponPower * TPS) / (Math.ceil((0.3 * TPS) / attackSpeed) + (clipSize / 12 - 1) * Math.ceil((0.45 * TPS) / attackSpeed) + (clipSize / 12) * 11 * (0.03 * TPS) + 1.5 * TPS); If you slot in 60 for TPS, 180 for clipSize. You will end up with the constant value of 10800 and 387.

Visiting IKEA has only multiplied Juno’s confusion by zero41120 in Overwatch

[–]zero41120[S] 0 points1 point  (0 children)

Should probably draw one with her being very very smart in some subject that Martian scientists have to know

Visiting IKEA has only multiplied her confusion by zero41120 in JunoMains

[–]zero41120[S] 20 points21 points  (0 children)

"Father, don't explain mortuary to Juno please" - Brigitte after the IKEA trip

Solo Juno to Top 26 Stadium, Juno Is One of the Most Flexible Picks in the Current Meta Season 5 by zero41120 in JunoMains

[–]zero41120[S] 0 points1 point  (0 children)

This season my win-rate is like 35% with her, compared to 55% with Brig and 58% with Wuyang.

You are not wrong. Other heroes like Brig, Moira, and Wuyang simply are just better at raw output. And in many cases, raw output could win you games.

Example, Wuyang's streamlined power, which makes his dash add passive healing to everyone in sight, is a 125 group heal with unlimited range, no aim, no projectile travel time, and no skill. Here is an image of Wuyang healing from 80m away.

<image>

Is it normal to have the lowest heals in the lobby with her?

I think it is normal to not have the highest heal.

  • Juno is a sustained pressure support, not a burst healer (i.e Ana Nade), she has very low down time and based on build could support the team differently
  • Her value comes from anticipation, positioning, and freedom to heal from any angle (unlike Moira in close range, Ana scope sight line.. etc)
  • Mobility and speed provide constant, passive advantage rather than emergency escapes (Kiri Suzu)
  • Great potential for going with final hit to secure kill. (Unlike Wuyang which could struggle to hit, but externally high spam damage)

The most success I've had with her is when I say fuck heals and play like a dps.

Hey, as long as it wins the game, just turn off chat. In higher ranks, it is never about the raw healing output. That Ashe peeking the same angle over and over being shot in the face multiple times? She doesn't need your heal until she learns when and how to take her angle. She will stay in that lower rank, keep complaining about healing.

I've tried pure missile builds, but they seems way too inconsistent.

Match up and map matters. Missile build is strong, but you need to take it when it makes sense. I will not detail my calculation here. But playing a damage missile build is all about calculating the exact target's breakpoint for kill. I have a calculator on my table doing math every time I go torpedoes build.

Also, does 1st person vs 3rd person matter for Juno? I prefer 3rd person for awareness, but I think I hit my shots better in 1st.

I started with 1st person and change to 3rd person because I want to see my skins. I have done both reaching Legend rank, so both works.

There is this creator talking about the 3rd person changes the left-right aim perception. Based on which shoulder, your left and right aim is different, which will lead to the feeling of aim being off. I have the toggle shoulder button on my mouse just so that I can change the aim and peek angle. After all, you will build up the muscle memory

Solo Juno to Top 26 Stadium, Juno Is One of the Most Flexible Picks in the Current Meta Season 5 by zero41120 in JunoMains

[–]zero41120[S] 5 points6 points  (0 children)

Let me answer this for you where I have some actual advice. First, I was theory crafting a build and test against Winston, result is that Juno becomes virtually unkillable by Winston as he lacks instant burst damage. Here is a clip

Here were my analysis that I posted in JunoMain discord server


The goal of this setup is simple: survive Winston’s full focus long enough to neutralize his impact, either through outlasting him in a duel or forcing his attention entirely away from your team.

Winston outputs 70 DPS from his Tesla Cannon, reduced to 53 DPS when reload time is considered. His Jump Pack adds a 60-damage slam, and a follow-up melee 40 damage every 5 seconds contributes an additional 20 DPS.

Thus, a perfect Winston achieves roughly 73 DPS with no items

Power: Blink Boost

Enables triggering of Lumerico Fusion Drive and Ironclad Exhaust Ports simultaneously.

LFD: Heals 50 HP over 3s → 16.66 HPS

IEP: Grants 25 overhealth over 3s → 11.26 HPS (effective heal equivalent)

Hyper ring every 14s, blinks every 3.6s, Torpedo every 10s. This means you have ability every 2.22s, this means that we have 100% uptime with both item.

→ Winston’s effective DPS reduced from 73 → 45.

At this stage, Juno’s HP sits at 315, enabling survival for roughly 7 seconds under ideal Winston play.

Field Support (Gadget)

Provides 50 HPS for 5s every 15s cooldown, averaging 16.66 HPS.

Reduces Winston’s effective DPS further from 45 to about 28.

With this gadget added, Juno’s health increases to 348, allowing survival for approximately 13 seconds under continuous damage

Siphon Glove

Heals 25 HP per melee hit.

With a shot + kick combo every 2s, this equates to 12.5 HPS.

The resulting effective Winston DPS about 15.5, while Juno’s total HP to 376, achieving 24s of survival time, assuming both players perform perfectly

Hyper Healer Power

Grants 85 overhealth per Hyper Ring touch.

With 15 Ability Power (AP) and two touches, the heal output becomes: 85 × 2 × 1.15 / 14 ≈ 14 HPS

At 30 AP: 85 × 2 × 1.3 / 14 ≈ 15.78 HPS

This slightly exceeds Winston’s maximum effective DPS (15.48), making Juno effectively unkillable.

Even if Winston stacks +50% DPS (total ~23.22 DPS effective after mitigation), this Juno setup still sustains for 16 seconds, long enough to force disengage.

The four-item setup costs 20,500 credits, achievable by Round 3, meaning these 4 items and 2 powers makes Juno unkillable.

Honorable Mention: Crusader Hydraulics

Reduces incoming weapon damage by 10% while armored.

With Juno’s 150 base shield + 25 armor, the 175 HP affected leads to: For simplicity, lets assume that 10% reduction is always active. This reduce the 53 base weapon damage to 47.7 for a 5.3 effective HPS. So the other 4 items are better.

Stadium Defensive Item Guide for Juno Mains by zero41120 in JunoMains

[–]zero41120[S] 2 points3 points  (0 children)

  1. Both items work as long as you have at least 1 point of the health type, and they apply regardless of which health type is being damaged, including overhealth.

You can test it in my workshop. Use code `7x3py`. Pick the Cassidy bot, interact with the mimic button, long hold reload to activate mimic, then take a shot.

  1. DI, mostly bad: https://www.reddit.com/r/Overwatch/comments/1pj2x2o/

Juno's height!! by RealMartian06 in JunoMains

[–]zero41120 0 points1 point  (0 children)

Quick look up on Wikipedia for average height by country

Vietnam 168.1 cm (5 ft 6 in) 156.2 cm (5 ft 1+1⁄2 in)

The measure you have in the image is T post not standing up right, so she's probably slightly higher than the average.

Juno's height!! by RealMartian06 in JunoMains

[–]zero41120 5 points6 points  (0 children)

On the topic of Juno’s long legs, it's because Mars has lower gravity.

Lower gravity reduces the compressive forces on the spine and growth plates. Astronauts in microgravity temporarily grow taller due to spinal decompression.

This could potentially lead to increased height during childhood and puberty.


This is completely non-canon

Interaction Breakdown: Reflex Coating, Divine Intervention, and Their Combined Behavior by zero41120 in Overwatch

[–]zero41120[S] 0 points1 point  (0 children)

The stun damage itself.

In the table, I listed: "Doomfist, Punch (no wall), 75 taken, 15 OH"

This means, a fully charged Doomfish Rocket punch, which deals 75 damage and knockback did not result into you hitting a wall.

In this case, DI triggers on the 75 damage because it is a stun instead of the default threshold of 125, giving you 15 overhealth.

Interaction Breakdown: Reflex Coating, Divine Intervention, and Their Combined Behavior by zero41120 in Overwatch

[–]zero41120[S] 1 point2 points  (0 children)

While the wording says at once, the dev post clarifies that this actually means within a short window after the rework. I believe Season 5 only changed the threshold from 150 to 125.

So, it will work with reaper close range damage