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https://w.atwiki.jp/jasagiri/pages/55.html
Getting Started - Compact Apps Waves を gem でインストールしたいと仮定しましょう。 $ gem install waves ソースからも実行できます。 App Generation 次に、アプリケーションを作成したいディレクトリに移動してください。 waves generate を使ってアプリケーションを生成しましょう。 waves コマンドはおおくの splendored things です。(?)アプリケーションを生成し、サーバを走らせ、IRBコンソール内部の深いところに落とします。(?) waves help または waves command --help を実行することでその機能のリストを確認できます。 Waves はアプリケーション構造について何の固定概念も持っていませんが、現在2つの生成手プレートを持っています。: classic と compact です。 compact アプリケーションは単に実行するのに十分なコードです。; 裏庭のある部屋を拡張する余地のある1つのファイルのプロジェクトです。 classic アプリケーションは Rails レイアウトと同様で、MVCインフラを提供するfaundation(基礎) とコード再読み込みマジックを使用します。 waves はデフォルトで classic テンプレートを使用しますが、このチュートリアルでは compact アプリケーションを必要とします。 $ waves generate --name=spit_ball --template=compact ** Waves 0.8.0 ** ** Creating new Waves application ... ** Application created! これは「spit_ball」というディレクトリとその中にたった1つのファイルを生成します。このチュートリアルと同じものをコード例のコミットリストで GitHub レポジトリから複製できます。 spit_ball ディレクトリからウェブサーバを開始しましょう。次のように: $ waves server ** Waves 0.8.0 ** I, [2008-10-20 13 38 27 #3790] INFO -- Logger started. I, [2008-10-20 13 38 27 #3790] INFO -- Waves Server starting ... I, [2008-10-25 11 24 31 #3790] INFO -- ruby-debug enabled I, [2008-10-20 13 38 27 #3790] INFO -- Mongrel started on 127.0.0.1 3000. 新生児の香りのように何もないアプリがlocalhostのポート3000で実行されて、 ブラウザで localhost 3000 を開くと悲しげな 404 Not Found を確認できるでしょう。私たちのダーリンはまだ何をしていいかわからないのです。 あなたのアプリケーションフォルダの1つのファイルは startup.rb です。 Waves runtimes (たとえば server や console)は開始するときこの名前のファイルを探します。 もちろん必要なときには --startup を使って異なったファイルを指定することもできます。スタートアップファイルは適切な foundation を必要としアプリケーションの名前空間を確立するでしょう。 require foundations/compact module Spitball include Waves Foundations Compact end Foundations と Layers Waves はレイヤアーキテクチャを使用しています。オプションで ORM サポートとテンプレートエンジンを「レイヤ」 モジュールをアプリケーションへmix-inで提供しています。さらに Waves はレイヤに重要な構造を決定させます。古典的なアプリケーションの (例えば)MVC インフラはレイヤによって提供されます。 foundation はレイヤモジュールでアプリケーションを実行するのに必要なすべての juju を設定したり混ぜたりします。(?) Foundations は他のレイアのスタックを混ぜて使い機能的です。 compact foundation はConfigurations と Resources のみを含む最小構成のアプリケーションです。 Configurations は Rails の環境と同じです。; compact アプリはデフォルトで development と production の設定を持っています。Waves runtimes (例えば server and console) は development 設定をデフォルトとしますが、?config オプションで別に使用している設定を指定できます。 後で設定のについて深く議論するつもりです。 Resources Resources はウェブ要求のプロセスです。もちろん there’s some glue リソースへのリクエストを得てクライアントへレスポンスを返すための糊はありますが、強力な Resource はスパルタの戦士です。(?) 他のすべてのクラスは helots です。(?) compact foundation はリソースの名前対応付けとリクエストプロセスのエントリポイントになります。 Map はデフォルトでどんなリクエストにもマッチしないので 404 Not Found です。 Spitball Resources Map を再度開いて変更してみましょう: waves-app /startup.rb require foundations/compact module Spitball include Waves Foundations Compact module Resources class Map on( get ) { "Hello World!" } end end end この呼び出しは次のようにマッピングされます:どんな GET リクエストでも、文字列“Hello World!”を返します。 結果を確認するには、サーバを再起動する必要があります( compact Foundation はコード再読み込みは提供されていません)。wavesサーバを再起動する場合はいつでも control-C を使用します。さて、ブラウザ画面を再読み込みすると、画面に“Hello World!”が確認できます。 localhost 3000 の後にどんなURLを入力してもこれが表示されるでしょう。なぜなら mapping 宣言はどんなパスにもマッチするからです。 You can restrict a mapping to specific paths by giving #on a URL matching argument, an array where the elements correspond to path components. E.g. [ "hello", "sailor" ] matches “/hello/sailor” on( get, [ "hello" ] ) { "Hello World!" } waves サーバを再起動して、 /hello へリクエストするだけで陽気な Hello を得ることができるでしょう。 URL にあっている配列では、シンボルがURLコンポーネントの値を取得します。アプリケーションに別の mapping 宣言を追加してください: on( get, [ hello ] ) { "Hello World!" } on( get, [ hello , name ] ) { "Hello, #{captured.name}!" } waves サーバを再起動して、/hello/friend を開いてください。「Hello, friend!」と挨拶されるでしょう。キャプチャされているのは、それがどんな値だったとしてもURLから取得された openstructのようなオブジェクトです。 captured[ name] または captured[ name ] を同じように使用できます。 宣言の順序は重要です:前に定義されているものより後で定義されたものが優先されます。これはRubyのメソッド宣言(後の宣言が前の宣言を上書きする)に拠り、予想可能な方法で Resources の継承を利用することを許容します。これらの宣言を考えてください。: on( get, [ hello ] ) { "Hello World!" } on( get, [ hello , sailor ] ) { "Ew!" } on( get, [ hello , name ] ) { "Hello, #{captured.name}!" } これらのマッピングで「Ew!」を見ることはないでしょう。 最後の宣言が /hello/sailor へのリクエストを捕捉します。 Code Reloading and Resource Delegation あなたはすべての変更の後サーバを再起動するのに飽きているとしましょう。 classic foundation は自動的にコードを再読み込みしますが、 compact apps へ再読み込みを付け加えるのは難しくありません。 startup.rb ファイルに次のように書いてください。: require foundations/compact require autocode module Spitball include Waves Foundations Compact module Resources include AutoCode auto_load true, directories = . class Map on( true ) { to( greeting ) } end end module Configurations class Development reloadable [ Resources ] end end end いくつかのことがここで起こっています。 AutoCode はフレキシブルなコード再読み込みを提供します。 私たちは 現在のディレクトリでマッチしたファイルからSpitball Resources をロードし、無くなった定数を引き出すために構成します。(?) 例えば Spitball Resources Greeting は ./greeting.rb からロードされるでしょう。 AutoCode は定数名のスネークケースを使ってファイルを探します。 (定数「BlogPost」はファイル名「blog_post」になります)。 再読み込み可能なリソースを指定するために Development 構成で再起動しました。 Any auto-loaded constants under Resources 配下のどんな自動ロードされた定数も各リクエストの度にファイルから再読み込みされるでしょう。 Resources Map の #on 宣言は今やすべての HTTP リクエストにマッチし、Greeting リソースへ移譲します。 Greeting が startup.rb に定義されていなくても、現在のディレクトリのファイル名 greeting.rb から自動読み込みされるでしょう。 greeting.rb をアプリケーションディレクトリに作成してください。: module Spitball module Resources class Greeting include Waves Resources Mixin on( get, [ hello ] ) { "Hello World!" } on( get, [ hello , name ] ) { "Hello, #{captured.name}!" } end end end Spitball Resources Greeting は前の繰り返しで、リソースとして正常に動作するのに Waves Resources Mixin をインクルードすること以外 Map リソースと同じです。 もう一度サーバを再起動して、すべてが動作していることを確認してください。 Greeting リソースへの変更は、その度にサーバを再起動すること無しにすぐに効果があります。 Continue to Part 2 Compact Applications, part 2 Spitball はファイルベースアプリケーションとして成長することを望みます。この願いを実現するために、私たちは Pastie と名付けられたリソースを作成して、/pasties で始まるパスへのすべてのリクエストを delegate する必要があります。まずは、 Map リソース(startup.rb 内)のリクエストマッチング定義をこのようにしてください。: on( true, [ hello ] ) { to( greeting ) } on( true, [ hello , true ] ) { to( greeting ) } on( true, [ pasties ] ) { to( pastie ) } on( true, [ pasties , true ] ) { to( pastie ) } パスにマッチングしている配列では、対応する経路コンポーネントが存在する限り、true はどんな値でもマッチするでしょう。これが各リソースあたりどうして2つの定義が必要となるかの理由です; /hello は1つの経路コンポーネントしか持っていません。 このため [ hello , true ] はマッチしません。仲間が時々孤独になるため、当分 greeting bits は残しましょう。 次に、あなたのプロジェクトディレクトリに pastie.rb というファイル名でファイルを作成し、次のコードを追加してください。: require markaby module Spitball module Resources class Pastie include Waves Resources Mixin # Request dispatching declarations on( get, [ pasties ] ) { list } # Resource methods def list pasties = Dir.entries( pasties ).slice(2..-1) layout title = "Spitball presents Pasties" do h1 "Have some pasties!" ul do pasties.each do |pastie| li { a pastie, href = "/pasties/#{pastie}" } end end end end def layout( assigns = {}, block ) Markaby Builder.new assigns do html do head { title @title } body do div.main!( block) end end end end end end end 書いたら、 Pastie は今や GET リクエストを /pasties へハンドルします。 The return value of #list の戻り値はレスポンスボディとして使われるでしょう。また、 Markaby Builder を使い、HTML をレンダリングする #layout ヘルパの紹介をしまいた。 Pastie#list はあなたのプロジェクトに pasties というディレクトリを持っていると仮定するので、ディレクトリやいくつかのダミーファイルを作成するのに、今がよい機会です。私たちは startup.rb を変更したので、もう一度 waves サーバを再起動する必要があります。 /pasties を訪れた時、あなたが作ったダミーファイルの一覧を見えるはずです。pastie リンクは実際にはまだ動作しておらず、次の修正をする必要があります。 まずは、request matcher に追加: # Request dispatching declarations on( get, [ pasties ] ) { list } on( get, [ pasties , name ]) { show( captured.name ) } それから pastie.rb に show メソッドを追加: def show(name) pastie = "pasties/#{name}" response.status = 404 and return "404 Not Found" unless File.exist?( pastie ) string = File.read( pastie ) layout title = "pastie #{name}" do h1 "Here s a hot pastie!" hr pre { text(string) } hr end end /pasties への pastie リンクは今は動作していますが、ファイルが存在しない場合は #show で 404 を返し、無作為に pastie 名はそうしません(?)。このコードを提示します。 #response helper メソッドを使った HTTP response 属性でアクセスできます。 Waves には Not Found の状況をうまく扱うよりよい方法があり、これが以前の 404 エラーがはるかにきれいに見えていた理由です。以下のコードを response.status = ... 行の変わりに用いてください。: raise Waves Dispatchers NotFoundError unless File.exist?( pastie ) これは compact foundation ですべての NotFoundErrors を rescure する例外ハンドラを定義しているので動作します。この例外ハンドラは 404 のレスポンスステータスをセットして内蔵のエラーページをレンダリングします。 このアプリケーションは、現在リストで個別の pasties を表示できますが、まだ作成していない方法があります。少なくともフォームとそれを扱うアクションが必要です。次はよく使われている REST で、新しい pastie を作成するのに /pasties へ POST を使います。 An alternate setup, もしユーザに pastie の名前を選ばせるなら、/pasties/ name への POST リクエストを受け入れるでしょう。これは項目を更新や新規作成する手段を提供するでしょう。このチュートリアルでは pasties は不変であると考えるつもりで、任意のファイル名に割り当てるつもりです。 request matchers に2つの定義を加えてください。; 1つはフォームを表示するためのもので、もうひとつは pastie を新規作成するためのものです。最初の定義は明確で新しいものは何も導入しません。2番目の定義は query helper を使用して、HTTP クエリへのアクセスを提供します。 on( get, [ pasties , form ]) { form } on( post, [ pasties ] ) { create( query[ code ] ) } For the form, which will be accessible at /pasties/form create another view method in Pastie using the layout helper. 私たちはタイトルや他のどんなメタデータも保存しておらず、フォームは単一の textarea を必要とするだけです。お分かりのように上の request matcher のフィールド名は「code」です。 def form layout title = "Create a new pastie" do h1 "I want your pastie." form method = post, action = "/pasties" do label "Code goes here" ; br textarea name = code, id = "pastie_code", rows = 24, cols = 80; br input type = "submit", value = "Save" end end end pastie ファイルが作成された時、ファイル名を生成する必要があります。Using an MD5 ダイジェストを使用するのは、衝突する命名を避ける強固な方法です。pastie.rb の先頭に require digest/md5 を追加して、次のメソッドを加え、時間や乱数からダイジェストストリングを受け、最初の 80 文字を選びます。ダイジェストストリングで指定したファイルを作成した後で、 pastie text を含んで、helper メソッドへのリダイレクトを呼び出します。 def create(text) digest = Digest MD5.hexdigest("#{Time.now}#{rand(256)}#{text[0,79]}") pastie = "pasties/#{digest}" File.open( pastie, w ) { |f| f.print text } redirect pastie end 最後に、list view にフォームへのリンクを追加してください。: def list pasties = Dir.entries( pasties ).slice(2..-1) layout title = "Spitball presents Pasties" do h1 { a "Give me a pastie!", href = "/pasties/form" } h1 "Have some pasties!" ul do pasties.each do |pastie| li { a pastie, href = "/pasties/#{pastie}" } end end end Static assets もし、見てくれを良くするのに CSS を使いたいと思うなら、(もちろん) views や layout helper にインラインで加えたり、実際のファイルを使えるように変更したりすることができます。後者を行う最も簡単な方法は、リソースの1つにリクエストマッチング定義を追加することで、実際のファイルから内容を得るのに File.read を使用するブロックかメソッドが支援されます。よりよい性能のために、URLへのリクエストを短くするミドルウェアを加えるために Rack の構成を変更することができます。 module Configurations class Development reloadable [ Resources ] application do use Rack ShowExceptions use Rack Static, urls = [ /public/site.css ], root = ./ run Waves Dispatchers Default.new end end end アプリケーションに渡されたブロックは、あなたのアプリケーション用の Rack を構成します。この例は classic アプリケーションテンプレートから借りており、私たちが使うために簡素化されています。 run メソッドは Waves アプリケーションへのエントリーポイントを Rack に与え、その行を渡します。 The use method inserts pieces of Rack middleware into the processing chain. Here the Rack Static middleware intercepts any requests /public/site.css and serves that file directly from the application root. Next we modify the layout to link to that URL def layout( assigns = {}, block ) Markaby Builder.new assigns do html do head do title @title link href = /public/site.css , rel = stylesheet , type = text/css end body do div.main!( block) end end end end あなたは public/site.css のようにどんなスタイルでも設定できます。私好みなのはこれです。: body { background #9cf; } a, a visited { color #069; } pre { padding 10px; background #eee; } li { list-style none;} hr { color transparent; background #900; } div#main { margin 25px; padding 25px; background white; } It’s alive! 今やリーズナブルで機能的なアプリケーションがあります。次のステップは Logical です。: 無意味なファイル名の代わりに、各 pastie のための blurbs を表示するために list view を変更します。 改ページや pasties の数を制限してリストページを表示します。おそらく最新のファイルだけを手に入れるために find - cmin を使います。(?) 既存の pastieテキストのある新しい pastie を作る方法を提供します。 ファイルのファイル拡張子を使用して各 pasite の言語を追跡します。(?) シンタックスを色付けします。 タイトルと他のメタデータを pastie に追加してください。 requiring a change from the simplistic file content == pastie text storage method 私たちは読者の理解とエクササイズのためにこれらを残しておきます。
https://w.atwiki.jp/diablo3_2ch/pages/33.html
Demon Hunter Skills 更新される方へ お手数ですが、更新前にスキル更新方針を参照するようお願いします。 Active SkillOffenceHungering Arrowスキル詳細 Entangling Shot Evasive Fire Fan of Knives Bola Shot Grenades Chakram Impale Spike Trap Elemental Arrow Multishot Cluster Arrow Rapid Fire Strafe Rain of Vengeance DisciplineCaltrops Vault Marked for Death Smoke Screen Companion Shadow Power Sentry UtilityPreparation コメント 数値は全てLv60、ランクルーン7のものです。数値が無い所は公式にも無い所。修正待ちです。和訳部の添削お待ちしています。 Active Skill Offence Hungering Arrow Unlocked at level 2 魔法で強化された矢を射ち出す。 スキル詳細 Entangling Shot Unlocked at level 2 Cost 15 Hatred Release a sticky adhesive that deals 130% weapon damage and entangles up to 2 enemies, slowing their movement by 70% for 2 seconds. 接着材を付けて射ち出し、武器ダメージの130%を与え、2体の敵を絡ませる。敵は2秒間移動速度が70%になる。 Alabaster Bounty HunterGain 22% of the damage dealt as Life.ダメージの22%をライフとして得る。 Crimson Heavy BurdenIncrease the movement slow duration to 9 seconds.スローの効果時間を9秒に増加 Golden Justice is ServedReduce cost to 1.0 Hatred.コストを1.0 Hatredに低減 Indigo Chain GangHit up to 9 targets.9体に絡むようになる Obsidan Electrified ChainStrike with electrical chains that do an additional 64 damage over 2 seconds.追加で64ダメージ/2秒間を与える。 Evasive Fire Unlocked at level 3 Cost 5 Hatred to shoot and an additional 4 Discipline if you backflip. 5 Hatred、バックフリップをした場合は追加で4 Discipline Shoot for 135% of weapon damage. If an enemy is at close range, you will also backflip away 15 yards. 武器ダメージの135%を与える。もし敵が近距離にいた場合、15ヤード分バク転して離れる。 Alabaster TumbleIncrease the distance of the backflip to 36 yards.バク転の距離を36ヤードに増加 Crimson ShrapnelFire exploding bullets that also deal 70% weapon damage to all enemies within 8.5 yards of the primary target.爆発弾を射ち、目標の8.5ヤード内の敵へ武器ダメージの70%を与える Golden SurgeShoot for 135% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to 0.武器ダメージの135%を雷ダメージとし、バク転のコストを0にする。 Indigo Withering FireFire a spread of bullets that hit up to 9 targets for 54% weapon damage each.9体に当たる拡散弾を射ち、それぞれに武器ダメージの54%を与える Obsidan Backup PlanShoot for 135% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for 510% of weapon damage as poison in a 18 yard radius after 0.4 seconds.武器ダメージの135%を毒ダメージとし、バク転をした時に毒爆弾を置く。爆弾は0.4秒後に爆発し、18内の敵に武器ダメージの510%を与える。 Fan of Knives Unlocked at level 4 Cost 10 Hatred Throw knives out in a spiral around you, doing 18 - 25 physical damage to all enemies within 10 yards of you. Your knives will also slow the movement of enemies by 65% for 4 seconds. ナイフを周囲にばらまき、10ヤード内の全ての敵に18 - 25の物理ダメージを与える。ナイフは敵の移動速度を4秒間65%に落す。 Alabaster BacklashInstead of throwing the knives immediately, the knives will release automatically dealing 28 - 40 physical damage to all enemies if you are struck in the next 20 seconds.すぐにナイフを放つ代わりに、20秒間のあいだに攻撃を受けた時に28 - 40の物理ダメージを与える。 Crimson Hail of KnivesIncrease the radius to deal 28 - 40 physical damage to all enemies within 18 yards.18ヤード内の全ての敵に28 - 40の物理ダメージに増加 Golden Crippling RazorsIncrease the slow amount to 79% for 4 seconds.移動速度低下を4秒間79%に増加 Indigo Assassin s Knivesor(green){8}体の追加目標へ武器ダメージの85%を与える。 Obsidan Fan of DaggersImbue your knives with a 20% chance to stun enemies for 3.5 seconds.ナイフを強化し20%の確率で敵を3.5秒間スタンさせる。 Bola Shot Unlocked at level 5 Cost {20 Hatred Shoot out an explosive bola that wraps itself around its target. After 1 second, the bola explodes dealing 120% weapon damage as Fire to the target and an additional 90% weapon damage as Fire damage to all other targets within 7 yards. 爆発するボーラを投げ、目標に巻きつける。1秒後に爆発し、武器ダメージの120%を火ダメージとして与え、目標の7ヤード内の全ての敵へ武器ダメージの90%の火ダメージを与える。 Alabaster Imminent DoomAugments the bola to deal 288% weapon damage as Arcane to the target and an additional 216% weapon damage to all other targets within 7 yards, but increases the explosion delay to 2 seconds.ボーラが武器ダメージの288%を神秘ダメージとして与え、目標の7ヤード内の全ての敵へ武器ダメージの216%を与えるようになるが、爆発までの時間が2秒に伸びる。 Crimson Volatile ExplosivesIncrease the explosion radius to 14 yards.爆発範囲を14ヤードに拡大 Golden Bitter PillAfter the bola explodes, you have a 30% chance to gain 8 Discipline.爆発すると、30%の確率で8 Disciplineを回復する。 Indigo Acid StrikeShoot 9 poison bolas that deal 27% weapon damage each. The bolas no longer explode for area damage to nearby targets.9本の毒ボーラを投げ、それぞれ武器ダメージの27%を与える。ボーラは爆発せず、周囲の敵への範囲ダメージは無くなる。 Obsidan Thunder Balltarget for 3.0 seconds.ボーラの爆発で武器ダメージの120%を雷ダメージとして与え、35%の確率で3.0秒間、目標をスタンさせる。 Grenades Unlocked at level 7 Cost 30 Hatred Throw out three grenades that explode for 53 - 89 Fire damage. グレネードを投げ、爆発で53 - 89の火ダメージを与える。 Alabaster Stun GrenadesHurl grenades that have a 70% chance to stun enemies for 2.5 seconds.グレネードを思い切り投げつけ、目標を70%の確率で2.5秒間スタンさせる。 Crimson Gas GrenadesToss poison gas grenades that explode for 0 - 0 damage and leaves a cloud that deals an additional 28 damage per second for 3 seconds to enemies who stand in the area.毒ガスグレネードを投げ、0 - 0ダメージを与える。毒ガスの雲の中にいた敵に28ダメージ/秒を3秒間与える。 Golden TinkererReduce cost to 12.5 Hatred.コストを12.5 Hatredに低減。 Indigo Cluster GrenadesThrow a large cluster of mini-grenades that deal 25 - 41 Fire damage over an 8 yard radius.クラスター爆弾を投げ、8ヤード内の敵に25 - 41の火ダメージを与える。 Obsidan Fire BombThrow a single large grenade that deals 0 - 0 Fire damage and knocks enemies back.大きなグレネードを投げ、0 - 0の火ダメージを与え、ノックバックさせる。 Chakram Unlocked at level 9 Cost 25 Hatred Fire a swirling Chakram that does 75 - 103 physical damage to enemies along its path. 回転するチャクラムを投げ、75 - 103の物理ダメージを軌道上の敵に与える。 Alabaster Shuriken CloudSurround yourself in spinning Chakrams for 70 seconds, dealing 90 - 124 physical damage per second to anybody nearby.自分の周りを回転するチャクラムで70秒間包む。付近の敵へ毎秒 90 - 124の物理ダメージを与える。 Crimson Twin ChakramsA second Chakram mirrors the first. Each Chakram deals 104 - 144 physical damage.チャクラムを二つ放ち、それぞれ 104 - 144の物理ダメージを与える。 Golden Razor DiskThe Chakram spirals out from the targeted location dealing 90 - 124 Arcane damage to enemies along the path.目標の位置からチャクラムが飛び出し、軌道上の敵に90 - 124の神秘ダメージを与える。 Indigo BoomerangThe Chakram path turns into a loop, dealing 119 - 165 Lightning damage to enemies along the path.チャクラムの軌道がループになり、軌道上の敵に119 - 165の雷ダメージを与える。 Obsidan SerpentineThe Chakram follows a slow curve, dealing 90 - 124 Poison damage to enemies along the path.チャクラムが緩やかなカーブを描くようになり、軌道上の敵に90 - 124の毒ダメージを与える。 Impale Unlocked at level 11 Cost 20 Hatred Fire a massive shot to impale a target for 220% weapon damage. 強力な射撃により武器ダメージの220%を与える。 Alabaster Grievous WoundsCritical hits deal an additional 500% weapon damage.クリティカル時、追加で武器ダメージの500%を与える。 Crimson OverpenetrationThe shot will pierce through all enemies in a straight line for 242% weapon damage.直線上の敵全てを貫通するようになり、武器ダメージの242%を与える。 Golden RecoilEvery shot releases a shockwave of energy centered on you dealing 120% weapon damage to all enemies within 10 yards.ショット毎に自分を中心とした10ヤード内に衝撃波を出し、武器ダメージの120%を与える。 Indigo ImpactShots knock the target back and stun them for 3.50 seconds.敵をノックバックさせ、3.50秒間スタンさせる。 Obsidan Liquid FlameFire an explosive shell that deals an additional 275% weapon damage over 2 seconds.炸裂弾を射ち、追加で武器ダメージの275%/2秒間を与える。 Spike Trap Unlocked at level 14 Cost 20 Hatred Lay a trap that arms after 0.8 seconds and triggers when an enemy approaches. The trap does 57 - 71 physical damage to all enemies within 8 yards. You can have a maximum of 3 Spike Traps active at one time. 設置後0.8秒後に起動する罠を仕掛ける。敵が踏むと発動し、8ヤード内の全ての敵に57 - 71の物理ダメージを与える。 最大3つの罠を一度に仕掛けることが出来る。 Alabaster Lightning Rod効果 When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to 10 es for 57 - 71 Lightning damage.罠が発動すると爆発し、電撃パルスを放射する。10体の敵に57 - 71の雷ダメージを与える。 Crimson Long FuseIncreases the arming time to 1.5 seconds but increases damage to 148-185.起動までの時間が1.5秒に伸びるが、ダメージが148-185に増加する。 Golden ScatterA single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to 102 - 128 damage.3つ全ての罠を一度に起き、ダメージを102 - 128に増加させる。 Indigo BandolierIncrease the maximum number of traps that can be out simultaneously to 10.一度に置ける罠の数を10個に増加。 Obsidan Sticky TrapPlant an explosive on an enemy target rather than on the ground. If the target dies within 30 seconds, the trap explodes dealing 102 - 128 physical damage to all enemies within 8 yards.地面ではなく敵に爆発物を設置する。設置してから30秒の間に敵が死ねば、トラップが爆発し、8ヤード内全ての敵に102 - 128の物理ダメージを与える。 Elemental Arrow Unlocked at level 18 Cost 25 Hatred Shoot an elemental charged arrow that deals 100% weapon damage as Fire damage to all targets it passes through. 元素の力の込められた矢を射ち、射線上の敵全てに武器ダメージの100%を火ダメージとして与える。 Alabaster Lightning BoltsFire bolts of lightning that stun enemies for 3.5 seconds when they critically hit.雷の矢を射ち出し、クリティカル時に3.5秒間スタンさせる。 Crimson Frost ArrowTurns into a frost arrow that explodes out conal damage from the back of the first target hit for 160% of weapon damage.氷の矢を射ち出し、当たった敵の背後に武器ダメージの160% Golden Nether TentaclesShoot tentacles that deal 140% weapon damage and return 24% of damage dealt as Life for you.触手を射ち出し、武器ダメージの140%を与え、与えたダメージの24%のライフを回復する。 Indigo Ball LightningFire a lightning arrow that electrocutes nearby enemies as it passes by for 80% of weapon damage.雷の矢を射ち、射線上の周囲の敵を感電させ、武器ダメージの80%を与える。 Obsidan Screaming SkullGrants a 34% chance to shoot a skull that will fear affected enemies for 8 - 9 seconds.34%の確率で敵を8 - 9秒間恐怖状態にする。 Multishot Unlocked at level 21 Cost 30 Hatred Fire a massive volley of arrows dealing 110% weapon damage to all enemies in the area. 強力な一斉射撃を行い、範囲内の全ての敵に武器ダメージの110%を与える。 Alabaster Supression FireEvery enemy hit grants 1 Discipline. Each volley can gain up to 9 Discipline in this way.敵に当たる毎に1 Disciplineを回復するが、上限は9Discipline。 Crimson Full BroadsideIncreases the damage done to 242% weapon damage.ダメージを242%に増加。 Golden Fire at WillCost reduced to 16 Hatred.コストを16 Hatredに低減。 Indigo Burst FireEverytime you fire, generate a shock pulse that damages all nearby enemies for 110% weapon damage.射つ度に付近の敵へ武器ダメージの110%を与える衝撃波を放つ。 Obsidan ArsenalEvery use also fires 10 rockets at nearby enemies that deal 150% weapon damage each.付近の敵を攻撃する10本のロケットを追加し、それぞれ武器ダメージの150%を与える。 Cluster Arrow Unlocked at level 23 Cost 35 Hatred Fire a Cluster grenade that explodes for 120% weapon damage into a series of additional miniature bombs that explode for 40% weapon damage each. クラスター爆弾を射出し、武器ダメージの120%を与える。さらに子爆弾をばら撒き、それぞれ武器ダメージの40%を与える。 Alabaster Dazzling ArrowEnemies hit by grenades have a 35% chance to be stunned for 2.5 seconds.グレネードに当たった敵が35%の確率で2.5秒間スタンする。 Crimson Loaded for BearIncreases the damage of the explosion at the impact location to 264%.着弾点のダメージを 264%へ増加。 Golden MaelstromInstead of releasing grenades, the cluster releases Shadow energy that deals 220% weapon damage to nearby enemies. You will gain 51% of the damage done as Life.爆弾をばら撒く代わりに、クラスターがシャドウエナジーを放射する。付近の敵に武器ダメージの220%を与え、ダメージのgain 51%のライフを回復する。 Indigo Shooting StarsInstead of releasing grenades, shoots up to 9 rockets at nearby enemies dealing 220% weapon damage each.爆弾をばら撒く代わりに、付近の敵へ9本のロケットを発射し、武器ダメージの220%を与える。 Obsidan Cluster BombsLaunch the cluster through the air, dropping a series of bombs in a straight line that explode for 110% weapon damage each.クラスターを空中へ射出し、子爆弾を直線上へばら撒く。それぞれ武器ダメージの110%を与える。 Rapid Fire Unlocked at level 24 Cost 20 Hatred per second Rapidly fire at 6 times your normal attack speed dealing 30% weapon damage with every shot. 通常攻撃の1/6の速さで射ち、それぞれ武器ダメージの 30%を与える。 Alabaster Web ShotSlows the movement of affected targets by 40% for 5.0 seconds.敵の移動速度を5.0秒間40%に落す。 Crimson BombardmentRapidly fire grenades instead of arrows that do 15% weapon damage to all enemies within 10 yard radius.矢の代わりにグレネードを射ち出し、10ヤード内の敵全てに武器ダメージの15%を与える。 Golden Withering FireReduce initial Hatred cost by 17.コストを17に低減。 Indigo High VelocityAdds an additional 70% pierce chance to the projectiles fired.貫通確率を70%追加する。 Obsidan Fire SupportWhile channeling Rapid Fire launch 7 homing missiles every second that deal 50% weapon damage each to nearby targets.ラピッドファイア中、毎秒7発の付近の敵へ攻撃する誘導ミサイルを発射し、それぞれ武器ダメージの50%を与える。 Strafe Unlocked at level 27 Cost {20 Hatred per second Shoot 3 times per second at random nearby enemies while moving at 55% of normal movement speed. Every shot deals 60% of weapon damage. 通常の55%の速度で移動しながら毎秒3発を付近の敵へランダムに発射する。それぞれ武器ダメージの60%を与える。 Alabaster Stinging SteelThrow out knives rather than arrows that do an extra 400% more weapon damage on successful critical hits.矢の代わりにナイフを投げ、クリティカル時に武器ダメージの400%を与える。 Crimson DemolitionThrow out bouncy grenades rather than arrows that explode for 72% weapon damage to targets within 9 yards.矢の代わりに跳ねるグレネードを投げ、爆発すると9ヤード内の目標へ武器ダメージの72%を与える。 Golden Drifting ShadowMovement speed increased to 100% of normal running speed while strafing.ストレーフ中の移動速度を通常の100%へ増加。 Indigo EquilibriumIncrease arrows fired to 10 additional arrows per second.毎秒発射する矢の数を10発追加する。 Obsidan Rocket StormIn addition to regular firing, fire off homing rockets that hit for 120% of weapon damage.通常の矢に加え、誘導ミサイルを追加し、武器ダメージの120%を与える。 Rain of Vengeance Unlocked at level 29 Cooldown 60 seconds Fire a massive volley of arrows around you. Arrows fall from the sky for 5 seconds dealing an average of 105% weapon damage per second. 自分の周りへ一斉射撃を行う。矢は5秒間降り注ぎ、平均して武器ダメージの105%/秒のダメージを与える。 Alabaster StampedeSummon a wave of 14 Shadow Beasts to tear across the ground, knocking back enemies and dealing 270% weapon damage.地面を引き裂いて現れるシャドウビーストを14体召喚し、敵をノックバックさせ武器ダメージの270%を与える。 Crimson Beastly BombsSummon 20 Shadow Beasts to drop bombs on nearby enemies, dealing 330% weapon damage each.シャドウビーストを20体召喚し、周囲の敵へ落す。武器ダメージの330%を与える。 Golden Flying StrikeA group of 12 Shadow Beasts plummet from the sky at a targeted location dealing 270% weapon damage and stunning enemies for 2 seconds.12体のシャドウビーストの群れを目標地点へ空から急落させ、武器ダメージの270%を与え、2秒間スタンさせる。 Indigo Dark CloudLaunch a massive volley of guided arrows that rain down on enemies for the next 12 seconds for 120% weapon damage.誘導矢の斉射を行い、12秒間敵に降り注ぐ。武器ダメージの120%を与える。 Obsidan AnathemaSummon a Shadow Beast that drops grenades from the sky for 20 seconds dealing 30% weapon damage.シャドウビーストが20秒間空中からグレネードを落す。それぞれ武器ダメージの30%を与える。 Discipline Caltrops Unlocked at level 1 Cost 8 Discipline Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within 12 yards by 65%. This trap lasts 12 seconds. 鉄菱の罠を設置する。敵が踏むと発動する。発動すると12秒間敵の移動速度を65%へ下げる。罠は12秒間残る。 Alabaster Bait the TrapBecome empowered while standing in the area of effect, gaining an additional 11% chance to critical hit with all attacks.効果を受けた敵への攻撃に対して、クリティカル発生率が11%上昇する。 Crimson Jagged SpikesEnemies in the area also take 110% weapon damage per second.効果範囲内の敵へ武器ダメージの 110%/秒を与える。 Golden Carved StakesReduce the cost to 4.5 Discipline.コストを4.5 Disciplineに低減。 Indigo Hooked SpinesIncrease the slow amount to 79%.速度低下を79%へ強化。 Obsidan Torturous GroundEnemies in the area deal 90% less damage.効果範囲内の敵からのダメージを90%低減する。 Vault Unlocked at level 6 Cost 10 Discipline Tumble acrobatically 35 yards. 35ヤード飛び退る。 Alabaster Rattling RollAll enemies within 8 yards of your destination are knocked back and stunned for 4.5 seconds.飛び退った地点の8ヤード内の全ての敵はノックバックし、4.5秒間スタンする。 Crimson Trail of CindersIgnite with fire dealing 80% weapon damage to everything along your path.火を放ち、移動線上の全てに武器ダメージの80%を与える(火ダメージ?)。 Golden TumbleAfter using Vault, your next Vault within 5 seconds has its Discipline cost reduced by 80%5秒以内に再度Vaultを使用した場合、コストを80%低減する。 Indigo AcrobaticsIncreases your Vault distance to 70 yards.移動距離を70ヤードへ増加。 Obsidan Covering FireAs you travel, shoot arrows for 205% weapon damage at nearby targets.移動線上の付近の敵へ矢を放ち、武器ダメージの205%を与える。 Marked for Death Unlocked at level 8 Cost 6 Discipline Marks an enemy. The marked enemy will take 20% additional damage for the next 30 seconds. 敵をマークする。マークされた敵は30秒間、20%の追加ダメージを受ける。 Alabaster Death Toll10% of damage done to the marked target heals the attacker.マークされた敵が受けたダメージの10%のライフを攻撃した者へ与える。 Crimson Grim ReaperAn additional 40% of damage done to the target is also divided among all enemies within 20 yards.目標の20ヤード内の全ての敵も40%の追加ダメージを受ける。 Golden Mortal EnemyAttacks by the Demon Hunter against the Marked target have a 40% chance to generate 35 Hatred. This effect cannot occur more than once every 1 second.マークされた敵をデモンハンターが攻撃した場合、40%の確率で35 Hatredを回復する。この効果は1秒間に一度しか発動しない。 Indigo ContagionWhen the target is killed the ability spreads to 8 other nearby targets. This effect can chain repeatedly.マークされた敵が死んだ時に、付近の8体へマークが拡散する。この効果は連鎖的に起こせる。 Obsidan Valley of DeathMark an area on the ground 15 yards wide for 22 seconds. Enemies in the area take 20% additional damage.15ヤードの範囲へマークし、 22秒間続く。範囲内の敵は20%の追加ダメージを受ける。 Smoke Screen Unlocked at level 12 Cost 15 Discipline Vanish behind a wall of smoke, becoming momentarily invisible for 2 seconds. 煙幕の後ろへ隠れ、2秒間透明になる。 Alabaster DisplacementGain 55% movement speed when activated.発動すると移動速度が55%上がる。 Crimson Choking GasLeave behind a cloud of gas that deals 92 physical damage per second to enemies in the area for 5 seconds.ガス雲が範囲内に5秒間留まり、92物理ダメージ/秒を与える。 Golden Special RecipeReduce the skill cost to 11.0 Discipline.コストを11.0 Disciplineに低減。 Indigo Lingering FogIncrease the duration of the effect to 4.00 seconds.効果時間を4.00秒間に延長。 Obsidan Breathe DeepWhile invisible you also gain 45 Hatred per second.透明になっている間、45Hatred/秒で回復する。 Companion Unlocked at level 16 Cost 10 Discipline Summon a raven companion. Your raven companion will periodically peck at enemies for 21 - 28 damage. 仲間のカラスを召喚する。カラスは敵を21 - 28ダメージで攻撃してくれる。 Alabaster Ferret CompanionSummons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by 40%.カラスの代わりにフェレットを召喚する。フェレットはゴールドを集め、発見するゴールドの量を40%増加させる。 Crimson Spider CompanionSummons a spider instead of a raven. The spiders s attacks also slows the movement of targets by 50% for 9 - 11 seconds.カラスの代わりに蜘蛛を召喚する。蜘蛛の攻撃は目標の移動速度を9 - 11秒間 50%低減させる。 Golden Bat CompanionSummons a bat instead of a raven. The bat grants you 4.0 Hatred per second.カラスの代わりに蝙蝠を召喚する。蝙蝠はHatredを毎秒4.0回復してくれる。 Indigo Boar CompanionSummon a boar instead of a raven. The boar strikes multiple enemies with every swing for 43 - 75 damage.カラスの代わりに猪を召喚する。猪は複数の敵をなぎ払い、一振り毎に43 - 75ダメージを与える。 Obsidan Wolf CompanionSummon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for 55 seconds and attacks enemies for 50 - 82 damage.カラスの代わりに効果時間が短いが強力な狼を召喚する。狼は55秒間一緒に戦い、50 - 82ダメージを与える。 Shadow Power Unlocked at level 19 Cost 20 Discipline Draw in the power of the shadows, increasing attack speed by 50% for 10 seconds. 影の力を引き出し、攻撃速度を10秒間、50%上げる。 Alabaster Blood MoonWhile active, gain 45% of all damage as Life.発動中、全てのダメージの45%のライフを回復。 Crimson Night BaneWhile active, gain 7 Hatred per second.発動中、秒間7 Hatredを回復。 Golden Well of DarknessReduces Discipline cost to 13.コストを13へ低減。 Indigo Shadow GlideWhile active, gain 55% movement speed.発動中、移動速度を55%増加。 Obsidan GloomWhile active, you have a 55% increased chance to dodge incoming attacks.発動中、ダッジ確率を55%増加。 Sentry Unlocked at level 22 Cost 10 Discipline Drop a turret on the ground. The turret begins firing at nearby enemies for 40% of weapon damage. Lasts 20 seconds. タレットを設置する。タレットは付近の敵を武器ダメージの40%で攻撃する。タレットは20秒間残る。 Alabaster Guardian TurretThe turret also creates a shield that reduces damage taken by allies by 32%.タレットは仲間が受けるダメージを32%低減させるシールドを張る。 Crimson Chain of TormentCreate a tether between you and the sentry that does 240% of weapon damage every second to every enemy it touches.タレットはプレイヤーとの間に縄を張り、それに触れた敵に対し武器ダメージの240%を与える。 Golden Aid StationHeals nearby allies for 8% of their maximum Life per second.タレットは付近の味方の最大ライフの 8%のライフを毎秒回復させる。 Indigo Vigilant WatcherIncreases duration of the turret to 48 seconds.タレットの効果時間を48秒へ延長。 Obsidan Spitfire TurretThe turret will also fire homing rockets every 1.5 seconds aimed at random nearby targets for 240% weapon damage.タレットは1.5秒毎に誘導ロケットを発射するようになる。付近の敵へランダムに発射し、武器ダメージの240%を与える。 Utility Preparation Unlocked at level 25 Cooldown 120 seconds Instantly restore all Discipline. 即時にDisciplineを全回復する。 Alabaster Backup PlanGrants a 55% chance that the cooldown will not be triggered when used.55%の確率でクールダウンが発生しない。 Crimson PunishmentRemoves cooldown. Skill now costs 19 Discipline to cast but restores all Hatred instead of all Discipline.クールダウンを取り除く。スキルは19 Disciplineのコストで発動し、Hatredを全回復する。 Golden Battle ScarsAlso restores 55% of your Life when used.ライフの55%も回復する。 Indigo InvigorationWhen activated, increases your maximum Discipline by 18 for 120 seconds.発動時に最大Disciplineを120秒間、18増やす。 Obsidan Focused MindInstead of replenishing Discipline immediately, you will gain 60 Discipline over 30 seconds.即時回復ではなく、30秒で60 Discipline回復するようになる。 コメント ルーン画像リンクをルーンページが引いたらまた制限にかかったので、添削終わって原文消せるまでの暫定措置でこのページにも画像うp。 -- 名無しさん (2011-09-15 19 41 48) 名前 コメント
https://w.atwiki.jp/wnt0/pages/42.html
Undo、Redo を実装できる 何かを行うタイミングだけがわかっていて、具体的な処理内容がわからない場合(GUIメニューからのコマンドとか?)に使う クライアントからのコマンド要求をキューに貯めて、順番に実行することもできる #include iostream #include list using namespace std; // "Receiver" class// デバイスとか、出力するオブジェクトな感じclass Display {public void Action(double result, double oprnd_1st, double oprnd_2nd, string operation) { cout result " (" oprnd_1st " " operation " " oprnd_2nd ")" endl; } void UndoAction(double result) { cout "[undo] " result endl; } void RedoAction(double result, double oprnd_1st, double oprnd_2nd, string operation) { cout "[redo] " result " (" oprnd_1st " " operation " " oprnd_2nd ")" endl; }}; // "Command" abstract classclass Command {public Command(Display *disp, double operand) { m_disp = disp; m_operand = operand; } virtual double Execute(double cur_val) = 0; virtual double Undo() = 0; virtual double Redo() = 0;protected Display *m_disp; double m_org_val, m_operand, m_result;}; // "ConcreteCommand" classclass PlusCommand public Command {public PlusCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { m_org_val = cur_val; m_result = m_org_val + m_operand; m_disp- Action(m_result, m_org_val, m_operand, "+"); return m_result; } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "+"); return m_result; }}; // "ConcreteCommand" classclass MinusCommand public Command {public MinusCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { m_org_val = cur_val; m_result = m_org_val - m_operand; m_disp- Action(m_result, m_org_val, m_operand, "-"); return m_result; } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "-"); return m_result; }}; // "ConcreteCommand" classclass MultiplicationCommand public Command {public MultiplicationCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { m_org_val = cur_val; m_result = m_org_val * m_operand; m_disp- Action(m_result, m_org_val, m_operand, "*"); return m_result; } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "*"); return m_result; }}; // "ConcreteCommand" classclass DivisionCommand public Command {public DivisionCommand(Display *disp, double operand) Command(disp, operand) { } double Execute(double cur_val) { if (m_operand == 0) { cout "division error." endl; return cur_val; } else { m_org_val = cur_val; m_result = m_org_val / m_operand; m_disp- Action(m_result, m_org_val, m_operand, "/"); return m_result; } } double Undo() { m_disp- UndoAction(m_org_val); return m_org_val; } double Redo() { m_disp- RedoAction(m_result, m_org_val, m_operand, "/"); return m_result; }}; // "Invoker" classclass Calculator {public Calculator(double init_val) { m_cur_val = init_val; cout "initial value " m_cur_val endl; m_cur_cmd_it = m_history.begin(); } ~Calculator() { list Command* iterator it = m_history.begin(); while (it != m_history.end()) { delete *it; ++it; } } void Exec(Command *cmd) { if (m_cur_cmd_it != m_history.begin()) { // 戻した分を削除 m_history.erase(m_history.begin(), m_cur_cmd_it); } m_history.push_front(cmd); // 先頭に追加 m_cur_cmd_it = m_history.begin(); m_cur_val = cmd- Execute(m_cur_val); } void Undo(unsigned int num = 1) { while (num--) { if (m_cur_cmd_it == m_history.end()) { cout "could not undo." endl; break; } m_cur_val = (*m_cur_cmd_it)- Undo(); ++m_cur_cmd_it; } } void Redo(unsigned int num = 1) { while (num--) { if (m_cur_cmd_it == m_history.begin()) { cout "could not redo." endl; return; } --m_cur_cmd_it; m_cur_val = (*m_cur_cmd_it)- Redo(); } }private double m_cur_val; list Command* m_history; list Command* iterator m_cur_cmd_it;}; // clientint main() { // invoker Calculator *calc = new Calculator(0); // receiver Display *disp = new Display(); calc- Exec(new PlusCommand(disp, 10)); // 10 calc- Exec(new PlusCommand(disp, 10)); // 20 calc- Exec(new MinusCommand(disp, 5)); // 15 calc- Exec(new MultiplicationCommand(disp, 3)); // 45 calc- Exec(new DivisionCommand(disp, 10)); // 4.5 calc- Undo(3); // 45 = 15 = 20 calc- Redo(2); // 15 = 45 calc- Exec(new PlusCommand(disp, 12)); // 57 calc- Exec(new MinusCommand(disp, 2)); // 55 calc- Exec(new DivisionCommand(disp, 10)); // 5.5 calc- Undo(); // 55 calc- Redo(2); delete disp; delete calc; return 0;} 出力 initial value 0 10 (0 + 10) 20 (10 + 10) 15 (20 - 5) 45 (15 * 3) 4.5 (45 / 10) [undo] 45 [undo] 15 [undo] 20 [redo] 15 (20 - 5) [redo] 45 (15 * 3) 57 (45 + 12) 55 (57 - 2) 5.5 (55 / 10) [undo] 55 [redo] 5.5 (55 / 10) could not redo. 参考サイト デザインパターンを“喩え話”で分かり易く理解する http //www.netlaputa.ne.jp/~hijk/study/oo/designpattern.html TECHSCORE http //www.techscore.com/tech/DesignPattern/index.html/ Programing Place http //www.geocities.jp/ky_webid/index_old.html デザインパターンの骸骨たち http //www002.upp.so-net.ne.jp/ys_oota/mdp/ デザインパターンの使い方 Command http //japan.internet.com/developer/20081003/26.html
https://w.atwiki.jp/dust514/pages/18.html
DUST 514 is a constantly evolving game.Futere version will include more features,improved functionality and bug fixes. NEW FEATURES Items Heavy Machine Gun Shotgun Nanite injector(non-final asset) Remote explosive Boosters Environment New dynamic sky and fog system Mechanics Basic scan system implemented. Passive scanning possible on entities. UI in-progress. Squad orders Players can now place squad orders- Attach, Defend, Capture, and Rally- on entities. Fitting Items in a fit can be restocked to the desired amount directly from the fitting page. Multi-channel voice and text chat. Playeres will now auto-join Corp Chat when entering game, Team Chat when entering a match and Suad Chatwhen joining a squad. Contacts Add,block and watch other players. Quick weapon switch Tap to cycle between weapons and equipment. Contest streaming Progress loading bars include more detailed status of download. In-game Aurum purchasing Ability to purchase AUR packs from the Playstation Store directly from the game client. IMPROVEMNTS Art and UI New Caldari Large Railgun and Gallente Blaster models Option UI redesigned Character portraits added allowing players to choose from a pre-rendered list of portraits character creation Animations and VFX jamming and overheating VFX on weapons. Improved death animations - directional and explosive. Ladder climing animations. Blood impact effects onmkill shot. Deferred lighting on muzzle flash. Environment Updated Biomass outpost(New roof tops, vehicles replaced cargo containers, two new towers). Improved mini-map fidelity. Mechanics Improved LAV and HAV handling. New skills and tweaks to existing skills. Nerfed AV grenade damage against infantry. Reduced sniper rifle scope sway and increased scoped tracking speed. Increased Armor plate module bonus to offset speed reduction. Reduced movement speed in scoped mode to help address strafe-dancing. Three starting militia fits given to newly created characters. Increased starting skill allotment. Technical Game settings are now saved loccally on your PS3 instead of on the DUST servers. Bug fixes Client sometimes fails to join a battle. Crash when entering a battle from the MQ. Player s shield/armor bar is empty and no weapon can be selected after learning full skill. Killing the player piloting the drop ship will not be recoreded on the killboard. No ISK, AURUM, item or config of fitting after selecting a character. Able to target driver and passengers with vehicle modules while in 3rd person view. The default remote shield booster doesn t work on the Limbus. Recticle is permanently fully expanded for weapons tha don t have dispersion enabled. Kill/Death stats are not correctly incremented when the victim is in a turret. Missing message body for player join/leave game events. The damage multiplier of the two logisitics LAV is incorrect. Known Issues in the current build Marketplace Region jumping may cause the unallocated aurum lost. The "SORT"function does not work in the Marketplace. Some placeholder images in the Market place are place holders The Marketplace category loading speed is low Category description in the Marketplace may overlap with the group tab The cheapest unallcated Aurum packs in user s account will be assigned to the character s wallet regardless of which Aurum pack the character purchased from the in-game Title Store The spinner will freeze for up to 5 seconds when opening the "Buy AUR" window "Nan" is displayed if the character has no ISK or AUR when restocking AUR and ISK s icons and digits do not share the same colors schemes Animation Third person animation will not be refreshed when running back and forth Third person animation is shaky when he is caught by the first time in a certain distance Installation turret rotation animation in first person view is jumpy Jumping while zooming in with sniper rifle wikk cause the first person camere to shake Graphics On rare occasions the Minimap may appear with the wrong color when joins a new battle Effects On rare occasions user may see bleed-out effect after respawn UI NEOCOM- the back button does not take effect before pages are loaded There is a brief delay when switching between UI pages on NEOCOM Users is required to choose a Fit before he spawns into a battle, even he has flagged one of his Fits as Favorite When there is only 1 remaining item in the user S Assets list, that type can still be fitted to character or vehicles, which will cause that Fit to become invalid defenders do not see the MCC s health indicator The "unlimited" indicator of Clone Reserve is too small All Squad leaders other than Squad 0 cannot be displayed The recticle of the Swarm Launcher will disappear if the user spawns on a Dropship Under heavy lag conditions the user may observe false players with no nametags MCC shied bar is displayed incorrectly after the user returns from overview map Collision Vehicle s large turret may block the camera if the user is using the small turret In rare locations, the user s first person camera may raise if he collides with walls, vehicles or installations When climbing ladders, the user s first person camera may clip into his weapons if he changes the camera angles quickly Game Mechanics On rare occasions turrets may disappear on the installations On rare occasions the user may get stuck in the bleed-out state after being killed Anti MCC turret B will stop working after turret A and C have been hacked No installations will be displayed from the installtion menu in Overview Map 3rd party compatibility On very rare occasions the user may get stuck on the character selection screen in Merc Quarters if unplugging network cable after selecting a character On very rare occasions PS3 may crash when the user quit the game On very rare occasions user may get a data corrukt message in game, restarting the title resolves the issue
https://w.atwiki.jp/infinityengine/pages/21.html
index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
https://w.atwiki.jp/touhoukashi/pages/3793.html
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https://w.atwiki.jp/mrfrtech/pages/104.html
Market Scenario Interactive voice response is an advanced technology allowing humans to interact with computer-operated phone systems. This technology, with various improvements, is growing in higher demand, especially in the telecommunication sector. Hence, the Interactive Voice Response Market is showing a good growth rate. The presence of growth drivers such as self-service application costs is minimized due to the efforts of industrial players in the market. Cloud infrastructure development is highly focused. These are extensively driving the global Interactive Voice Response Market. Technological advancement is leading to the market’s growth. Therefore, key players play a massive role in the market’s development. The technology uses cloud hosting for rapid elasticity to adjust resources by allowing the cloud tools. It offers efficient service delivery and manages the portals and control panels with excellent tools and automation techniques. The COVID-19 pandemic has negatively impacted the Interactive Voice Response Market. The operation process was halted during the first half of the pandemic. The market demand reduced, which affected the supply chain process. The investors have stopped their investment due to the economic loss. But in the following days, the market faced steady growth due to its major applications. The Interactive Voice Response Market is estimated to reach a value of USD 3.7 Billion by 2023 and a CAGR of 7 % from 2023 to 2027 during the forecast period. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/4274 Competitive Outlook The outstanding companies in the interactive voice response market are West Corporation (U.S.), Nuance Communications, Inc. (U.S.), Convergys Corporation (U.S.), Genesys Telecommunication Laboratories, Inc. (U.S.), 8X8, Inc. (U.S.), Avaya Inc. (U.S.), Cisco Systems, Inc. (U.S.), AT T Inc. (U.S.), Verizon Communications Inc. (U.S.), IVR Lab (U.S.) and others. Segmentation The Interactive Voice Response Market is Segregated into solutions, technology, services, deployment, organization type, and verticals. The solution segment is categorized into Outbound, Call Routing and Self-Service. The technology segment is classified into Text to Speech, Speech Based, and Touch Tone Based. The service segment of the market includes installation, maintenance and support, and training and education. The deployment segment consists of Cloud and On-Premise. The cloud segment will notice significant growth due to its features like minimal cost price with the IT infrastructure and business. The organization size is segmented based on small and medium organizations and large organizations. The large organization segment will notice the highest share in the forecast period. The verticals segment of the market is segregated into IT Telecommunication, Consumer Goods Retail, Healthcare, Education and Government, BFSI, Travel, Media Entertainment, Transportation Logistics, and Others. Regional Analysis The regional data of the Interactive Voice Response Market covers the prominent regions around the world, such as the European region, Asia-Pacific, North American region, South America, and other regions. The North American region will occupy the largest market size in the forecast period. The region is enhanced due to the implementation of efficient IVR systems by telecommunication companies in the region. The better network infrastructure and large-scale adoption of interactive voice response in small and large enterprises is another region accelerating the regional market of this region. The Asia-Pacific region will register the highest CAGR percent due to industry verticals such as telecommunication, government, BFSI, healthcare, and public. Industry News GL Communications Inc., a telecom test and measurement solution, announced its solutions for testing call center functionality by generating hundreds of calls automatically from the lab environment or the Public Switched Telephone Network (PSTN). GL’s Bulk Call Generation for Load Test Call Centers can test Voicemail (VM) functionality, Interactive Voice Response (IVR), and measure voice quality. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/interactive-voice-response-market-4274 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report * https //writeonwall.com/virtual-classroom-market-revenue-estimation-sales-and-growth-opportunities-price-business-overview-trends-demand-trends-share-size-and-forecast-to-2027/ Geospatial Market Research Report - Global Forecast 2030 https //www.marketresearchfuture.com/reports/geospatial-market-2441 About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
https://w.atwiki.jp/cohstatsjp/pages/222.html
Infantry PIAT Commandos Contents 1 Tactics 2 History 3 Built From 3.1 Glider HQ 4 Squad Abilities 4.1 Commando Throw Grenade 4.2 Concealing Smoke 5 Squad Weapons 5.1 Sten SMG 5.2 Projector Infantry Anti Tank 5.3 Commando Demolitions Charge 5.4 Commando Grenade PIAT Commandos Squad Size 6 Capture Rate 1 Sup Threshold 0.35 Health 390 Sight 35 Pin Threshold 0.8 Cost 510 Detection 7/0 Recovery Rate 0.012 Hotkey P Population 6 Time 36 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 9.0144 Reinforce Cost 0.4119 Critical Type infantry Squad Slots 4 Reinforce Time 1.5 Tactics PIAT Commandos can only be created in a glider HQ. Unlike the Panzerschreck, the Recoilless Rifle, or the Bazooka, the PIAT fires upward and ontop of the target. This means that the target must be stationary to be hit. PIATs seem to perform better in buildings, when they are firing downwards. When taking on heavy armor, when engaging it drop smoke and run to the rear of the tank. This way the you can inflict maximum damage without taking any damage. PIATs are able to be fired over hedges or buildings so it is possible to fire on armour and not get fired back upon, and as the enemy will not expect to he hit first you should be able to get 1 or 2 shots off before he notices. History The Airlanding troops of the British Airborne were tasked with assaulting German positions prior to the D-Day landings. They landed their gliders in Coup de Main assaults on enemy positions, surprising the German defenders in risky attacks. They were all volunteers, and well-trained for their dangerous job, and continued to act as elite ground infantry once the airborne operations were over. The Projector, Infantry, Anti Tank (PIAT), was one of the earlier anti-tank weapons using a high explosive anti-tank projectile. It was developed by the British starting in 1941, reaching the field in time for the invasion of Sicily in 1943. The PIAT was an unusual infantry anti-tank weapon. It was comparatively quiet and smokeless, with no backblast. This meant that, unlike the American Bazooka or German Panzerfaust and Panzerschreck, it could be fired from an enclosed space, and would not give away its position as soon as the weapon was fired. However, it was more cumbersome than its counterparts, and in many circumstances it could be difficult to reload. The Commandos in Company of Heroes are actually Airlanding troops from an Airborne Division, or SAS (Special Air Service) Commandos. Their distinctive red berets indicate they re airborne troops, or SAS troops, as Commandos wore green berets. Commandos came from several branches (Royal Army Commandos, Royal Marine Commandos, and Royal Navy Commandos) and none were involved in glider operations. Built From Glider HQ [Expand][Hide] Cost 100 Activation targeted Duration _ Target tp_position Recharge 75 Hotkey Effects Request a Glider Headquarters capable of producing Mortar Commandos, PIAT Commandos, and Heavy Machine Gun Commmandos. ESee Ability Glider HQ for details. Squad Abilities Commando Throw Grenade [Expand][Hide] Cost 25 Activation targeted Duration _ Target tp_any Recharge 30 Hotkey N Effects The Squad will throw a Mk2 Pineapple Grenade. ESee Ability Commando Throw Grenade for details. Concealing Smoke [Expand][Hide] Cost Activation timed Duration 14 Target tp_any Recharge 30 Hotkey S Effects Break any suppression or pinning effects on the squad and envelope the Commandos in concealing smoke. ESee Ability Concealing Smoke for details. Squad Weapons Sten SMG [Expand][Hide] Weapon Sten SMG See Weapon Sten SMG for details. Projector Infantry Anti Tank [Expand][Hide] Weapon Projector Infantry Anti Tank See Weapon Projector Infantry Anti Tank for details. Commando Demolitions Charge [Expand][Hide] Weapon Commando Demolitions Charge See Weapon Commando Demolitions Charge for details. Commando Grenade [Expand][Hide] Weapon Commando Grenade See Weapon Commando Grenade for details. Retrieved from http //coh-stats.com/Infantry PIAT_Commandos
https://w.atwiki.jp/marvelheroes/pages/97.html
Game Update Notes 1.11.0.243 Patch 1.11 is massive and far-reaching. We’ve been working overtime to upgrade almost every component of Marvel Heroes. With this patch we are also adding our first new hero – the Human Torch – and made a massive change to the way you acquire heroes with the new alternate currency system, Eternity Splinters. In addition to polish, buffs and overall improvements, we’ve introduced a few features that didn’t make it on launch day. With so many additions to the game, there will be inevitable glitches, unintended changes and even a few changes that didn’t make it into the patch notes below. We’ll be monitoring everything very closely as the patch goes live and standing by to fix anything that is out of place. New Hero Human Torch Human Torch has arrived in Marvel Heroes! Please see this news story for full details on how to get Human Torch and other details. Human Torch is available as an in-game purchase or in exchange for Eternity Splinters. If you want to talk about Human Torch drop by the Human Torch Forum to swap tips and tricks with other players and learn the best way to play! New free hero system Eternity Splinters Eternity Splinters are a new system introduced with this patch for Marvel Heroes. Eternity Splinters replace hero token drops and offer players a chance to earn every hero in any order they wish, simply by playing the game. Adam Warlock sells all heroes for Eternity Splinters along with a few other items. He can be found beside Gambit in all three of the social hubs. Eternity Splinters drop from all enemies throughout the game. Their drop rate is influenced by your Special Item Find bonus. The rate of drop is tuned to make Marvel Heroes slightly faster than other free-to-play games in terms of getting free heroes, as we continue to work towards the goal of being the most player-focused game possible. We will continue to evaluate and iterate until we are 100% satisfied that we are meeting that goal. We intend to add many things to the Eternity Splinter vendor and anticipate future polls and player discussion about items they would like to see. For those players who still have old Cosmic Keys, they have been converted in your inventory and S.T.A.S.H. on a 1-1 basis for Eternity Splinters. Not many players purchased Cosmic Keys (almost all of them are from drops), but if you purchased a Cosmic Key from the in-game store up to 7 days previous to their removal from the game on July 2nd, and that key has not been used, we will refund the Gs you used to purchase it. Adam Warlock sells a random hero box that could contain any hero. You can theoretically get a hero you already own from this box, in which case it can be used to upgrade your Ultimate Power. New Zone Added Midtown Patrol A revamped Limbo mode has been added. Enter Manhattan to face off against waves of tough bosses in a city teeming with life! Highlights Patrol Manhattan to fight crime, save civilians and keep the city safe. Available for all levels of players. New super villain groups attack the city periodically and must be shut down. No time limit, no ’threat‘ meter. Everything is challenging, but manageable with the right gear and tactics. New items in the in-game store We’ve added several new items to the in-game store. Press ‘X’ while in game to browse and purchase any of these items. Heroes Human Torch Costumes Human Torch Blue Costume Human Torch Red Costume Iron Man Shotgun Armor Wolverine Ronin costume Items Holographic Crafter Use this to summon a holographic crafter, who will persist for 15 minutes. The holographic crafter has a one-hour cooldown but can be used permanently. Matrix of Unbinding Use this in a crafting recipe to unbind an artifact, weapon or armor item that is bound to you. Ultron Silver Avengers Assemble in awe of this new pet. S.T.A.S.H Tabs Three additional General S.T.A.S.H tabs – access these via your S.T.A.S.H. Three additional Crafting S.T.A.S.H tabs – access these via your S.T.A.S.H. Performance Upgrades Many areas of the game have performance improvements. Some are extremely significant and will greatly upgrade your play experience. A team is continuing to work on this. Advanced graphics options were added to the video options page. The graphics slider will auto change the new options. Changing an advanced option will set the graphics slider to ’Custom‘ level. Gameplay Changes Rested Experience The concept of “rested experience” has been removed from the game and replaced with a permanent increase in experience and Special Item Find (server side). You can now play whichever hero you wish, whenever you wish and not worry about min/maxing rested experience. Overall experience will be higher for all players by a noticeable margin. Movement powers You can now use movement powers in hubs to get around quicker. Damage over time powers These powers can now critical hit and scale properly when in groups. Damage in groups improved Enemy health now increases (AKA player damage decreases) at a lower rate when more players are nearby. Grouping will be even more rewarding now. User Interface Chat New options exist on the chat window to control chat filters. Additional chat functionality has been added along with “social”, “lfg” and “endgame” channels with UI to control them. More chat upgrades will appear in the future. Damage numbers Floating combat text numbers have been added as an option. Expect a few iterations as we iterate on these to ensure they look good and work right. Green is healing, red is damage and yellow are critical hits. Turn them on by pressing Esc for options and go to the Gameplay options section. Supergroups Additional functionality has been added to the Supergroup interface (some sorting technology, display of officer and supergroup name appearing on tab). Additional functionality will be added in future patches to continually improve supergroup support. Keybinding can now be reverted to default settings. You can now map mouse buttons 3-6 to various game functions. The daily terminals will now tell you if you can earn a cosmic shard by completing them. Mouse over the interface to see if a cosmic shard is available. Zoom levels in hubs is more flexible so you can see your hero in more detail. Bodysliders The Bodyslider button next to the Minimap now fills up to indicate how much time is left on cooldown. The Bodyslider icon will also change after you use it to return to town indicating that using it again returns you back to the field. Social panel Added player sorting to the Social Panel tabs. Added confirmation when donating artifacts. When closing the options menu or switching tabs you will be asked if you want to save pending changes. Story Warp Now includes level ranges for each chapter. Items New artifacts Talisman of K un Lun! Beta Particle Mini-Reactor! This artifact allows you to bring back dead allies in half the usual time. All artifacts may now only have one copy equipped. This is a step to support future artifact plans. Crafting elements are now stackable, up to 10 per stack. Experience orbs from bosses last longer so they won’t disappear during cutscenes. Darkhold Scroll gives bonus damage to ‘taunted’ enemies. Idol of Khonshu no longer uses up its buff if you hit with a ranged power twice. Mandarin Medal tooltips clarified. Several other tooltips rewritten or clarified. We will keep iterating on this when players report confusion about exactly what an item does. Medal sell price is now higher, as intended. Pyro’s Medallion now has freeze resistance. Doctor Doom’s Medallion can now roll a slightly higher chance to fear on hit. Slightly buffed Electro Medallion. Mandarin Medal now has upgraded visual effects. New items that drop in the world will no longer have attack speed for one tree only. Existing items are unaffected. Cosmic items sell for slightly more. The Bovine Sector recipe can be sold for 5,000 credits, so players have something to do with it when they find a second one. To ensure you don’t accidentally donate a recipe, there is now a confirmation pop-up box. Several small buffs to the ranges of various items and affixes in the game to make them competitive with the best. Significantly increased experience orb gains from discoveries and events. Tooltip Improvements We’ve added several pages of tooltip upgrades – too many to list. This impacts powers, items and other UI elements. Tooltips should now take into consideration the Bonus Damage Multiplier for all powers. Previously tooltips showed damage as though all powers had a 100% damage multiplier from Damage Rating on items, which is generally not the case. Most powers have anywhere from 10%-90% damage. Costume Cores All costume cores now have either 25% item rarity boost or 20% special item find, in addition to other bonuses. We realize most players prefer one of those bonuses, so we added those to every core in addition to other bonuses so players could personalize their heroes better. All cores will have 0-2 additional bonuses in addition to item rarity boost or special item find. New bonuses have been added to cores, which you will discover. Existing cores are unchanged. Missions and Enemies Many small and medium sized upgrades have been added to missions in various chapters. Too many to list, but should continue to make the new player experience smoother, clearer and more fun. Turrets, flying enemies and some of the larger bosses have a higher chance to resist knockaround effects. Grey enemies no longer drop special items (they always had a reduced chance, but now it is 0 chance). Zone Content A few new enemy types have been added in the world. In addition Poison Cloud and Missile Shield may be present on enemies. With the latter, missile users will need to enter within approximately half screen range in order to damage the enemy. A waypoint now exists at the start of the Castle Doom final instance. When a group member closes a warp in Group Challenge, a banner will notify the entire group. Red and Green terminal side bosses now drop significantly more experience orbs and credits. The following zone content has been added by the world team. Most of these were slated for launch but didn’t make it in. Chapter 1 “Symbiote Infestation” side mission in Crumbling Brownstones Chapter 3 “Demonic Incursion” event in the Bamboo Forest Chapter 7 “Dinosaur Graveyard” Treasure room in the Dinosaur Jungle (new larger format) Chapter 7 “Sacred Valley” Treasure room in the Dinosaur Jungle (new larger format) PvP New PvP modes are in development, but not in this patch. The new “Fire and Ice” themed PVP map is under heavy internal testing and development and will be released to Test Center by the end of August. Other modes are in various stages of development. Valkyrie has showed up in the game as a harbinger of the new PvP format that we are testing internally. When the new format goes live you will be able to buy special rings from her by spending Golden Crowns. You get 1 golden crown for each PvP match you complete. We will release more info on the new PvP format when it goes to Test Center. Hero Upgrades We’re changing and improving heroes every day - many upgrades will appear on the Test Center server in the weeks ahead but will not be captured in these patch notes. Our goal with designing heroes is always to make all heroes play well and feel powerful in multiple situations. General Hero Changes For maximum flexibility, all powers can now be bound to all mouse buttons and all keyboard keys. Heroes can no longer move or attack within the first 0.5 seconds of a hero switch, to prevent an accidental cancellation. The Area Power and Movement Power keywords are now visible on all applicable power tooltips. Work will continue to ensure all powers have tooltips that are as clear as possible to ensure player understanding of the systems. Black Panther This represents an initial review pass of Black Panther. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. All physical and ranged combat powers are now tagged as Fighting Powers to gain bonuses from stats. Agile Kick Reduced the cost from 24 to 20. Enervating Slash Removed the slow effect as it was redundant with Freezing Slash. The power now weakens and does damage over time to enemies. Freezing Slash Increased the damage of the power by 20%. The slow no longer scales off of ranks in Enervating Slash, but now scales off of ranks in itself. Attack speed increased by 25% to be competitive with Enervating Slash. Slow effect strengthened to match the previous slow strength of Enervating Slash. Jungle Snare Power now also makes enemies more vulnerable to damage. Panther God s Gift Power can now be slotted on right mouse button. Resistance debuff now reduces enemy defenses by a large scaling amount to have a larger impact on bosses. Panther Slash Increased the damage of the power by 20%. Panther Speed Power now also increases crit chance while active, giving the power a role in combat. Reduced the cost from 50 to 35, to better match the strength of the ability. Also added a cooldown that matches the duration of the effect, to indicate when the power should be reactivated. Panther s Grace and Panther Sight The unlock order of these two powers has now been swapped. Panther s Grace now unlocks at level 16, allowing players to reach high dodge scores earlier. Panther s Sight now unlocks at level 20, and the damage bonus granted has been increased to better match its new position. Predator s Aim Power now reduces enemy defenses by a scaling percentage to be more effective against bosses. Effect duration has also been rebalanced to match the strength of the defense reduction. Triple Shot Increased the damage by roughly 50%. Reduced the spread and slightly increased the projectile size to better clear groups and be more effective against large single enemies. Reduced the spirit cost from 30 to 27. Vibranium Trap Increased damage contribution from items to be more competitive with Scything Slash. Cable This represents an initial review pass of Cable. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Blistering Bolt Increased the damage scaling by 5%. Also increased the damage synergy from 2% to 2.5% in other basic powers, to be consistent with Searing Shot. Bodyslider Bomb (Ultimate Power) The power has been rebalanced to no longer deal percentage based damage, but instead deal a large amount of flat damage (damage dealt is similar to what Cyclops can achieve with his ultimateUltimate Power). The taunt now affects enemies that are offscreen. The explosion now affects the entire screen, always stuns bosses, and no longer teleports enemies away from the explosion area. These changes allow the power to function more consistently in end game. Bold Aura Slightly increased the bonus damage scaling to have a more rewarding growth rate. Concussion Blast Power activation and projectile travel speed have been increased by 5%, to make the power more responsive. Damage has been increased by 10%. Elusive Roll (now Defensive Roll) Power has been renamed to Defensive Roll, and changed to roll to the mouse cursor position. Additionally, a small passive dodge bonus has been added to the power to give more reward when points are placed in the power, or when an item buffs/grants ranks in the power. Energy Pulse Increased the damage scaling by 5%. Power now deals scaling bonus damage when it crits. Also increased the damage synergy from 1% to 2.5% in other basic powers, to be consistent with Searing Shot. Mental Resilience Power now clears and grants temporary immunity to all forms of crowd control, not just mental negative status conditions. Quick Bodyslide Removed the cooldown from the power. We ll make additional adjustments to this power in a future update, and rebalance this power and Deadpool s version to be consistent with each other. Searing Shot Increased the damage scaling by 5%. Vortex Grenade The activation speed of this power has been sped up (both animation and travel time for grenade) to be more responsive. The power now also has a 1% damage synergy with Homing Shot in addition to the duration synergy. Colossus This represents an initial review pass of Colossus. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. These changes for Colossus are based on feedback from the forums, including feedback from the Top 5 changes thread. Overall, we re buffing Colossus to be more relevant in both a melee DPS role and a support/tank role. Basic Powers have been buffed to be more relevant in end game. Steel Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Reeling Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Osmium Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Also adjusted the amount of Armor regenerated to better match the new Armor strength (see below). Knockdown powers have been buffed to allow for easier flow into double damage with Reeling Punch. Demolition Stomp Knockdown increased to 1.5 seconds. Also increased damage by 25% to be competitive with Spinning Fists, and to encourage using this as an opener for his knockdown combos. Crushing Smite Knockdown increased to 2 seconds. Steel Splash Knockdown increased to 2 seconds. Additionally, this power has been sped up, with both the activation speed and travel speed increased by 15%. Osmium Charge Knockdown increased to 1.5 seconds. Colossus’auras have been buffed to provide more team support and encourage use. Battle Aura Bonus damage increased by 25%. Protective Aura Defense bonus increased by 25%. Sustaining Aura Spirit regen increased by 25%. Stalwart Aura Tenacity bonus increased by 25%. Secondary Resource (Armor) We ve buffed Colossus Armor secondary resource, to make it more relevant to end game. The Armor regen rate has been increased by 50%. Osmium Skin Power now grants a scaling percent bonus to Armor and Armor regen rate, allowing ranks in the power to be meaningful at all levels. Cyclops This represents an initial review pass of Cyclops. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Combat Roll Now rolls towards the mouse cursor, not away from it, damaging enemies. Tactical Kick Now lowers defenses of enemies. Sweeping Kick Now weakens enemies. Side Roll Now adds a dodge buff at the end of movement. Uncanny Focus Now regenerates 8 spirit per second; this does not scale. Now grants a dodge bonus of 0.5% per rank, and upon successful dodge, restores 0.5% of spirit per rank in the power. Channeled Blast Power now animates and rotates faster, and has an additional slow effect. Added synergy with Optic Barrage and changed UI to reflect this. Optic Barrage Increased damage bonus awarded by items for Optic Barrage. Added synergy with Channeled Blast. Optic Devastation Medals now grant bonuses to this power. Cunning Blast Now performs a backwards roll away from the cursor, instead of a slower leap. Secondary Resource (Command Points) Increased the rate to gain Command Points. There will be more work done on Cyclops’ secondary resource in the future. Tactical Command Duration now increases with rank. Defensive Tactician The dodge bonus was unintuitive. It was applied only against targets affected by Tactical Analysis, but that meant it wouldn’t show up in the Character Sheet and would be difficult to tell who you could dodge more against. Made the following changes Decreased dodge bonus, made it unconditional so that it is on all the time if you are near Cyclops (and always on Cyclops). Added flat damage debuff (weaken) to targets affected by Tactical Analysis. Adjusted dodge bonuses on dodge powers so that you cap out to 50% when all three dodge powers are rank 20. Increased damage (and bonus damage from items) for several spirit spending powers Channeled Blast Cunning Blast Explosive Blast Maximum Optic Beam (Ultimate Power) Optic Barrage Piercing Blast Wide Beam Daredevil This represents an initial review pass of Daredevil. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 2 at level 10. Club Strike Attack speed increased by 10%. Club Sweep Damage increased by 10%. Elektra Alliance (Ultimate Power) Elektra is now un-targetable and invulnerable. Enter the Void Cost reduced from 10 to 5. Duration increases at every rank, and scales in duration to make the progression per rank better. Tooltip fixed. Man Without Fear Now provides 5% more dodge at max rank. Provides slightly more dodge at each rank to make the progression per rank better. Radar Ping Cost reduced from 10 to 5. Restorative Trance Healing per second increased by 10% at every rank. Taser Club Attack speed increased by 10%. Updated VFX. Whirling Club Damage increased by 20%. Deadpool This represents an initial review pass of Deadpool. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Big Ol Stab Damage increased by 10%. Cost reduced from 14 to 10 spirit. Itty Bitty Boom Explosion delay decreased by 60%. Projectile speed increased by 50%. Secondary resource (Pain) No longer decays over time. Flesh Wounds Attack speed increased by 20%. Shoot All the Bullets Damage increased by 20%. Cost reduced from 20 to 15. Slice n Dice Damage increased by 15%. Cost reduced from 25 to 19. Hawkeye This represents an initial review pass of Hawkeye. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Destructive Volley (Ultimate Power) Damage over time per rank increased and debuff duration per rank decreased to ensure a net per second gain in overall damage. (The base homing arrow hits remain unchanged.) Freeze Arrow Now affects multiple targets in a small area around the point of impact. Shrieking Arrow Firing speed and range increased. Taser Arrow Now arcs to more than one target at higher ranks, although not to quite the same degree as Captain America’s shield bounces or a lightning power. Tear Gas Arrow Now calculates its damage per second so that the duration scaling on the area of effect is a pure increase, instead of stretching and scaling higher values to fit. Firing speed and range increased. Trick Arrows Several powers in this category have had their spirit costs reduced. Vibranium Arrowheads Now improves the defense penetration of ALL powers, not just ones on the Archery tab to help open some alternative builds. Hulk This represents an initial review pass of Hulk. The defense system upgrade will have a huge impact on Hulk and he will be designed around that system in the coming weeks. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Health Hulk’s base health at all levels has been increased by 20%. Secondary resource (Anger) Now gained more quickly. Removed passive defense buff for hoarding Anger. Removed damage buff on powers for hoarding Anger. When spending Anger, Hulk now gets a heal (10% HP over 3 seconds). Passives Buffed Anger gaining passives Worldbreaker Activation chance is now 100% on hit, added bonus crit chance and crit damage. Short Temper automatically doubles the Anger gain you get from getting hit; added defense and max HP buffs. Introduced animation speed difference between Furious Punch and Savage Swing. Unbridled Rampage Added damage buff and health regeneration for duration of power. Added flat, non-scaling heal percent per anger spent. Removed restriction on Anger gain. Duration no longer scales with ranks. Movement/Cast speed increase is only applied (at a flat 20%) if you spend more than 3 anger points. Stances Stances have been redesigned so they are mostly passive with a short activated ability (passive effects are still on even if the power is not equipped). Activated abilities start with a 20 second cooldown and scale down .25 seconds per rank. Hulk Tough Added a damage shield that scales with ranks; activate to become immune to damage for 3 seconds. Hulk Free Added a movement speed buff; activate to cleanse CC effects and to become immune to them for 3 seconds. Hulk Mad Added a crit chance; activate to guarantee crits for 5 seconds. Roars Mighty Roar Redesigned to taunt and give damage debuff to enemies. Terrible Roar Redesigned to deal damage and give damage vulnerability to enemies. Rubble Toss Added a stun on spending Anger point. Increased damage for the following powers Crushing Leap Demolishing Charge Furious Punch Ground Smash Iron Man This represents an initial review pass of Iron Man. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Jet-Assisted Slam Adjusted the power to hit as an AoE instead of a forward cone, to make the power easier to use. Added 2% damage synergies with Hyper-Velocity Charge and Death From Above. Hyper-Velocity Charge Added 2% damage synergies with Jet-Assisted Slam and Death From Above. Death From Above Added 2% damage synergies with Jet-Assisted Slam and Hyper-Velocity Charge. Our primary goal for Iron Man in this patch was to improve the feel of his basic powers and his trio of micro-missile powers. For his basic powers, we focused on speeding up the attacks and the projectiles so that they’re easier to use against mobile enemies. Repulsor Beam Sped up the attack animation by 15% and the projectile speed by 60%. Freon Ray Sped up the attack animation by 15% and the projectile speed by 60%. Disruptor Beam Sped up the attack animation by 15% and the projectile speed by 60%. For the micro-missile powers, we improved their targeting methods and gave Micro-Missiles and Missile Salvo a little bit more damage. Micro-Missiles Increased starting damage by 33%. Updated the targeting of this power. The power can now be manually targeted by activating while the mouse cursor is over an enemy. When no target is selected, the missiles prioritize enemies in the center of the screen. If there are no enemies in the center of the screen, the missiles target the nearest enemy. Missile Salvo Increased the damage scaling by 25% and raised the starting damage to be more competitive with Micro-Missiles. Automated Missiles Updated the targeting of this power. The missile prioritizes enemies in the center of the screen. If there are no enemies in the center of the screen, the missile targets the nearest enemy. Jean Grey Jean Grey has a significant number of changes in the works for an upcoming patch. For today, we wanted to increase her base move speed as part of a global design review. Jean Grey s base movement speed has been increased by roughly 10% to be on par with most other heroes. Ms. Marvel This represents an initial review pass of Miss Marvel. We intend to further review Ms. Marvel’s basic mechanics, tankiness and overall power trees. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 6 at level 56. Photon Punch Now increases photonic energy with each strike. Now deals physical damage. Cosmic Haymaker Slightly increased range, and improved the targeting. Haymakers should not miss as often. Mighty Punch Damage increased by 20%, putting it on par with Photon Punch. Defiant Escape No longer requires or spends photonic energy to become immune to conditions for a brief duration, and gains 0.25 seconds of immunity per point (up from 0.1 seconds). After activation, players can now move immediately and can activate the power without being under the effects of crowd control. Uppercut Blast Now consumes all photonic energy to deal bonus damage, and grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power (1.5 seconds per pip of photonic energy used). Uppercut Blast’s attack speed and energy damage have been increased. Photonic Blast Now a basic power. Now has a 3% damage synergy with Stellar Beam. Stellar Beam Now a basic power. Now has a 3% damage synergy with Photonic Blast. Photonic Wave Damage increased by 10%. Secondary resource cost removed. Cost reduced from 27 to 20. Now has a 3% damage synergy with Photonic Devastation. Photonic Devastation Now has a 2% damage synergy with Photonic Wave. Secondary resource cost removed. Animation time to start the power has been sped up. Photonic Regeneration Secondary resource cost has been removed to activate the instant heal. Photonic Regeneration s healing effects are now increasing by your current level of Photonic Regeneration. Heal over time duration is now 3 seconds (down from 5). Cooldown has increased to 3 seconds. Healing has been slightly reduced to compensate for the reduced activation costs. Stellar Flare Maximum charge up time has been reduced by 25%. Ms. Marvel is now immune to all crowd control while channeling Stellar Flare. Now grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power, up to 10 seconds at maximum photonic energy. Photonic Defense Now resists damage from all angles. Now adds photonic energy for each attack blocked. Energy Absorption Now has a chance to gain photonic energy when dealing energy damage. Kree Toughness Now has a secondary effect of increasing attack speed for fighting powers, based on how much photonic energy you currently have. Warbird Charge Now adds photonic energy for each enemy that is hit. Crashdown Strike Damage quadrupled, and increases photonic energy for each target hit. Now has a 10 second cooldown which decreases with power points. Knockdown duration now increases with power points. Finishing animation is now shorter, and can be cancelled immediately after Ms. Marvel has landed.. Binary Overdrive (Ultimate Power) Now increases all types of damage. Initial damage has been increased 40%. Damage over time portion increased 20%. Secondary resource (Photonic Energy) has been converted to a pip system, to make it easier for players to see how much energy they have at a quick glance. Photonic Energy now grants percent damage reduction, up to 30% at maximum photonic energy (3% per pip.) Photonic Energy now decays 80% slower, and increases when being struck by any type of attack (with bonus Photonic Energy rewarded when struck by an energy attack). Increased damage scaling for these powers Flying Knee Roundhouse Kick Uppercut Blast Warbird Charge Punisher Movement speed has been increased by roughly 10% to be on par with most other heroes. Chemical Mine Explosion delay timer reduced by 25%. No longer reduces the defenses of affected enemies. Explosive Rocket now deals double damage to targets at the center of its effect. Pain Tolerance Now reduces damage by a flat percentage. This mitigation amount increases when Punisher has low health. Proximity Mine explosion delay timer reduced by 25%. Now reduces the defenses of affected enemies. econdary resource (Vengeance) No longer decays. Show No Mercy Can now be used against any target. Base damage reduced by 38%. Now deals double damage against stunned or knocked down targets. Sticky Mine Explosion delay timer reduced by 25%. Scarlet Witch We’ve made some improvements to Scarlet Witch in light of the global change to damage over time powers. We focused on improving her speed and the strength of her direct damage spells. Movement speed has been increased by roughly 10% to be on par with most other heroes. We also increased the attack speed and damage on her basic powers and Hex Orb Hex Bolt Damage increased by 20% and projectile speed increased by 60%. Menacing Hex Attack speed increased by 20% and projectile speed increased by 60%. Bewitching Hex Attack speed increased by 20% and projectile speed increased by 60%. Hex Orb Damage increased by 20%. Chaos Tempest Sped up power activation and recovery by 25% to make the power easier to use in dense combat. Secondary resource (Chaos Flux) Added a decay and made it do something all the time. It now it gives % damage bonus based on current amount. A larger redesign for this secondary resource is in development that involves some cool new engineering. Unmake Reality (Ultimate Power) Now allows loot to drop from enemies killed by it! Spider-Man Spider-Man just has some simple changes in this patch before a larger review. Corrosive Web Fluid Increased damage scaling, and added a damage synergy with Web Spray in addition to the duration synergy. Sticky Strike Spider-Man s slowing and immobilizing powers now tag enemies as Webbed even when the slow or immobilize is resisted or prematurely ended. This allows Sticky Strike to deal double damage against bosses or other characters with high tenacity. Leaping Assault Now knocks down enemies rather than knocks back. Also now flags enemies as ’webbed‘ to combo with Sticky Strike. Storm Due to changes in Storm s power trees, all Storm players have been given a free respec for their power points. Chain Lightning/Thundering Bolt Chain Lightning is now unlocked at level 6. Thundering Bolt is now unlocked at level 16. Chain Lightning is a fun, iconic skill and should be available at a lower level. Thundering Bolt was swapped since Storm has access to other crowd control methods in early levels. Damage on these powers have been adjusted appropriately for their new positions in the power tree. Thundering Bolt has also gained a small amount of scaling on the stun duration with power ranks. Crashing Hail Damage scaling has been massively increased. Synergy has been converted to damage rather than duration. The duration scaling per level has been lowered in favor of higher damage scaling for more power interactivity. Storm’s tempest powers have been divided into two categories to allow Storm players more flexibility over the buffs they want to activate. Two tempest powers – Thundering Tempest and Quickening Tempest – have been renamed and moved. Gusting Tempest and Freezing Tempest are still classified tempest powers, and only one of the two can be active at once. They now drain spirit over time while active, are both located in the Stormcrafter tree, and have gained additional effects. Gusting Tempest Now deflects all projectiles upon turning the skill on or off, and has gained a passive chance while active to deflect projectiles in addition to knocking back enemies. It now deals light physical damage while active, and has a damage synergy with Freezing Tempest. Freezing Tempest Now deals energy damage to all enemies in the tempest area while active, and has gained a damage synergy with Crashing Hail. Refreshing Breeze and Quickening Breeze (formerly Quickening Tempest) are now classified as breeze powers, and only one of the two may be active at a time. They now reserve a percentage of your maximum spirit. You may have a breeze power and a tempest power active simultaneously. Thundering Maelstrom (formerly Thundering Tempest) Will no longer disable tempest powers (or breeze powers) and is not classified as either. Players may use a tempest power, breeze power, and Thunder Maelstrom all at once. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. Storm already has mobility skills at early and mid levels, and we wanted to open up the level 10 Windrider unlock spot for a new passive (see below). Turbulent Winds A new passive power unlocked at level 10, Turbulent Winds. Turbulent Winds adds a damage vulnerability debuff to Buffeting Zephyr, Sirocco Rush, Sudden Tornado, and Gusting Tempest. Turbulent Winds also grants a short burst of movement speed when Storm dodges an attack. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. The damage and damage scaling of the skill has been increased, and it now has a damage synergy with Freezing Tempest. Blizzard did not provide enough impact, and this change will solidify Hail as debuff-centric AoE with solid damage. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. It now deals double damage against stunned targets, and has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Thundering Bolt has gained a small amount of scaling on the stun duration with power ranks. Sirocco Rush No longer has a synergy with Lightning Rush. Instead, Sirocco Rush now gains stun duration with power ranks. Sudden Tornado now knocks foes back (instead of knockup), and fires three tornadoes per cast. Spirited Now scales by a flat amount with each power point. Spirited now also increases your maximum spirit by a percentage. Lightning Storm Now has an upfront burst of damage when cast, and gains area-of-effect duration with power points. Gusting Tempest and Freezing Tempest reserve a flat amount of spirit to keep active, have gained additional effects, and now share a damage synergy. Gusting Tempest has gained light physical damage and is now tagged as a Wind Power, and its deflection chance has been retuned to be higher at rank 1. Freezing Tempest has gained a chance to freeze enemies within its area. Crashing Hail, Thundering Maelstrom, and Lightning Storm now share a damage synergy with each other. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. Quickening Breeze and Refreshing Breeze now reserve 20% spirit to maintain. Refreshing Breeze now restores health to nearby allies (including yourself) while active. Lightning Rush has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Turbulent Winds grants a short burst of movement speed when Storm dodges an attack. Slow effects on Freezing Tempest, Crashing Hail, and Thundering Maelstrom have had their scaling increased per power point, rather than slow bonus synergies with each other. Crashing Hail and Thundering Maelstorm gain more powerful slow effects than Freezing Tempest. Increased the damage scaling of Ball Lightning. Thor These are all the changes for Thor from the last month or so, combined. We are continuing to monitor Thor, particularly as related to the defense system upgrade coming in the next major patch. Almighty Mjolnir Increased initial damage by 20%. Increased missile radius by 20%. Reduced the additional Spirit cost for charging Almighty Mjolnir to 5 per second (down from 10 per second). Initial spirit cost of this power remains unchanged. Asgardian Smite Increased damage by 20%. Asgardian Stamina Increased bonus health from to 50 per rank (up from 15). Bring the Thunder Increased animation speed. Hammer Punch In addition to its regular damage, made this ability deal 1% of targets max health on hit, scaling by 0.1% per level of this skill. Increased spirit cost to 20. Hammer Strike Increased animation speed. Increased the scaling on damage. Leaping Smite This power now automatically stuns the foe. Removed all Odinforce references and requirements. Increased scaling damage slightly (~15%). Lightning Smash Increased the energy damage component by 25% (this will help other powers that scale based on Lightning Smash). Tagged as a Fighting Power to match other melee hammer powers. Lightning Strike Increased damage by 30%. Mighty Shockwave Attack speed increased by 100%. Travel speed increased by 50%. Area width increased by 10%. Secondary resource (Odinforce) You gain a small amount of Odinforce whenever you hit with a ranged power and a large amount of Odinforce whenever you hit with a melee power or kill an enemy. Removed the mechanic which gained Odinforce when enemies are nearby. Storm Hammer Increased animation speed. Increased damage by 20%. Increased the movement speed for Mjolnir by 35%. Thunder Surge now God Blast Massively increased the base damage and scaling damage. God Blast spends all remaining Odinforce and adds significant damage per point of Odinforce used. Animation speed increased to be more responsive. We’ll be watching the data on this power to ensure it lives up to its name! Thundering Strike This power will now ignore some defense (2.5% defense penetration per rank in the power). Increased radius. Made the chance to stun scale more aggressively at higher ranks. Thunderous Charge Increased damage by 10%. Changed unlock levels of some of Thor s Powers and updated damage curves. Wolverine All power synergies and dependencies for Wolverine have been removed in favor of higher base damage per rank and self-sufficient power mechanics in order to encourage power point allocation diversity, especially in endgame builds. Adamantium Skeleton Bonus physical and energy defense increased. Now adds bonus tenacity against all negative status effects instead of just forced movement. Unlocks at level 20. Adrenaline Rush Now a toggled effect. Dodge bonus now scales only off of ranks in Adrenaline Rush (synergy with Furious Lunge ranks removed). Overall benefits reduced at lower ranks and increased at higher ranks. Blood Hungry Sweep (new power) A PBAoE slash that deals extra damage to bleeding targets. Unlocks at level 10. Bloody Slash No longer slows enemies. Attack speed increased. Base damage increased. Bleed damage decreased. Bloody Victory Now a passive power that heals Wolverine each time he defeats an enemy. Unlocks at level 28. Brutal Slash Damage increased. Unlocks at level 3. Cage the Beast Now has a 5 second cooldown. Cannot be used while at max spirit. Eviscerate Damage increased. No longer uses Spirit on activation. Unlocks at level 1. Feral Growl Now stuns nearby enemies. No longer causes fear to distant enemies. Now unlocks at level 18. Feral Senses No longer adds bonus chance to avoid missiles. Now unlocks at level 8. Furious Lunge Now unlocks at level 2. Hack ‘n’ Slash No longer procs an extra AoE attack on crit. Attack speed increased. Damage increased. Now awards double Fury generation. Now deals damage in a small arc in front of Wolverine (the functionality now matches Wolverine’s other basic powers). I’m the Best There Is Can now be used against any target. Base damage decreased. Now deals double damage to bleeding targets. Quick Slash Damage no longer gains bonus scaling above rank 20. Regeneration Boost Now has a 5 second cooldown. Healing increased. Now cannot be used while at max health. Cost reduced. Now unlocks at level 16. Savage Recovery No longer increases Attack Speed or Move Speed. Now increases crit chance by 40% while its effect is active. Smell Weakness Removed from Wolverine’s powers, and replaced with Blood Hungry Sweep. Unleash the Beast Now applies its effects instantly. Wolverine s bleed effects should now tick every half second instead of every second. Character Sheet and Damage Rating. A few new stats have been added to the character sheet. We are looking to iterate on presentation of information to ensure that it is easy to understand. Players were sometimes confused when the equipped an item with +10 damage and didn’t get +10 damage on every power. This is because every power has a damage rating multiplier; this multiplies the damage rating value which now shows up on the character sheet. We are going to add Damage Rating Multiplier to each power’s tooltip at some point in the future. Autofire powers, particularly, get less Damage per shot because they have a low Damage Rating Multiplier while Hulk’s Punch gets full value from Damage Rating. This does not change any powers or items; it is simply a presentation change. Bug Fixes There are many pages of small bugs that have been fixed. These include many VFX fixes, tooltip bugs, enemy behavior bugs, animation bugs, item/artifact bugs and interface quirks. Top 10 fixes that you are likely to notice Some missions that were not giving party credit on interaction with mission objects have been adjusted to properly give party credit when anyone in the party interacts with the object. Resistance penetration should work for all skillshot powers. Healing and other beneficial effects will now work when you are Invulnerable. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Fixed the character sheet s ‘stats’ tab not displaying health regen granted by powers. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Vanity Pets are no longer targeted by bouncing attacks. The summons from the AIM Robot Dispenser now follow you around instead of wandering off randomly. All slow powers should actually slow correctly.
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新機能 Brand new skill tree featuring all-new, customizable character classes for you to choose from. And that s not all - below is a list of other exciting content for you to explore 2 artifacts 2 backgrounds 20 new equipment 41 new Titans 1000 more stages to play through (with more to come!) Brand new skill tree with 34 skills to unlock More stages! The stage capacity will be increased to 5000 at the launch of v2.0. This will allow you to use your new skills coming from the skill tree to improve your powers and push further than you ve ever had before. Once you have got the hang of the new skill tree, we plan on increasing it even more within a few weeks time. So make sure you put those skill points to good use, as there will be more stages to conquer! New, expansive class-inspired skill tree replacing the current skill trees. Knight - 9 Skills (Tier 1) Knight’s Valor – Multiplies Tap Damage (Tier 2) Chivalric Order - Increases Tap Damage from Heroes (Tier 2) Pet Evolution - Increases Pet Damage and at greater levels reduces taps required (Tier 2) Heart of Midas - Generates Gold from Pet and at great levels reduces generation cooldown (Tier 3) Cleaving Strike - Multiplies Maximum Critical Damage while reducing Critical Chance (Tier 3) Summon Golem - Multiplies Fire Sword Damage (Tier 3) Lightning Burst - Multiplies Pet Damage per Burst and increases max splash count (Tier 4) Barbaric Fury - Multiply Active Tap Damage and adds bonus tap per second (Tier 4) Flash Zip - Multiply Pet Damage per Zip Tap and at greater levels reduce cooldown Warlord - 8 Skills (Tier 1) Master Commander - Multiplies All Hero Damage (Tier 2) Spoils of War - Multiply Chesterson Gold and increase Chesterson chance (Tier 2) Heroic Might - Multiply War Cry Damage and increase inspired hero count (Tier 2) Aerial Assault - Multiply Clan Based Damage and increases maximum splash count (Tier 3) Tactical Insight -Increase Hero Unlockable Skill Multiplier and Increase Skill Bonuses (Tier 3) Coordinated Offensive - Multiply Active All Hero Damage and at greater levels reduce cooldown (Tier 4) Astral Awakening - Multiply All Hero Damage per Tap and at greater level reduces cooldown (Tier 4) Anchoring Shot - Stuns Titans, multiply Stun Damage and increases stun duration Sorcerer - 10 Skills (Tier 1) Limit Break - Increases Mana capacity and increases mana regeneration (Tier 2) Manni Mana - Increases Mana replenished and increases spawn chance (Tier 2) Heavenly Strike - Multiplies Heavenly Strike Damage and at greater levels increases splash skip (Tier 2) Phantom Vengeance - Multiplies Shadow Clone Damage and increases attacks per second (Tier 3) Fairy Charm - Increases Multiple Fairy Chance spawn and reduce spawn cooldown (Tier 3) Mana Siphon - Recovers a percentage of Mana capacity (Tier 3) Eternal Darkness - Increases Shadow Clone duration and reduces cooldown (Tier 4) Midas Ultimate - Multiplies Hand of Midas gold and Fairy gold (Tier 4) Lightning Strike - Deals a percentage of Titan Health as damage and increases chance of occurrence. (Tier 4) Dimensional Shift - Multiplies Primary Active skill effects and decrease boss timer tick down rate Rogue - 7 Skills (Tier 1) Master Thief - Multiplies All gold earned and inactive gold earned (Tier 2) Assassinate - Multiplies Deadly Strike Damage and increase Deadly Strike chance (Tier 2) Silent March - Advances to a percentage of your max prestige while offline (Tier 2) Ambush - Increases Multi-spawn chance (Tier 3) Twilight s Veil - Increases Inactive Pet Damage and Multiply Pet Deadly Strike Damage (Tier 3) Ghost Ship - Increase Inactive Clan Ship Damage and Multiply Clan Deadly Strike Damage (Tier 3) Shadow Assassin - Increases Inactive Clone Damage and Multiply Clone Deadly Strike Damage Moved out of the skill tree and turned into a passive is Intimidating Presence, and below are the required skill points in order unlock the passive skill and reduce number of Titans up to 18. Unlock requirements are shown in-game and will not be required to unlock the passive after each prestige. This passive skill will be able to go up to and reduce the number of Titans by up to 62. Each stage will continue to require 1 Titan before having to defeat a Boss Titan to advance to the next stage. IP123456789101112131415161718 Cost41323334557708397112127143160177196214234254 Please note that this only shows the cost of the first 18 IP levels, and that all values are subject to change at anytime. We have added 20 new pieces of equipment that you ll see as you begin your rebooted journey. Most notable changes that come to equipment are that we changed some of the current Tap Damage slash equipment into Clan Ship Damage, as a means to make these items relevant again. Along with Clan Ship Damage, we have added some help for the Shadow Clone in the form of slash equipment as well. Selling of Rare and Legendary equipment have been increased from the previous value of 2 diamonds 3 diamonds to 5 diamonds 25 diamonds, respectively, so those looking to get rid of some of your older finds can now do so with added reward. Visually you will notice 2 new backgrounds coming to the Tap Titans 2 world, along with 41 new Titans to battle against on your journey towards the max stage. We have added 2 new artifacts that will come and support the damage types we have recently added into the game. Influencer Elixir - Increases Clan Ship Damage Royal Toxin - Increases Deadly Strike Damage Tournaments have been changed to promote progression as brackets will no longer be determined by your max prestige but your max potential prestige. Players will be placed into brackets with other players that have similar potential for example, if you are a player who prestiges only at 1800 as to stay in the bracket but have similar or identical artifact levels, pet levels and equipment as a player who has prestiged at 4000, then you will be placed in the same bracket even though you never prestiged at 4000 because your potentials will be determined as equal. This is in efforts to balance the tournaments further and increase the likeliness for new players to be placed into brackets with other new players, in addition for more advanced players to be match against each other. Players who attempt to circumvent the max potential prestige brackets by leaving a clan before joining a tournament to decrease their potential (and then joining a clan again) will not be placed in a weaker tournament bucket. This value is hidden, only known on the server, which determines the damage and stage you are capable of reaching. We have added a little more incentive for players to advance in the brackets as well - we have added a bonus rank that will award more prizes if a player is the highest in their tournament and no tie is found. Meaning that if you are in a race to your highest potential stage and you win a tournament as the one and only champion, you will receive an Undisputed Champion prize bonus! And as announced in the game, there will be server maintenance at 13 00 UTC for at least 5 hours on Wednesday, September 27th, to ensure that the update is rolled out smoothly and successfully. We really appreciate your patience and understanding with this - we’re itching to get v.2.0 out just as much as you are! Tap On! ⚔