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TBD. This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This article or section needs to be updated. Job Base(s) Blacksmith Mastersmith Job Type 3-1 Changes At Juno× Number of Skills 29 Total Skill Points 102 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +6 +3 +7 +5 +3 +5 Overview Job Change Guide Builds Class DataSkills Job Bonuses External Links Overview Job Change Guide See Mechanic Job Change Guide for detailed information. Builds Class Data Skills See Blacksmith Skills or Mastersmith Skills for 2nd class Skills. Skill Description Levels Type Acceleration× Increases the Madogear s movement speed for a short duration. 3 Supportive Analyze× Analyze the target s status and decrease its DEF× and MDEF× 3 Active Arm Cannon× Fires upon an enemy using a large cannon mounted on the mado gear. 3 Offensive Axe Boomerang× Throws an axe× at long range dealing damage and knockback. The weight× of your axe increases your damage. 5 Offensive Axe Mastery (Mechanic)× Increase ATK× up to +50 and HIT× up to +30 when having an Axe weapon equipped. 10 Passive Axe Tornado× Spins rapidly like a whirlwind with an axe striking all targets around you. The VIT× stat increases your damage. 5 Offensive Back Slide (Mechanic)× Move the Madogear quickly backwards. 1 Active Cooldown× Removes Overheat× status from the Madogear. 1 Supportive Divest FAW× Allows the user to remove a FAW from the ground. 1 Active Elemental Shift× Change the Madogear s elemental property. 4 Active FAW Magic Decoy× Construct a FAW which will use long distance magic attacks against enemies. 5 Active FAW Silver Sniper× Construct a FAW which will use long distance attacks against enemies. 5 Active Fire Earth Research× Increase ATK up to +50 and DEF up to +30 against Fire and Earth property monsters. 5 Passive Flame Launcher× Set enemies on fire with a flamethrower, has a chance to cause Burning× status. 3 Offensive Front Slide× Move the Madogear quickly forward. 1 Active Hover× Make the Madogear hover over the ground to avoid traps and magic attacks. 1 Active Ice Launcher× Shoots very cold gas onto enemies to deal damage, has a chance to cause Freezing×\Frozen× statuses. 3 Offensive Infrared Scan× Reveals all enemies in a large area, and may decrease their FLEE×. 1 Active Knuckle Boost× Shoot a rocket fist at a far away enemy 5 Offensive Madogear License× Decreases the movement speed penalty when operating a Madogear. Increases ATK by a small amount. 5 Passive Magnetic Field× Immobilizes all enemies in an area and continuously drains their SP× 3 Active Neutral Barrier× Protects against ranged physical and magical attacks in an area around the caster. 3 Active Pile Bunker× Attacks the target with many drills to cancel defensive magic. 3 Offensive Power Swing× Strikes a target with an axe dealing damage and stun. There s a low chance to invoke Axe Boomerang×. 5 Offensive Remodel Mainframe× Increases DEF and overheat limit while mounted on a Madogear. 5 Passive Repair× Allows the user to recover HP× of any allied Madogear user. 5 Supportive Stealth Field× Gives all targets around the caster Cloaking× status. Does not affect the caster. 3 Supportive Suicidal Destruction× Detonates the mado gear causing horrific damage to the surrounding area. 3 Offensive Vulcan Arm× Shoots enemies with a large calibur gun. 3 Offensive Job Bonuses Stat\Amount +1 +2 +3 +4 +5 +6 +7 STR 2 5 31 32 44 45 AGI 8 17 49 VIT 19 20 25 29 33 42 43 INT 10 13 21 37 38 DEX 9 22 48 LUK 1 7 14 26 34 External Links -Blacksmith ・ Mastersmith ・ Mechanic Blacksmith ・ Mastersmith ・ Mechanic 2nd ClassSkills Adrenaline Rush× ・ Advanced Adrenaline Rush× ・ Dubious Salesmanship× ・ Enchantedstone Craft× ・ Greed× ・ Hammer Fall× ・ Hilt Binding× ・ Iron Tempering× ・ Ore Discovery× ・ Oridecon Research× ・ Power Maximize× ・ Power-Thrust× ・ Skin Tempering× ・ Smith Axe× ・ Smith Dagger× ・ Smith Knucklebrace× ・ Smith Mace× ・ Smith Spear× ・ Smith Sword× ・ Smith Two-handed Sword× ・ Steel Tempering× ・ Weapon Perfection× ・ Weapon Repair× ・ Weaponry Research× TranscendentSkills Battle Machine Craft× ・ Cart Boost× ・ Coin Craft× ・ High Speed Cart Ram× ・ Maximum Power-Thrust× ・ Nugget Craft× ・ Shattering Strike× ・ Upgrade Weapon× 3rd ClassSkills Acceleration× ・ Analyze× ・ Arm Cannon× ・ Axe Boomerang× ・ Axe Mastery× ・ Axe Tornado× ・ Back Slide× ・ Cooldown× ・ Divest FAW× ・ Elemental Shift× ・ FAW Magic Decoy× ・ FAW Silver Sniper× ・ Fire Earth Research× ・ Flame Launcher× ・ Front Slide× ・ Hover× ・ Ice Launcher× ・ Infrared Scan× ・ Knuckle Boost× ・ Madogear License× ・ Magnetic Field× ・ Neutral Barrier× ・ Pile Bunker× ・ Power Swing× ・ Remodel Mainframe× ・ Repair× ・ Stealth Field× ・ Suicidal Destruction× ・ Vulcan Arm× Quests Blacksmith Job Change Guide ・ Blacksmith Skill Quest ・ Rebirth Walkthrough ・ Mechanic Job Change Guide Weapons× Axe× ・ Mace× -Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing To Be Updated | Mechanic | Classes | Blacksmith | Mastersmith
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Special Mechanics 何のスキルを発動させたいかの、ソースコード。 緑文字クリックで詳細が見れます Coming soonと書かれているものは現在使用不可 Mechanic Description Cast (Coming Soon) coming soon Chain (Coming Soon) coming soon Delay スキルとスキルの間の、間隔を付けれる Missile (Coming Soon) coming soon Meteor (Coming Soon) coming soon Projectile ターゲットにパーティクルで作られた魔法を発射する Skill 通常スキルの作り方 Random Skill" ランダムスキルの作り方 Totem (Coming Soon) coming soon Targeted Mechanics These skills usually target entities (players or other mobs), but some are able to target locations as well. Mechanic Description Arrow Volley ターゲットに矢を飛ばす Command ターゲットにコマンドを実行 Consume Mobを回復? Damage ターゲットにダメージを与える Doppleganger 不明 Explosion 爆発を起こします Force Pull 不明 Heal ターゲットを回復 Ignite ターゲットを燃やす Leap 指定した範囲を飛ぶ Lightning 雷を打ちます Message ターゲットにメッセージを送ります Mount Target 不明 Potion ターゲットにポーション効果をかけます Prison 恐らくターゲットを閉じ込める Pull 爆発でターゲットを飛ばす Rally 不明 Random Message ターゲットプレイヤーにランダムにメッセージを送る Remove ターゲットのMobを削除 Send Action Message アクションメッセージを送ります。主にHP表示として使用 Send Title Message 1.8からのコマンド「Title」メッセージを送ります Set Stance 不明 Shoot Fireball ターゲットに火の玉を撃ちます Shoot Potion ターゲットにポーションを撃ちます Shoot 矢、雪玉、エンダーパール、卵を飛ばします(ダメージ有) Shoot Skull ターゲットにウィザーの頭を撃ちます Spring ターゲットに、水または溶岩を粘着させます Stun (Coming Soon) Coming soon Summon ターゲットにMobを召喚 Swap (Coming Soon) Comig soon Teleport ターゲットにテレポート Threat 不明 Throw 不明 |Location-Only Mechanics These mechanics target a location either directly using the @Location targeter or indirectly using their own methods. Check each Mechanic for more details. MechanicDescription Activate SpawnerActivates a MythicMobs spawner Push ButtonPushes a button @Location Toggle LeverToggles a lever @Location Non-Targeted Mechanics These mechanics do not target anything and thus do not require a targeter. They are always run on the mob that is using the mechanic. Mechanic Description Disguise Mobの種類を変更させます Dismount Makes the mob dismount whatever it s riding Eject Passenger Ejects anything riding the mob Equip ターゲットにアイテムを装備 |Global CooldownSets the mob s Global Cooldown Jump ターゲットをジャンプ Mount ターゲットをMobに乗らせる |Run AI Goal Selector |Run AI Target Selector |Set Health| (Coming Soon)Changes the mob s health |Set Max Health |(Coming Soon)Changes the mob s max health |Set Name |(Coming Soon)Changes the mob s name |Suicide|Causes the mob to die |Time (Coming Soon)|Changes the time Weather 雨を切り替え
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Research Analysis The market research report profiles well-balanced information with previous as well as future results with an aim to offer a better understanding of the Mechanical Pulps Market. The market report further offers an in-depth view of the leading factors that are related to increasing the demand growth for Mechanical Pulps Market. Not only this but also in this study the readers can get an in-depth report of the possibilities in combination with the latest trends in the targeted market. It is also a detailed combination of 10 years old qualitative and quantitative analysis of the industry that has been presented in the report with an aim to help the market players to increase maximum profit in the sector. The market research report also provides information on the record of individual sales records that are made with the expected revenue over the forecast period. This research report provides an extensive examination of all the related segments present in the industry. Moreover, it throws light on the recent development as well as the opportunity is that is going on in the Mechanical Pulps Market. Get a Sample PDF File@ https //www.quincemarketinsights.com/request-sample-88261?pu Market Report Features Overview Of The Market Report The market research report offers a detailed quantitative as well as qualitative overview of the market for Mechanical Pulps Market on the basis of area, category, product, competitors, and application. In terms of expanded coverage, the market report is further extended in terms of end-user market analysis and the comprehensive producer profile. Market Segmentation Of Mechanical Pulps Market Market The market segmentation of the Mechanical Pulps Market is done on the basis of technology, product type, application, distribution channel, and end-user. Geographical segmentation is also being done to get valuable insights into the Mechanical Pulps Market. Geographical Analysis Doing the geographical analysis is very important to know about the broad feature of the market. In this section, the readers can get a comprehensive analysis of the Mechanical Pulps Market based on the geographical location. This section throws light on the demand and sales output for the Mechanical Pulps Market at the national and international levels. The study is being done taking into account some of the major geographic regions such as North America, Europe, Asia Pacific, South America, Middle East, and Africa. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-88261?pu Market Key Highlights The market report on the Mechanical Pulps Market is a summary of the current market situation for the Mechanical Pulps Market. Moreover, the analysis provides information regarding the newly launched product and also the products that are to be launched during the forecast period. The study also includes minute details regarding market share, segment, trends, growth and forecast West Fraser, Paper Excellence Canada, METSA FIBRE, Millar Western, Waggeryd Cel, Pan Pac Forest Products, Mayr-Melnhof Karton, Valmet, ANDRITZ Group, Innventia,. Company overview, latest trends, financials. Quince Market Insights Top Trending Research Report* https //qmi189135117.wordpress.com/2022/09/16/cumene-sulfonic-acid-market-size-industry-growth-rate-global-share-upcoming-trends-leading-players-products-and-services-overview-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/3-hexenyl-salicylate-market-key-findings-growth-prospects-and-size-by-country-top-manufacturer-expansion-plans-and-business-strategy-forecast-to-2032/ https //qmi189135117.wordpress.com/2022/09/16/ethylene-glycol-monostearate-market-trends-growth-size-swot-analysis-opportunity-assessment-by-forecast-to-2021-drivers-and-applications-are-pertinent-for-sustenance-during-the-forecast-period-20/ Details Contained In The Mechanical Pulps Market Report 2021 Market Overview 1.1 Market Introduction 1.2 Market Analysis By Type 1.2.1 Type 1 1.2.2 Type 2 1.3 Market Analysis By Applications 1.3.1 Application 1 1.3.2 Application 2 1.4 Market Analysis by Regions 1.4.1 North America 1.4.2 Europe 1.4.3 Asia Pacific 1.4.4 South America 1.4.5 the Middle East and Africa Market Scope Market Segmentation by type, application, end-users and regions Market Size estimation Market Competition Key Market Leaders Conclusions The market research report offers a detailed study of the Mechanical Pulps Market which include market shares, size and growth opportunities by applications, product types and geographic regions. Not only this but also the report also contains a detailed summary of the leading market players. The experts have also mentioned the market growth, threats, opportunities and risks. About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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Click to show this page in English This page is dedicated to some good movies of Phun at Nico Nico Douga (or Nicovideo), a japanese video sharing website. The movie at the top is a promotional video made by Emil Ernerfeldt (the creator of Phun), a student of Virtual Reality Laboratory (VRlab), Umeå Univ. [NicoVideo screenshot] このページの説明(日本語) このページは、ニコニコ動画のPhun動画を見るためのページです。 通常、ニコニコ動画の閲覧にはアカウントが必要ですが、このページではアカウントを持っていない方でも動画を見ることができます。 コメントが邪魔な場合は、動画画面右下のひよこのマークをクリックすると、非表示にできます。 今のところ、基準は設けられていませんが、ここに載る動画は「best of phunと呼ぶに相応しい何か」を持っているものばかりです。 ※一番最初の紹介動画はPhunの作者であるEmil氏によるものです。 2008年02月18日 13 08 24 投稿 (contributed to NicoVideo 2008Feb18 13 08 24) ピタゴラスイッチが楽しめるソフト Phun Phun - 2D physics sandbox http //www.nicovideo.jp/watch/sm2364169 +... Comment test -- (和訳の人) 2008-05-06 16 04 11 そういえば各ページ下部にコメント欄はつけないんでしょうか? -- (arquebusier) 2008-05-13 01 35 31 そういえば各ページ下部にコメント欄はつけないんでしょうか? 私は、p-phun管理人様に一任していいと思います。 管理人様 -- (和訳の人) 2008-05-13 16 29 04 …考え直しました。やはりコメント欄はあったほうがいいですね。@wikiのシステムに詳しい方、「エンターを押しても投稿されない、かつ横幅の広いコメント欄」って作れるのでしょうか。 -- (和訳の人) 2008-05-16 01 58 51 現状では、エンターキーで改行しようとすると投稿されてしまいます。 -- (和訳の人) 2008-05-16 01 59 31 Name Comment すべてのコメントを見る 2008年02月24日 04 05 15 投稿 【phun】キャタピラの作り方 How to make a caterpillar http //www.nicovideo.jp/watch/sm2418474 2008年03月05日 03 36 16 投稿 Phunでスペースコロニーの開発 Space colony development in Phun http //www.nicovideo.jp/watch/sm2519062 2008年03月06日 10 55 57 投稿 【Phun】ニコニコスイッチ☆アイランド 総集編 Highlights of NicoNico Switch Island series http //www.nicovideo.jp/watch/sm2531465 2008年03月08日 09 41 59 投稿 Phunロケット開発支援PV「空」 "Sky" - the promotional video for rocket development in Phun http //www.nicovideo.jp/watch/sm2560301 2008年03月10日 17 48 04 投稿 Phunでリボルバー作った! I made a revolver in Phun http //www.nicovideo.jp/watch/sm2595323 2008年03月11日 01 25 25 投稿 Phunでスペースコロニーの開発4 Space colony development in Phun part 4 http //www.nicovideo.jp/watch/sm2601444 2008年03月13日 09 43 51 投稿 【Phun】で作った戦車で特殊地形を走破してみた。 I made a tank and ran a special course http //www.nicovideo.jp/watch/sm2628115 2008年03月13日 20 53 17 投稿 phun でウマウマシーン 改良型 The "caramelldansen" dance machine (modified) in Phun http //www.nicovideo.jp/watch/sm2633668 2008年03月14日 14 27 03 投稿 【プロジェクトPhun】月面着陸への挑戦 Challenge to Moon landing (English sub added) http //www.nicovideo.jp/watch/sm2641690 2008年03月15日 19 23 11 投稿 【Phun】玉入れ弥生杯まとめ動画 3/15版 The summary of "tossing balls into the box" contest (ver. March15th) http //www.nicovideo.jp/watch/sm2657546 2008年03月31日 16 52 16 投稿 【Phun】時計作ってみました。 I made a clock http //www.nicovideo.jp/watch/sm2848221 2008年04月12日 15 22 05 投稿 【Phun】でニコステポータブル(完成版?) NicoNico station portable http //www.nicovideo.jp/watch/sm2971101 2008年05月03日 23 16 07 投稿 【ニコニコ動画】Phunでデッドコースター作ってみた DEAD COASTER http //www.nicovideo.jp/watch/sm3184222
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Warhammer Online - Melee Combat Mechanics こちら INTRODUCTION Based on my experiences in WoW, I developed a passion for simulating combat, especially melee combat. Finding the gear combinations for attaining my character’s maximum Damage Per Second (DPS) was the foundation of those exercises on both my rogue Discoepfeand and my shaman Disquette. The information in this post is intended to be the foundation for those people who wish to do the same in Warhammer Age of Reckoning (WAR). DPS AND THEORYCRAFTING IN WAR WAR, for better or worse, is primarily a PvP (or RvR, actually) game at heart. As a result, sustained DPS is often not going to be the concern of the players, who will instead be focused on burst damage as much as sustained damage. There are, however, some high-end PvE aspects that the developer (Mythic Entertainment) has alluded to. I don’t particularly care how useful this information is to the “average RvR player”, to be quite frank. My desire in this game isn’t to gain knowledge for the purpose of using it as Mythic intended, but simply to know and explain it for those who might care about the PvE portions of the game. As might be evident from my writing style, I’m getting older and am finding happiness in different things than I used to. As such, this blog is here for my own edification, and if you don’t like it or my motivations, feel free to stop reading - I’ll never know the difference ;-) So, with that all out of the way… BASIC STATS TO KNOW 1. Strength - this increases your auto-attack melee dps, all other things remaining the same, by 0.1 dps per strength. 2. Toughness - this stat, which both players and mobs have as a characteristic, is the inverse of strength (with respect to damage - your strength also effects your target’s chance to parry your attacks. That’s irrelevant for this post). Explicitly, it reduces the dps done to you by 0.1 dps / toughness. 3. Weapon DPS - the damage per second inherent in every weapon. It’s interesting to note that WAR is not like WoW - there is no variability from hit to hit. It’s all a mathematical formula with no randomness to the outcome of each hit. Crits may be an exception (I haven’t started work on them yet). 4. Weapon Speed - how many seconds it takes for each auto-attack swing of your weapon. OTHER BASICS TO KNOW Your combat log will show not only the damage you did, but also how much was mitigated by armor. As an example, you might see the following Your attack hits Evil Ogre for 80 damage. (20 mitigated) Very Important Disclaimer!!! So far the formulas I’m comfortable sharing in this post have proved to be accurate within 1 point of damage in all the testing I’ve done. I cannot, however, say without a doubt that these are the formulas being used. The best thing we can do is test for ourselves and draw our own conclusions. Having other people confirm these formulas via in-game testing would be nifty, so drop me a line if you do so. ON TO THE SHOW! Basic Attack Damage when single-wielding Your auto-attack damage is calculated by a fairly simple formula. We’ll use some of those stats we covered earlier. I’ll use the following variable names Strength Str Target’s Tougness Tou Strength Bonus StrBon (I’m going to use this so as to simplify the way the formulas look. So far I haven’t found any damage calculations which use Str but not Tou, or vice versa, and when they’re used together, so far they’ve always been seen in the form Str-Tou). Weapon DPS Wdps Weapon Speed Wspeed Armor Mitigation % Armor Please note - throughout this whole post I’ll just be using a single term for armor. Weapon Skill affects armor penetration. That’s a very uninteresting stat for me, as it’s essentially a linear effect. A fully accurate formula would use (ArmorMitigation = TargetArmor%*(1-WeaponSkillArmorPenetration%). If you’re writing a calculator, be sure to include that term, but this thing is complicated enough without that uninteresting term to further expand these large formulas. Thanks to Wodin and Hermit for pointing out that I shouldn’t leave this out all together without and explanation! Damage per Attack Dmg (I’m specifying this so that it’s not confused with Damage per Second). Dmg = ((StrBon/10) + Wdps)*(Wspeed)*(1-Armor) Let’s do an example! Let’s say you’re a White Lion, fighting a Vicious Spider (made up name) and the actors have the following stats White Lion Str 350 Spider Tou 250 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing (thanks for catching this labeling error, DPS_squared) Spider Armor Mitigation 15% (Incidentally, this is about half of what is typical for even con’d mobs) Using our formula above, each melee auto-attack will do… Dmg = (((Str - Tou)/10) + Wdps)*(Wspeed)*(1-Armor) Dmg = (((350-250)/10) + 25)*2.0*(1-15%) Dmg = ((100/10) + 25)*2.0*85% Dmg = (10+25)*2*0.85 Dmg = 59.5 This will appear in your combat log as Your attack hits Vicious Spider for 59 damage. (11 mitigated) Ok, so what’s happening here? Lots of interesting things! To wit 1. Rounding - It should come as no surprise that WAR, like other MMOs, rounds abilities to whole numbers for display purposes. This does not mean that the game doesn’t process fractions - I’ve seen one of my HoTs tick for varying amounts, sometimes 268, sometimes 267, which I can only imagine is the game keeping track of the fractions internally in the server (or perhaps the client, I don’t know). 2. There are two forms of damage mitigation, but you’re only seeing one explicitly - Only the armor mitigation shows up in the display window, but remember that the target’s toughness is also factoring in to reduce the damage. Calculating Mob Damage Reduction You might ask how to figure out the opponent’s armor and toughness values. I sure needed to know that in order to reverse-engineer the more complicated attack types. Let’s go through that process (Hey, I spent the hours to figure out how to calculate these, so you’re gonna read about it p ) Armor - this was the easy one. For every auto attack, on every character, it was pretty straightforward to see that comparing the amount mitigated in the combat log to the damage done always had the same ratio when all else remained the same (target mob, your str, weapon, etc). And that’s that! Ok, except for crits, which I keep coming back to as being special. Other blogs or articles will probably cover how that is working in game at the moment. Toughness - this was the harder one. The first thing is to realize that mobs have this! Coming from WoW where the only mitigation stat against physical attacks was armor, I had to expand my horizons a bit to understand that this was not only present, but was *invisible* (ooooh, ahhhhh). What I mean by that is that it doesn’t show in the mitigation portion of the combat log. However, if you do a few tests on mobs, you find that regardless of your weapon dps, your strenght, your weapon speed, etc, you are constantly hitting the mob for a consistent amount less than you would expect if you used just strength in a simple calculation.You might find it helpful, if you want to do dps testing for yourself, to have a set of guidelines to follow for calculating a mob’s toughness. Here’s what you do - look at your stats, auto attack a mob, and back into the toughness using the following procedure 1. Record your Str, Wdps, and Wspeed 2. Auto attack the mob, and add the mitigated and non-mitigated portions together. For instance, for the combat log entry Your attack hits Vicious Spider for 59 damage. (11 mitigated), The number you would want to record is 59+11 = 70. We’ll call this number TDmg (for Total Damage, including armor mitigation) 3. Use the formula below, which you can re-create yourself by undoing the process we used above if you like to prove things out to yourself tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) That might need an example to make sure I got my parentheses right! Let’s use the spider example from above. Remember from before, that White Lion Str 350 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing Spider Armor Mitigation 15% (this is completely unnecessary information for this calculation) Add to that our two new data points Mitigated Damage 11 Final Actual Damage to Mob 59 TDmg = 70 (the 2 lines above added together) Let’s calculate it out using the formulas shown above tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) tou = 10*(*1)/Wspeed) tou = 10*((((35+25)*2.0)-70)/2) tou = 10*((120-70)/2) tou = 250 Yay, it works! It matches the toughness we had in the assumptions used for the first example. If you’re theorycrafting/testing dps on mobs, build this formula into a spreadsheet - you’re going to use it a lot ;-) Calculation Damage of Special Attacks (Note I haven’t looked at special attack damage while dual-wielding. This only works for single wielding at the moment) (Edit for Update! Erdrick figured out the Dmg for special attacks while dual-wielding, yay!) Unlike DAoC, and like some classes in WoW, WAR intertwines special attacks with your auto attack, as opposed to having a queue’ing system. As a result of not using a queue system, Mythic did something very smart for calculating special attack damage - they treat the weapon speed for the damage calculations as if it were the speed of the ability. Most special abilities are instant. Since each instant attack invokes the global cooldown of 1.5 seconds, 1.5 is the speed value used for most specials, whether you’re using a big 2 hander or a quick dagger. This is in contrast to WoW in which weapon speeds are normalized for instant attacks by their type (2.4 for swords, 1.7 for daggers, 3.something for 2 handers). Another wrinkle thrown into the special attack calculations is that strength counts for twice as much! Above we noted that, per the character screen, each point of Str added 0.1 dps to your attacks. Also per the character screen, you will see that for special abilities, each point of Str adds 0.2 dps. What the character screen does not tell you is that your opponent’s toughness mitigation is also doubled per point. This makes things very convenient for us, as that doubling for both means that we can continue using our meta-stat StrBon (Your strength - Your target’s toughness) Now we have two facts that help us calculate the damage - weapon speed of 1.5 (usually) and StrBonus doubling - but we need more. MORE BLOOD FOR THE BLOOD GOD! First, we have the ability’s damage itself. An ability may something like “A cruel blow which does 63 damage to your target and causes it to hate you greatly”. Second, we have the special attack weapon dps modifier. This modifier, from my testing, is set to 150%. This means that if your weapon was 100dps, the damage of your special attack would be increased by 150 due to its weapon dps. As noted by EasymodeX in the comments section, that’s equal to the multiplier for strength, which is a pleasing number - it again is the swing time of an instant attack. So, let’s put that all together into a formula that captures these different facts. We’ll use the term Admg to refer to any extra damage you get from the special attack, per its tooltip, and we’ll use the term Sdmg to refer to the total damage of your special attacks after all the calculations are done. Sdmg = (((StrBon/10)*2 + Wdps)*1.5 + Admg)*(1-armor) (single wield only) (note that Wspeed doesn’t factor in here - the special ability damage calculation is completely weapon-speed-free. You’ll be seeing this fact referred to again later in this post.) As usual, let’s do an example so you can see it working. Assume the following White Lion Str 323 Spider Tou 264 White Lion Wdps 51 White Lion Admg 62 Spider Armor Mitigation 15% Sdmg = ((StrBon/10)*2*1.5 + Wdps*150% + Admg)*(1-Armor) Sdmg = (((323-264)/10)*3 + 51*150% + 62) * (1 - 15%) Sdmg = (5.9*3 + 76.5 + 62) * 0.85 Sdmg = 156.2 * 0.85 Sdmg = Your special attack hits Vicious Spider for 133 damage. (23 mitigated) Update as indicated above, big thanks to Erdrick for figuring out special damage while single *or* dual wielding. That dude has more patience than me, that’s for sure D Here it is Sdmg = ((StrBon/10)*2*1.5 + MHdps*150% + OFdps*52.5%+ Admg)*(1-Armor) (Update on 9/18/08 - OFdps coefficient may be 67.5% now. I’ll have to check when I have a reasonably high level dual-wielder. Right now I only have a WP) Alrighty, I hope that’s all clear, because the next formula (the last in this article) is the real doozy. Or maybe it’s not. But the fact is, it was horrible trying to figure it the next formula, and I had a victory beer when I finally got it working. However, even though it has so far been within 1 damage of actual tests each time I’ve done this, it looks so odd that I don’t have 100% confidence in its accuracy. I do have enough confidence in it to post it, and hopefully it stands up to further testing. If it doesn’t, so be it, and I’ll be very open to seeing a more accurate formula. So then, without further ado, let’s talk about… Off-Hand Damage, when it happens, and how it’s calculated Mythic has taken a novel (to me at least) approach to the mechanics of dual-wielding melee weapons. Instead of the off-hand weapon always swinging as it does in WoW, the chance for the off-hand weapon to swing is a simple proc from the main hand. A certain percentage of the time when the main hand hits, the offhand will also hit as an auto-attack. I don’t know what that percentage is. It’s probably documented somewhere, and if not, that’s a trivial task to empirically determine the proc chance (probably, who knows if they threw in something odd in the determination). The part that I cared about was how to calculate how much damage each off-hand swing would cause when one did happen. So then why go into the proc-chance explanation? It is because that concept is intrinsic to understanding how and why the off-hand damage is what it is. In contrast to the other sections, I’m going to start us off with the damage formula, and then explain it after the fact. First, however, we need some new terminology to add to our stable of stats Our current familiar stats Strength Str Target’s Tougness Tou Strength Bonus StrBon Armor Mitigation % Armor Off-Hand Damage per Attack OHDmg Our new stats Off-Hand Weapon DPS OHWdps Off-Hand Weapon Speed OHWspeed Main-Hand Weapon Speed MHWspeed Off-Hand Weapon DPS penalty OHWPen Off-Hand Strength penalty OHSPen Alrighty, so here’s the formula OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen) ZOMG! I thought I was going to cry figuring that out. 4 seriously. At this point, you have to take on faith that through trial and error and a few beers, I figured out the following constant values, and that they’re correct OHWPen = 0.9 OHSPen = 0.5 By now, you know what comes next - An Example! Let’s lay out the relevant stats… Str 391 Tou 291 StrBon 100 (Remember, this is just Str - Tou) Armor 15% OHWdps 38.0 OHWspeed 2.2 MHWspeed 2.6 OHWPen 0.9 OHSPen 0.5 OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (0.85) = 5*2.2 + 0.4*38.0 + 38.0*2.2*0.9 OHDmg / (0.85) = 11 + 15.2 + 75.2 OHDmg = 101.4 * 0.85 OHDmg = Your special attack hits Vicious Spider for 86 damage. (15 mitigated) hey. HEY. HEY!!!!! Wake up! You still with me??? Ok, good, we’re almost done. I want to explain what’s happening with the formula above so you can have a sense of how well thought out Mythic’s offhand damage mechanic is. First, as we discovered before, note that your special attacks aren’t diminished by using a fast weapon since special attacks don’t factor weapon speed into the damage calculations. Since off-hand weapon swings are procs of main-hand attacks, Mythic wanted to make sure that people didn’t abuse this mechanic by having a really fast main-hand to proc a hard hitting slow off-hand. Thus, they prorate the damage of your off-hand attacks by the difference between it and your main-hand weapon speed. The part of the calculation where you see this is in the term (MHWSpeed-OHWSpeed)*OHWdps. The first term in the formula is also interesting in that you see Mythic halving the Strength bonus compared to a main-hand attack. Both that, and the last term of the formula (in which you see that Mythic has reduced the standard (weapon dps * weapon speed) by 10%) seem to be their attempt to tune the offhand damage to whatever internal goals they have. That’s my guess, at least, because it’s pretty damn complicated if that isn’t why they made this monstrosity of an off-hand-auto-attack-damage-calculation! Conclusion Melee DPS calculations in WAR are not nearly as simple as one might expect at first glance. While even these very primal calculations are relatively complex, there are even more complex formulas that will need to be developed to explain things such as off-hand crit damage. And finally, I must reiterate These formulas are my attempt at matching up mathematical formulas with observed results in WAR. I cannot guarantee that any of these are correct. However, they match up with my in game experiences so far. I guess this is then end of my first blog post EVAR! If you have any comments or questions, feel free to post them in the response section (assuming it works, we’ll see if i get this blog thing figured out or not) ;-) Disquette (Shaman, Disciple of Khaine, and ElitistJerks.com forum member)
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This article or section needs to be updated. 必要条件 Base Level 99 Job Level 50 Class Blacksmith または Mastersmith アイテム Reset Stone 1個 (Valkyrie のみ) 報酬 アイテム Driver Band [1] 1個, Green Apple Ring 1個 クエスト報酬 Mechanic への転職 1. Juno× (129, 156) にいる Chainheart と3回話す。会話で出る選択肢は3回共 I want to know more を選ぶ 2. Juperos Ruins× の入り口の外側にいる Scholar (jupe_cave (37, 55)) と話すと、遺跡の中核まで転送してやると言われるので送ってもらう Tip Frilldora Card を挿した garment× を装備して Cloaking× を使うと、このエリアで Dimik と戦わずにクエストを進められる 3. Ghostfire (149, 273) の話を聞く 4. 反時計回りに進んで行き、マップの南西にいる Ghostfire (53, 75) と話す 5. 引き続き反時計回りに進んで、マップの南東にいる Ghostfire (242, 62) と話す 6. 西のスイッチ (29, 150) の上に立つ 7. 東のスイッチ (272, 149) の上に立つ 8. Statue (288, 142) の南側を歩き回って調べる (自動会話が出る?) 9. 南のスイッチ (150, 33) の上に立つ 10. 北にいる Ghostfire と再び話すと、暫く会話した後 Juno へ転送される 11. Chainheart と再び話すと Mechanic に転職出来、お祝いとして Driver Band [1] と Green Apple Ring をもらえる -Blacksmith ・ Mastersmith ・ Mechanic Blacksmith ・ Mastersmith ・ Mechanic 2nd ClassSkills Adrenaline Rush× ・ Advanced Adrenaline Rush× ・ Dubious Salesmanship× ・ Enchantedstone Craft× ・ Greed× ・ Hammer Fall× ・ Hilt Binding× ・ Iron Tempering× ・ Ore Discovery× ・ Oridecon Research× ・ Power Maximize× ・ Power-Thrust× ・ Skin Tempering× ・ Smith Axe× ・ Smith Dagger× ・ Smith Knucklebrace× ・ Smith Mace× ・ Smith Spear× ・ Smith Sword× ・ Smith Two-handed Sword× ・ Steel Tempering× ・ Weapon Perfection× ・ Weapon Repair× ・ Weaponry Research× TranscendentSkills Battle Machine Craft× ・ Cart Boost× ・ Coin Craft× ・ High Speed Cart Ram× ・ Maximum Power-Thrust× ・ Nugget Craft× ・ Shattering Strike× ・ Upgrade Weapon× 3rd ClassSkills Acceleration× ・ Analyze× ・ Arm Cannon× ・ Axe Boomerang× ・ Axe Mastery× ・ Axe Tornado× ・ Back Slide× ・ Cooldown× ・ Divest FAW× ・ Elemental Shift× ・ FAW Magic Decoy× ・ FAW Silver Sniper× ・ Fire Earth Research× ・ Flame Launcher× ・ Front Slide× ・ Hover× ・ Ice Launcher× ・ Infrared Scan× ・ Knuckle Boost× ・ Madogear License× ・ Magnetic Field× ・ Neutral Barrier× ・ Pile Bunker× ・ Power Swing× ・ Remodel Mainframe× ・ Repair× ・ Stealth Field× ・ Suicidal Destruction× ・ Vulcan Arm× Quests Blacksmith Job Change Guide ・ Blacksmith Skill Quest ・ Rebirth Walkthrough ・ Mechanic Job Change Guide Weapons× Axe× ・ Mace× Categories Articles Needing To Be Updated | Quest Window Quests | Blacksmith | Mastersmith | Job Change Guide | Mechanic
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