約 6,545,195 件
https://w.atwiki.jp/sentokun/pages/48.html
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)
https://w.atwiki.jp/diablo3story/pages/215.html
Diablo III Patch 1.0.4 - v.1.04.11327 [1ページ目を編集] GENERAL(一般) New System added Paragon Levels 新システムの追加:パラゴンレベルAfter a player reaches level 60, killing monsters and completing combat challenge streaks (Killing Blow, Massacre, etc) will begin to award experience towards Paragon levels レベル60に到達したプレイヤーは、モンスターを殺したりバトルチャレンジ(継続的な殺しや、殺戮など)によりパラゴンレベルに必要な経験値を稼ぐ事ができる。バトルチャレンジ:連続して者を破壊したり、短時間で大量に敵を倒した時のボーナスの事と思われる There are 100 Paragon levels パラゴンレベルは100まである。 Every Paragon level will reward you with 各パラゴンレベルの報酬は以下の通り:Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you d gain from a normal level 通常のレベルの様に、主要ステータス『Strength』『Dexterity』『Intelligence』『Vitality』の増加 3% Magic Find and 3% Gold Find 3%のMagicFindと3%のGoldFind In addition, a distinctive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown. その上、更なる特色として、ゲーム内のあなたのポートレート(キャラアイコン)の回りにパラゴン進行度が表示され、10レベルごとに新しいフレームに更新されます。 Pets with passive life regeneration (most notably Followers, Zombie Dogs, and Gargantuans) have had their life regeneration greatly increased from levels 30-60 ペットの素のHP回復能力(特にフォロワーや、Zombie Dogs、Gargantuans)はレベル30~60において素晴らしいほどに増加する。 Nephalem Valor now grants +15% Bonus Experience per stack, as well as +15% to Magic Find and Gold Find ネファレムヴェイラーは『+15%MagicFind』『+15%GoldFind』と同様に今後『+15%の経験値ボーナス』を1つごとに得る。 Magic Find will now cap at 300% (Nephalem Valor bonuses will still stack beyond this cap) MagicFindの最大値が300%に制限される(ネファレムヴェイラーのスタックボーナスは依然としてこの限度を超える事が可能。 Magic Find is no longer averaged among all players in a multiplayer game マルチプレイヤーにおいて、MagicFindは平均化されない。 Players can now disable or enable music in the Sound Options サウンド設定においてプレイヤーはBGMのON/OFFが可能となる。 Additional Sound Options including Sound Output and Speaker Setup has been added サウンド設定の新規追加により、出力設定やスピーカーの設定が可能となる。 A new tutorial about "Elective Mode" will now appear when a player enters Nightmare, Hell, or Inferno difficulty for the first time プレイヤーがNightmare、Hell、Inferno難易度に初めて突入した際に、『Elective Mode』に関する説明を表示するようになる。 ACHIEVEMENTS(実績) Bug Fixes(バグ修正) The achievement "Espionage" can now be completed as the Battlefield Reports lore can now drop in Act III ACT3の戦場での報告時にLore(右下にアイコンが出て声がするアレ)を開始するようになり、実績『Espionage』が完了できるようになる。 The achievement "A Unique Collection" can now be completed (see the Bug Fixes in the Monsters section for more information) 実績『A Unique Collection』が完了できるようになる(表示されていなかったモンスターリストの表示修正) The "Kill Diablo" criteria for the achievement "Death From Afar" has been removed 『Kill Diablo』の条件である実績『Death From Afar』の削除 AUCTION HOUSE(オークションハウス) Auctions can now be cancelled at any point so long as they do not have any active bids BIDされていない品物はいつでもキャンセルできるようになる。 Number of "Preferred Stats" allowed per search increased from 3 to 6 検索項目数を現在の3つから6つへ。 Number of digits allowed in the "Min Value" field for equipment searches increased from 3 to 5 最小値を設定した項目の文字数を3から5に変更。(要するに999以上の数値を絞り込めるようになる) "Minimum Damage" has been replaced with "Average Damage" as a searchable stat} 検索項目『Minimum Damage(最小ダメージ)』は『Average Damage(平均ダメージ)』に置き換えられるBonus damage is calculated as the Average Damage (Min Damage + Max Damage) / 2 ボーナスダメージは平均ダメージとして計算される:(最小ダメージ+最大ダメージ)÷2 For example, searching for a Bonus Damage of 12 will find an item with 10-14 damage, 12 minimum damage, or 24 maximum damage 例を挙げると、検索で平均ダメージ "12" を設定すれば、『10-14ダメージ増加』や『最小ダメージ12増加』や『最大ダメージ24増加』 が表示される事になる。 Stat increases which come from slotted gems are no longer taken into account when searching for equipment スロットの宝石によるステータスの増加は、検索時に加味されない。(宝石があってもその数値は無視される) Armor, DPS, Buyout, and Time Left columns are now sortable in the Search tab 『Armor値』『DPS』『Buyout』そして『Time Left』は今後、1つのタブ内でソートできるようになる。 The maximum stack size of gold per listing has been increased from 100,000 to 1,000,000 ゴール取引における最小取引量を10万から100万に変更。(100万単位で取引を行う) The following message has been added to the Item Purchase screen "Item properties and values may change over time due to game balancing" 購入画面において以下のメッセージが追加されました:『アイテムの付与された効果とその量は』ゲームバランス向上の為、変更される事があります。』 Description text has been added or improved for several error messages 様々なエラーメッセージの追加・修正を行いました。 UI Improvements(見た目(UI)の向上)Tooltips have been added for items in the Completed tab 『Completed(取引完了)』タブのアイテムのデータ表示を追加 Tooltips have been added for commodities 日用品にもデータ表示を追加 Item Compare tooltips have been added to the Recommended Items page 比較データ表示を『Recommended Items(推奨アイテム)』ページに追加 The listing price of unsold and cancelled auctions will now display in the Completed tab 売れなかったりキャンセルされた品物の設定取引額が今後『Completed』タブに表示されるようになる。 The Auctions tab and Completed tab will now refresh when a player’s item has been purchased 『Auctions』タブと『Completed』タブはプレイヤーのアイテムが購入されたときに更新するようになる Bug Fixes(バグ修正)Auction house search filters are now no longer case sensitive 絞込み時、今後は大文字小文字の区別をしない。 Players can now search for stats on Legendary items プレイヤーは今後、伝説級(レジェンダリー)アイテムのステータスを設定できる。 "Attack Speed" is now a searchable affix for quivers 『Attack Speed(攻撃速度)』の絞込みが『quivers(矢筒)』に対して行えるようになる。 "Chance to Blind on Hit" is now a searchable affix for amulets アミュレットの検索項目に『Chance to Blind on Hit』を追加。 Items with the "Level Requirement Reduced" affix will now properly appear in search results when specifying the level range 『装備可能レベルの引き下げ』効果のついた装備品は今後、そのレベルに対応した検索結果に正しく表示されるようになる。 Searches will now properly filter results according to the set Minimum and Maximum values for "Life per Spirit Spent" 『Life per Spirit Spent』の最小・最大値の検索結果が正確に一致した値で表示されるようになる。 Witch doctor s Corpse Spider bonus is now listed when searching for mojos ウィッチドクターの 『Corpse Spider』 ボーナスは 『mojo』 の絞込みリストに追加される。 The Recommended Items page will now display quivers for demon hunters even if the player has a two-handed ranged weapon equipped デーモンハンターが両手遠隔武器を装備している場合、『The Recommended Items(推奨アイテム)』ページは今後、矢筒も表示されるようになる。 Battle.net(バトル・ネット) The "Report Spam" option is now available in the main menu when right-clicking on a player’s name (rather than being hidden in the "Report" sub-menu) 『Report Spam(スパム報告)』オプションは今後メインメニュー時においてプレイヤーの名前を右クリックしたときに表示される(『Report(報告)』の2段目のメニューに隠さずにという意味で) Reporting another player for chat spam using "Report Spam" option will now also temporarily mute that player for the duration of your login session 他プレイヤーの発言に対して『Report Spam(スパム報告)』を行うと、ログオフされるまでそのプレイヤーの発言を非表示になる。 Reporting another player for friend request spam using the "Report Spam" option in the Friends List will now also automatically decline that player’s friend request 他プレイヤーのフレンド登録スパムに対して『Report Spam(スパム報告)』を行うと、自動的にフレンド要請を却下する。 The Quick Join window has been improved クイック参加ウィンドウは改良されました(いったいどう改良されたというのだw) More information about Global Play (and its restrictions) has been added to the Account tab 『Account』タブにおいてグローバルプレイに関する情報(や制限)を追加。 The game will now display both on the login and character select screen which region a player is currently logging into プレイヤーがどのリージョンにログインしていても、そのゲームはログイン画面やキャラクター選択画面においても表示されるようになる。 Chat(チャット)Clicking on achievement toasts will now provide more information about the achievement 今後、実績解除のアナウンスをクリックすると、その実績に関する更なる情報を表示するようになる。 The Public Chat menu will now indicate which channels a player has already joined 公開チャットメニューにおいて、プレイヤーが参加済みのチャンネルが分かるようになる。 /who and /invite commands can now be used in all channels 全てのチャンネルにおいて『/who』『/invite』コマンドが使用可能となる。 "DND" and "AFK" tags have been added to the "You are now Busy" and "You are now Away" status messages (respectively) 『DND』『AFK』タグが『You are now Busy』『You are now Away』状態のメッセージに追加される。 Shift-left-clicking on a player’s name will now display the following information [Name] [Level][Mode][Class] - [Act (difficulty)] (i.e. "[Pixie] Level 45 Hardcore Barbarian - Act I (Nightmare)") プレイヤーネームをSHIFTキー押しながら左クリックすることで以下の情報を表示させる:[名前]:[レベル][モード][職業]-[ACT(難易度)](例『[Pixie] Level 45 Hardcore Barbarian - Act I (Nightmare)』) Chat Channel and Party message formatting has been updated チャットチャンネルとパーティメッセージの書式設定が更新されました Bug Fixes(バグ修正)Fixed a bug that caused items from the Normal gold auction house to display in the Hardcore gold auction house when a player switched between characters during periods of high latency 高いラテンシー(ラグが酷い状態)でキャラクターを変えた際、通常のゴールドAHの品物がハードコアのゴールドAHに表示されていたバグを修正。 The chat commands /p and /party now work correctly when joining Public Games パブリックゲームに参加している際、『/p』『/party』コマンドが正しく動作するようになりました。 Fixed a crash that could occur when clicking on a link to a fake item that contained more sockets than is possible ソケットがもっとあるように偽装されたアイテムリンクをクリックした際にクラッシュする問題を修正。 Bosses(ボス) Boss rooms have been standardized so that, after the boss fight is complete, players will always be able to do the following ボスエリアを専有後、ボスとの戦闘が終了すれば、プレイヤー以下の事が可能となる:Use Town Portal to leave the room そのエリアから去るためにタウンポータルが使用可能 Re-enter the room again via Town Portal as well as the room’s entrance portal 通常の入り口のようにタウンポータルを使用して再度戻ることが可能 Maghda(マグダ)Abilities(アビリティ)Insect Swarm(虫の群れ)Projectiles can now be slowed 飛来物を低速化 Ghom(ゴーム)Abilities(アビリティ)Breath Attack(吐息攻撃)Pets and Followers should now only take 10% damage from the breath attack ペットやフォロワーは吐息攻撃では今後10%しかダメージを受けない Gas Cloud(ガス雲)The rate at which Ghom spawns Gas Clouds has been reduced by approximately 20% ゴームのガス発生頻度をおおよそ20%低下 The cooldown on Ghom s Gas Cloud attack has been increased from 6-10 seconds to 10-13 seconds ガスによる攻撃のクールダウンを6-10秒から、10-13秒に増加 Pets and Followers should now only take 5% damage from Gas Clouds ペットとフォロワーは今後ガス攻撃では5%のダメージしか受けない Bug Fixes(バグ修正)Fixed an issue where certain movement skills were granting immunity to Ghom’s gas clouds if cast while inside the cloud (and if the player never left the cloud’s area of effect) プレイヤーがガス雲の中に居て(かつその効果エリアから離れない場合)において、移動スキルに利用してダメージを受けない問題を修正 Cydaea(シディア)Bug Fixes(バグ修正)Players can no longer bypass the chains that appear during the “Heart of Sin Kill the Daughters” event プレイヤーは『Heart of Sin Kill the Daughters』のイベントを無視して進行できないようになる Azmodan(アズモダン)Abilities(アビリティ)Fire Ball(火球)Projectiles can now be slowed 飛来速度を低下 Izual(イズアル)Bug Fixes(バグ修正)Skipping Izual’s cut-scene should no longer cause players to become trapped behind his ice barrier イズアルのカットシーンを省くときに、氷壁から出てこない問題を修正(自信なし) Fixed a bug where Izual’s Charge attack would not do any damage イズアルの突進攻撃がダメージを与えない問題を修正 Fixed a bug where Izual’s Charge attack could damage players twice イズアルの突進攻撃がダメージを2回与えていた問題を修正 Fixed a bug where Izual could become immune to damage when at 30% health under rare circumstances ライフが30%以下の稀な状態において、イズアルがダメージを受けない問題を修正 Rakanoth(ラカノフ)Bug Fixes(バグ修正)Rakanoth is now properly immune to crowd control effects when enraged in Inferno difficulty インフェルノ難易度でエンレイジ状態のラカノフがクラウドコントロール系(スタン、氷結など)の攻撃に対して適切に無敵化するようになりました Diablo(ディアブロ)Bug Fixes(バグ修正)Diablo’s Bone Cage debuff will now be properly removed from the player during a phase transition if the cut-scene is skipped ディアブロの骨の檻は場面が切り替えられた際、カットシーンがスキップされても正しく除去されるようになりました(幻影への画面移動時のことだと思われる) Fixed an issue where triggering a phase transition while grasped by Diablo could cause both the player and Diablo to become temporarily invisible ディアブロによって掴(つか)まれている際に場面移動しても、その状態が見えたりしないように修正されました Fixed an issue that caused Diablo to not summon Shadow Clones of the player if Seven-Sided Strike was cast at the appropriate time 『Seven-Sided Strike』の発動中であっても、プレイヤーの闇クローンを正しく召喚するように修正 Classes(職業) Barbarian Active Skills(アクティブ スキル)Ancient SpearNow also roots the target in place for 1.5. seconds これからはその場に1.5秒間足止めするようになる。 Will now default to Basic Attack if on cooldown クールダウン中は基本攻撃になります BashFury generated increased from 6 to 8 Furyの回復を6から8に増加 Weapon damage increased from 150% to 165% 武器ダメージを150%から165%に増加 Skill Rune - OnslaughtWeapon damage increased from 22% to 25% per reverberation 武器ダメージを22%から25%に増加/1回あたりの反射 Skill Rune - PunishBonus damage per stack increased from 6% to 8% スタックによる追加ダメージを6%から8%に変更 Skill Rune - InstigationBonus Fury generated reduced from 6 to 4 追加Fury回復を6から4に減少 CleaveWeapon damage increased from 120% to 140% 武器ダメージを120%から140%に増加 Skill Rune - Reaping SwingProc coefficient increased from 0.667 to 0.8 攻撃速度係数を0.667から0.8に増加 Skill Rune - Broad SweepWeapon damage increased from 156% to 175% 器ダメージ増加を156%から175%に増加 Proc coefficient increased from 0.5 to 0.8 Proc係数増加を0.5から0.8に増加 Skill Rune - Gathering StormProc coefficient increased from 0.5 to 0.8 攻撃速度係数を0.5から0.8に増加 Hammer of the AncientsWeapon damage increased from 200% to 325% 武器ダメージを200%から325%に増加} Skill Rune - Rolling ThunderWeapon damage increased from 155% to 275% 武器ダメージを155%から275%に増加 Skill Rune - SmashWeapon damage increased from 270% to 406% 武器ダメージを270%から406%に増加 Skill Rune - The Devil’s AnvilProc coefficient reduced from 1 to 0.08 攻撃速度係数を1から0.08に減少} LeapCan now be used while immobilized by crowd control effects (such as Jailer) 『immobilized』状態(例えばJailerなどによる)でも使用可能となりますNote Leap will not break CC effects, but that it can still be used while under the effect 補足:LeapはCC効果を解除することはできませんが、CC効果中でも引き続き使用することができます。 OverpowerSkill Rune - Crushing AdvanceCan no longer trigger On Hit procs オンヒット効果が乗らなくなる Amount of damage reflected increased from 30% to 35% 反射ダメージが30%から35%に増加 RendWeapon damage increased from 210% over 3 seconds to 700% over 5 seconds 武器ダメージを『3秒かけて210%』から『5秒かけて700%』に増加 Skill Rune - LacerateWeapon damage increased from 271% over 3 seconds to 903% over 5 seconds 武器ダメージを『3秒かけて271%』から『5秒かけて903%』に増加 Skill Rune - BloodbathWeapon damage increased from 60% over 3 seconds to 100% over 5 seconds 武器ダメージを60%から240%に増加} Seismic SlamWeapon damage increased from 155% to 240% 武器ダメージを155%から240%に増加} Skill Rune - Shattered GroundWeapon damage increased from 202% to 288% 武器ダメージを202%から288%に増加} Skill Rune - Cracking RiftWeapon damage increased from 255% to 340% 武器ダメージを255%から340%に増加} Weapon ThrowWeapon damage increased from 100% to 130% 武器ダメージを100%から130%に増加 Will now default to Basic Attack if the player runs out of Fury Furyが枯渇している状態では基本攻撃になります。 Skill Rune - Mighty ThrowWeapon damage increased 130% to 169% 武器ダメージを130%から169%に増加 WhirlwindWeapon damage increased from 110% to 145% 武器ダメージを110%から145%に増加 Skill Rune - Volcanic EruptionWeapon damage increased from 143% to 188% 武器ダメージを143%から188%に増加 [2ページ目を編集] DemonHunter Active Skills(アクティブ スキル)Bola ShotWeapon damage to the primary target increased from 130% to 160% メインターゲットへの武器ダメージを130%から160%に増加 Skill Rune - Thunder BallWeapon damage increased from 130% to 160% 武器ダメージを130%から160%に増加 Skill Rune - Acid StrikeWeapon damage of each bola increased from 130% to 160% 武器ダメージを130%から160%に増加 Skill Rune - Imminent DoomWeapon damage to the primary target increased from 182% to 216% メインターゲットへの武器ダメージを182%から216%に増加 CaltropsSkill Rune - Jagged SpikesCan no longer trigger procs オンヒット効果が乗らなくなります ChakramWeapon damage increased from 150% to 170% 武器ダメージを150%から170%に増加 Skill Rune - Twin ChakramsWeapon damage increased from 100% to 114% 武器ダメージを100%から114%に増加 Skill Rune - SerpentineWeapon damage increased from 203% to 230% 武器ダメージを203%から230%に増加 Skill Rune - Razor DiskWeapon damage increased from 165% to 187% 武器ダメージを165%から187%に増加 Skill Rune - BoomerangWeapon damage increased from 188% to 230% 武器ダメージを188%から230%に増加 Skill Rune - Shuriken CloudWeapon damage increased from 30% to 34% 武器ダメージを30%から34%に増加 Proc coefficient reduced from 0.333 to 0.125 速度係数を0.333から0.125に減少 Cluster ArrowInitial bomb weapon damage increased from 200% to 225% 初弾の爆弾ダメージを200%から225%に増加 Skill Rune - MaelstromWeapon damage increased from 145% to 165% 武器ダメージを145%から165%に増加 Skill Rune - Loaded for BearWeapon damage increased from 290% to 304% 武器ダメージを290%から304%に増加 Entangling ShotWeapon damage of base skill and all rune variants increased from 75% to 90% 基本及び全てのルーンにおける武器ダメージを75%から90%に増加 Skill Rune - Shock CollarNow deals an additional 70% weapon damage over 2 seconds 今後は70%の武器ダメージを2秒間かけて追加で与える Weapon damage % is no longer based on attack speed 武器ダメージの割合は攻撃速度に影響されなくなる Evasive FireWeapon damage increased from 125% to 130% 武器ダメージを125%から130%に増加 Skill Rune - Covering FireWeapon damage increased from 125% to 130% weapon 武器ダメージを125%から130%に増加 GrenadesSkill Rune - Gas GrenadesProc coefficient reduced from 0.5 to 0.165 ヒット係数を0.5から0.165に減少 ImpaleWeapon damage increased from 250% to 265% 武器ダメージを250%から265%に増加} Skill Rune - Chemical BurnWeapon damage increased from 125% to 220% 武器ダメージを125%から220%に増加 MultishotHatred cost lowered from 40 to 30 Hatredコストを40から30に減少 Skill Rune - Fire at WillNow reduces Hatred cost to 15 Hatredコストが15に減少 Rain of VengeanceChanged from 75% weapon damage for 5 seconds to 715% weapon damage over 5 seconds 『75%武器ダメージを5秒間与える』から『715%武器ダメージを5秒間かけて与える』に変更 Skill Rune - Dark CloudChanged from 34% weapon damage for 12 seconds to 792% weapon damage over 12 seconds 『34%武器ダメージを12秒間かけて与える』から『792%武器ダメージを12秒間かけて与える』に変更 Can now find targets in a larger radius around the player より広い範囲の敵が対象となる Skill Rune - Beastly BombsWeapon damage increased from 125% to 245% per bomb 1個あたりの爆弾ダメージが125%から245%に増加 Skill Rune - StampedeWeapon damage increased from 75% to 120% per strike ヒット時の武器ダメージを75%から120%に増加 Skill Rune - AnathemaChanged from 115% weapon damage for 10 seconds to 3300% weapon damage over 15 seconds 『115%武器ダメージを10秒間与える』から『3300%武器ダメージを15秒間かけて与える』に変更 Skill Rune - Flying StrikeWeapon damage increased from 60% to 100% 武器ダメージを60%から100%に増加 Rapid FireWeapon damage increased from 228% to 276% 武器ダメージを228%から276%に増加 Skill Rune - BombardmentWeapon damage increased from 276% to 345% 武器ダメージを276%から345%に増加 SentryTurret weapon damage increased from 20% to 55% タレット武器ダメージが20%から55%に増加 Skill Rune - Chain of TormentMaximum tether length increased to 45 yards 鎖の可能距離が45ヤードに増加 Weapon damage increased from 48% to 80% 武器ダメージを48%から80%に増加 Smoke ScreenSkill Rune - Choking GasNow does 700% weapon damage over 5 seconds 『700%ダメージを5秒間かけて与える』となる Weapon damage % is no longer based on attack speed 武器ダメージ%は攻撃速度に影響されなくなる StrafeWeapon damage increased from 120% to 156% 武器ダメージを120%から156%に増加 Skill Rune - DemolitionWeapon damage increased from 144% to 187% 武器ダメージを144%から187%に増加 VaultSkill Rune - Action ShotWill now always shoot 4 arrows 今後は常に4発発射する Skill Rune - Trail of CindersNow leaves a trail of fire behind the player dealing 1500% weapon damage over 3 seconds 着火させた火は『1500%武器ダメージを3秒間かけて与える』 Passive Skills(パッシヴ スキル)BroodingNo longer requires player to not be damaged for 3 seconds to regenerate 1% of maximum Life per second 毎秒最大ライフの1%回復する為に必要であった、『3秒間ダメージを受けない』という条件が廃止される Bug Fixes(バグ修正)Rain of VengeanceSkill Rune - AnathemaShadow Beast should now drop the appropriate amount of grenades Shadow Beast(闇の獣)は今後、適切な数の爆弾を投下する Monk Active Skills(アクティブ スキル)Crippling WaveSpirit generated increased from 6 to 7 Spirit回復量を6から7に増加 Cyclone StrikeProc coefficient increased from 0 to 0.125 ヒット係数を0から0.125に増加 Dashing StrikeWeapon damage increased from 100% to 160% 武器ダメージを100%から160%に増加 Exploding PalmChanged from 220% weapon damage over 3 seconds to 745% weapon damage over 9 seconds 『220%武器ダメージを3秒間かけて与える』から『745%武器ダメージを9秒間かけて与える』に変更 Skill Rune - Impending DoomDuration increased from 6 seconds to 15 seconds. 効果時間を6秒から15秒に増加 Lashing Tail KickWeapon damage increased from 200% to 235% (this also benefits Sweeping Armada, Scorpion Sting, and Hand of Ytar) 武器ダメージを200%から235%に増加(これは『Sweeping Armada』『Scorpion Sting』『Hand of Ytar』にも影響する Skill Rune - Vulture Claw KickWeapon damage increased from 220% to 258% 武器ダメージを220%から258%に増加 Skill Rune - Spinning Flame KickWeapon damage increased 240% to 294% 武器ダメージを240%から294%に増加 Mystic AllyCan no longer trigger procs ヒットオン効果が乗らなくなる Seven-Sided StrikeWeapon damage increased from 777% to 1777% over 7 hits 武器ダメージを『777%』から『7発かけて1777%』に増加 Skill Rune - Sudden AssaultWeapon damage increased from 1007%to 2309% over 7 hits 武器ダメージを『1007%』から『7発かけて2309%』に増加 Skill Rune - Several-Sided StrikeThe 2 extra hits now also increase the total duration of the spell (which increases the amount of time that you are invulnerable) 追加の2発により技自体の硬化時間が延びる(つまり無敵時間が増える) Skill Rune - Fulminating OnslaughtWeapon damage of each explosion increased from 111% to 254% 各々の爆発の武器ダメージが111%から254%に増加 Sweeping WindSkill Rune - Master of WindIncreased the duration of the vortex from 10 to 20 seconds 引き込み効果時間を10秒から20秒に増加 Tempest RushWeapon damage increased from 50% to 85% 武器ダメージを50%から85%に増加 Wave of LightWeapon damage of initial strike increased from 215% to 390% 初撃の武器ダメージを215%から390%に増加 Skill Rune - Wall of LightWeapon damage bonus to initial strike increased from 312% to 566% 初撃の武器ダメージボーナスを312%から566%に増加 Skill Rune - Explosive LightWeapon damage increased from 285% to 430% 武器ダメージを285%から430%に増加 Skill Rune - Pillar of the AncientsWeapon damage on both the initial strike and delayed explosion increased from 210% to 280% 初撃も爆破攻撃のどちらの武器ダメージも210%から280%に増加 Way of the Hundred FistsSpirit generated increased from 6 to 8 Spirit回復量を6から8に増加 Skill Rune - Fists of FuryNow does 100% weapon damage over 5 seconds 今後は『100%武器ダメージを5秒間かけて与える』 Passive Skills(パッシヴ スキル)Exalted SoulNow also generates 1 Spirit per second 今後は毎秒1Spirit回復していく効果が付加される Fleet FootedMovement speed bonus no longer counts toward the 25% movement speed increase cap 移動速度ボーナスは25%以上には増えない The Guardian s PathTwo-handed weapon Spirit generation bonus increased from 25% to 35% 両手持ち武器のSpirit回復量ボーナスは25%から35%に増加する Bug Fixes(バグ修正)Exploding PalmFixed a bug that allowed players to gain multiple rare item drops from a single Champion or Rare pack by killing all remaining monsters in the pack at the same time using Exploding Palm Exploding Palmを使用してチャンピオンやレアエリートを倒した際に、複数のレアアイテムをドロップしていた問題を修正(管理人:こんなバグあったんかw) Mystic AllyAll Mystic Ally variants are now summoned with full health どのMystic Allyも召喚時はHPが全快状態となる Wave of LightFixed an issue that was causing enemies affected by Wave of Light to not always receive the full damage Wave of Lightの影響を受けているダメージに、ちゃんとしたダメージを受けていなかった問題を修正 WitchDoctor General(一般)Base Mana regeneration increased from 20 per second to 45 per second ベースのマナ回復量を『毎秒20』から『毎秒45』に増加 The spellcasting animations for the following skills have been modified to allow the effect to occur quicker and for the player to move sooner after casting Acid Cloud, Corpse Spiders, Firebomb, Locust Swarm, Poison Dart, and Zombie Charger 次に挙げる詠唱アニメーションは、詠唱開始直後から動けるようになる:『Acid Cloud』『Corpse Spiders』『Firebomb』『Locust Swarm』『Poison Dart』『Zombie Charger』 Active Skills(アクティブ スキル)Acid CloudRange increased from 45 yards to 50 yards 射程距離が45ヤードから50ヤードに増加 Now deals 115% weapon damage plus 150% weapon damage over 3 seconds (up from 100% weapon damage followed by 75% weapon damage over 3 seconds); also benefits Acid Rain 今後は『115%武器ダメージに加え、150%武器ダメージを3秒間与える』(『100%武器ダメージ+3秒間かけて75%ダメージ』からの改良);『Acid Rain』にも影響する Skill Rune - Lob Blob BombNow increases base damage of Acid Cloud to 115% weapon damage 基礎ダメージが115%武器ダメージに増加 Slime weapon damage increased from 25% to 50% per second スライムの武器ダメージが毎秒25%から毎秒50%に増加 Skill Rune - Slow BurnNow increases base damage of Acid Cloud to 115% weapon damage, and deals and additional 300% weapon damage over 6 seconds Acid Cloudの基礎ダメージが115%に増加し、300%ダメージを6秒間かけて更に与える Skill Rune - Kiss of DeathCloud of acid weapon damage increased from 110% to 126% 酸の雲による武器ダメージが110%から126%に増加 Weapon damage done to enemies who remain in the affected area increased from 83% to 165%, and damage is now dealt over 3 seconds 武器ダメージの処理後、雲の影響範囲内に残っている相手に対し与えるダメージを83%から165%に増加し、それを3秒間かけて与える。 Skill Rune - Corpse BombWeapon damage increased from 200% to 230% 武器ダメージが200%から230%に増加 When casting Acid Cloud, your witch doctor will no longer attempt to walk closer to targets that are out of range 範囲外からターゲットに近づきながらAcid Cloud詠唱することが出来なくなる Corpse SpidersWill now inherit +Critical Damage bonuses from the player プレイヤーのクリティカルダメージボーナスを継承する Can now proc Life on Hit for the player Life on Hit効果がプレイヤーに影響する Are aware of enemies from further away より離れた敵を感知するようになる Have increased speed when pursuing enemies 敵を追走する速度を増加 Skill Rune - Spider QueenChanged from 16% weapon damage per second for 15 seconds to 630% weapon damage over 15 seconds 『16%武器ダメージを15秒間与える』から『630%ダメージを15秒間かけて与える』に変更 Tooltip has been updated to clarify that you may only have one Spider Queen active at a time 説明書きを『一度に1匹の女王しか召喚できない』と明確に表記するように更新 FirebatsWeapon damage increased from 150% to 180% 武器ダメージを150%から180%に増加 Skill Rune - Plague BatsMaximum weapon damage increased from 225% to 270% 最大武器ダメージを225%から270%に増加 Skill Rune - Hungry BatsWeapon damage increased from 280% to 350% 武器ダメージを280%から350%に増加 Skill Rune - Cloud of BatsThe damage of the bats will now increase by 20% (up from 10%) every second, up to a maximum of 100% additional damage (up from 50%) コウモリの攻撃ダメージを毎秒20%に増加(元は10%)し、最大100%の追加ダメージを与える(元は50%) FirebombWeapon damage increased from 85% to 110% (*1) 武器ダメージを85%から110%に増加(Pyrogeist以外のルーンに全て適用される) Skill Rune - Fire PitChanged from 8% weapon damage for 3 seconds to 36% weapon damage over 3 seconds 『8%武器ダメージを3秒間』から『3秒間かけて36%武器ダメージ与える』に変更 Proc coefficient reduced from 0.67 to 0.067 ヒット係数を0.67から0.067に減少 Skill Rune - PyrogeistChanged from 140% weapon damage over 3 seconds to 640% weapon damage over 6 seconds 『3秒間140%武器ダメージを与える』から『6秒間かけて640%武器ダメージを与える』に変更 Tooltip has been updated to clarify that only one column of flame can be active at a time 一度に火柱は1つしか作れない事を説明書きに明記 GargantuanGargantuan survivability has been increased Gargantuanの生存能力の向上:Maximum Life now scales with the player s Maximum Life 最大ライフはプレイヤーの最大ライフに依存するAt level 60, the Gargantuan will receive an additional 50% of the player’s Maximum Life レベル60ならば、Gargantuanはプレイヤーの最大ライフの50%を追加で得る The amount of damage a Gargantuan can take from a single hit is now capped. The cap scales with the player s level, and is further reduced by the player’s Armor and Resistance. 一度に被弾するダメージ量に限度を設定する。この限度はプレイヤーレベルに依存し、ArmorとResitanceによる減少も行われる。 Weapon damage increased from 25% to 100%, but can no longer trigger procs 武器ダメージが25%から100に増加するが、ヒットオン効果は望めなくなる Skill Rune - HumongoidWeapon damage increased from 32% to 130% 武器ダメージを32%から130%に増加} Skill Rune - Wrathful ProtectorWeapon damage increased from 55% to 110% 武器ダメージを55%から110%に増加} Skill Rune - BruiserWeapon damage increased from 100% to 200% 武器ダメージを100%から200%に増加} Grasp of the DeadNow does 320% weapon damage over 8 seconds 320%武器ダメージを8秒間かけて与えるようになる Skill Rune - Death is LifeNow has a 10% chance to produce health globe or summon a Zombie Dog (効果範囲内で敵が死ぬと)10%の確率で『Zombie Dogを召喚』もしくは『ヒールグローブを落とす』 HorrifyCooldown reduced from 20 seconds to 16 seconds クールダウンが20秒から16秒に減少 Plague of ToadsMana cost reduced from 34 to 12 マナコストを34から12へ減少 Poison DartSkill Rune - Spined DartMana return on hit increased from 24 to 29 1撃あたりのマナ回収量を24から29に増加 Skill Rune - Flaming DartWeapon damage increased from 160% to 180% 武器ダメージを160%から180%に増加 Spirit BarrageWeapon damage increased from 190% to 230% 武器ダメージを190%から230%に増加 Skill Rune - Well of SoulsWeapon damage increased from 30% to 65% for each of the bonus projectiles 追加の飛来物によるダメージを30%から65%に増加(それぞれ) Skill Rune - ManitouChanged from 28% weapon damage every second for 20 seconds (for a total of 560% weapon damage) to 1667% weapon damage over 20 seconds 『20秒間、毎秒28%武器ダメージ(合計560%)』から『20秒間かけて1667%武器ダメージを与える』に変更』 Search radius for targets has been increased from 20 yards to 30 yards ターゲット捜索範囲を20ヤードから30ヤードに増加 Proc coefficient reduced from 0.5 to 0.125 ヒット係数を0.5から0.125に減少 No longer shows a buff icon バフアイコンは表示されなくなる Spirit WalkSkill Rune - Umbral ShockWeapon damage of explosion increased from 85% to 310% but is no longer increased by attack speed 爆発による武器ダメージを85%から310%に増加、ただし攻撃速度は影響しなくなる Skill Rune - SeveranceChanged from 100% weapon damage per second to 450% weapon damage over 2 seconds 『毎秒100%ダメージ』から『2秒間かけて450%武器ダメージを与える』に変更 Soul HarvestSkill Rune - LanguishMovement speed reduction increased from 60% to 80% 移動速度の低下を60%から80%に増加 Skill Rune - Vengeful SpiritWeapon damage increased from 70% to 230% 武器ダメージを70%から230%に増加 Summon Zombie DogsZombie Dog survivability has been increased Zombie Dogの生存能力の向上:Now also receive 35% of the player’s Maximum Life プレイヤーの最大ライフ35%を得る The amount of damage a Zombie Dog can take from a single hit is now capped. The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance. 1発で受ける最大ダメージに限度を設定。これはプレイヤーのレベルに依存し、プレイヤーのArmorやResitanceによる減少の影響を受ける。 Cooldown reduced from 60 seconds to 45 seconds クールダウンを60秒から45秒に減少 Skill Rune - Rabid DogsProc coefficient has been reduced from 1.0 to 0.10 ヒット係数を1.0から0.10に減少 Skill Rune - Burning DogsProc coefficient has been reduced from 1.0 to 0.05 ヒット係数を1.0から0.05に減少 Wall of ZombiesNow does 800% weapon damage over 5 seconds 5秒間かけて800%武器ダメージを与えるようになる Zombie ChargerSkill Rune - Leprous ZombieChanged from 25% weapon damage for 3 seconds to 240% weapon damage over 3 seconds 『3秒かけて25%武器ダメージ』から『3秒かけて240%武器ダメージ』に変更 Skill Rune - Wave of ZombiesWeapon damage increased from 72% to 115% per zombie 1匹のゾンビあたりの武器ダメージを72%から115%に増加 Passive Skills(パッシヴ スキル)Circle of LifeChance to summon a Zombie Dog when an enemy dies increased from 5% to 30% 敵の死亡時にZombie Dogを召喚する確率を5%から30%に増加 Grave InjusticeMana and Life gain increased from 1% to 2% of their maximum values whenever a nearby enemy dies 近くで敵が死んだ場合、マナとライフの回収率を対象の最大値『1%』から『2%』増加 Rush of EssenceNow returns a flat amount of Mana over 10 seconds (49 Mana at level 60) 10秒かけてマナを一定量回復する(レベル60時、49マナ) Spirit VesselSpirit realm duration reduced from 3 seconds to 2 seconds 効果時間を3秒から2秒に減少 Heal increased from 10% to 15% of player’s maximum Life プレイヤーの最大ライフ10回復%、から15%に増加 While in the spirit realm, players can now walk through enemy monsters 範囲内にいれば、プレイヤーは敵を通り抜ける事ができる Vision QuestVision Quest has been redesigned and now grants 30% increased Mana regeneration for 5 seconds after doing damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart Vision Questは心機一転し、『Corpse Spiders』『Firebomb』『Plague of Toads』『Poison Dart』でダメージを与えた後、5秒間、マナ回復量が30%増加 Tribal RitesNow also benefits Gargantuan, Mass Confusion, and Summon Zombie Dogs 今後は『Gargantuan』『Mass Confusion』『Summon Zombie Dogs』にも影響を及ぼす Bug Fixes(バグ修正)Corpse SpidersSkill Rune - Leaping SpidersSpiders will now always leap to their target as soon as it’s in range 蜘蛛は対象が範囲内ならば、すぐさま飛び掛るようになる Wizard Active Skills(アクティブ スキル)Arcane TorrentArcane Power cost reduced from 20 to 16 Arcane Powerコストを20から16に減少 Weapon damage increased from 175% to 210% 武器ダメージを175%から210%に増加 Skill Rune - Death BlossomProjectiles are now less random 飛来物のランダム性を低下 Skill Rune - Arcane MinesWeapon damage increased from 150% to 180% 武器ダメージを150%から180%に増加 Skill Rune - CascadeWeapon damage increased from 175% to 210% 武器ダメージを175%から210%に増加 ArchonSlow Time duration increased from 8 seconds to 15 seconds 遅延時間を8秒から15秒に増加 Skill Rune - Arcane DestructionWeapon damage increased from 450% to 1600% 武器ダメージを450%から1600%に増加 Diamond SkinSkill Rune - Mirror SkinAmount of damage reflection increased from 50% to 100% 反射ダメージ量を50%から100%に増加 Skill Rune - Enduring SkinDuration bonus increased from 8 seconds to 9 seconds 持続時間ボーナスを8秒から9秒に増加 Skill Rune - Diamond ShardsWeapon damage increased from 155% to 210% 武器ダメージを155%から210%に増加 ElectrocuteWeapon damage increased from 80% to 90% (this also benefits Chain Lightning, Forked Lightning, and Surge of Power) 武器ダメージを80%から90%に増加(『Chain Lightning』『Forked Lightning』『Surge of Power』にも影響する) Skill Rune - Forked LightningWeapon damage increased from 46% to 55% per charged bolt 武器ダメージを46%から55%に増加/1つあたり Skill Rune - Lightning BlastWeapon damage increased from 80% to 86% 武器ダメージを80%から86%に増加 Skill Rune - Arc LightningWeapon damage increased from 80% to 115% 武器ダメージを80%から115%に増加 Energy TwisterProc coefficient reduced from 0.25 to 0.125 ヒット係数を0.25から0.125に減少 Explosive BlastSkill Rune - Time BombWeapon damage increased from 293% to 315% 武器ダメージを293%から315%に増加 HydraSkill Rune - Arcane HydraWeapon damage increased from 28% to 60% per Arcane Orb 武器ダメージを28%から60%に増加/Arcane Orb Skill Rune - Lightning HydraWeapon damage increased from 34% to 64% 武器ダメージを34%から64%に増加 Skill Rune - Frost HydraWeapon damage increase from 31% to 36% 武器ダメージを31%から36%に増加 Cone width changed from 15 yards with a 60 degree spread to 35 yards with a 30 degree spread 角度が『15ヤード60度』から『35ヤード30度』に変更 Skill Rune - Mammoth HydraWeapon damage increased from 22% to 67% 武器ダメージを22%から67%に増加 Ice ArmorIncreased the likelihood that attackers will be Frozen rather than Chilled 攻撃者がChilledするよりFrozenになる確率を増加 Skill Rune - CrystallizeArmor bonus per stack increased from 15% to 30% 1スタックあたりのArmorボーナスを15%から30%に増加 Skill Rune - Jagged IceWeapon damage as Cold increased from 100% to 130% Cold武器ダメージを100%から130%に増加 MeteorWeapon damage increased from 200% + 60% over 3 seconds to 260% + 60% over 3 seconds 『3秒間かけて200%+60%』から『3秒間かけて260%+60%』に増加 Skill Rune - Molten ImpactWeapon damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds 『3秒間かけて260%+78%』から『3秒間かけて390%+90%』に増加 Skill Rune - Meteor ShowerWeapon damage increased from 80% to 104% for each smaller Meteor 小隕石それぞれの武器ダメージを80%から104%に増加 Skill Rune - CometWeapon damage of initial hit increased from 240% to 312% 初撃の武器ダメージを240%から312%に増加 Shock PulseSkill Rune - Fire BoltsWeapon damage increased from 136% to 152% 武器ダメージを136%から152%に増加 Skill Rune - Lightning AffinityArcane Power restored per pulse increased from 2 to 3 Arcane Power回復量を1から3に増加/1つあたり Spectral BladeSkill Rune - Impactful BladesNow guarantees to Slow the movement speed of enemies by 80% for 1 second (rather than a 5% chance to cause Knockback and Slow the moment speed of enemies by 60% for 1 second) 1秒間移動速度を80%低下させることが保障される(5%の確率でノックバックし、1秒間移動速度60%よりも) Skill Rune - Siphoning BladesArcane Power restored per hit increased from 1 to 3 ヒット時のArcane Power回復量を1から3に増加 TeleportSkill Rune - CalamityWeapon damage increased from 75% to 265% 武器ダメージを75%から265%に増加 Bug Fixes(バグ修正)Cold BloodedTooltip has been updated to clarify that all damage is increased by 20% to Frozen or Chilled targets, not just Cold damage (functionality of the skill has not changed) Frozen・Chilled状態の敵に対してColdダメージだけでなく、他の全てのダメージが20%増加することを明記する(スキルの機能性に関して変更はない) [3ページ目を編集] Crafting(クラフト) A repair tab has been added to the Blacksmith 「修理」タブがブラックスミスに追加される。 Bug Fixes(バグ修正)Gem-combine designs for Amethysts and Emeralds should no longer contain typos アメジストとエメラルドの合成デザインの誤字を修正 Followers(フォロワー) The last follower a player had active in a single-player game will now be restored automatically after leaving a multiplayer game 一人プレイで使用した最後のフォロワーは多人数プレイを終えた後に自動的に復帰する。 The frequency of follower dialog has been reduced フォロワーとの会話の頻度は減少する。 Items All level 60- 62 damage affixes have had their Minimum and Maximum top-end damage values increased 全てのアイテムレベル60~62の付与効果の最低・最大ダメージの上限は増加する。Level 63 items will still roll the highest potential damage values in the game, but the damage difference between level 60-62 items and level 63 items just won’t be as dramatic as it was before アイテムレベル63のアイテムは依然としてゲーム内で可能な最高のダメージ値を持つが、アイテムレベル60~62とのダメージの違いは以前より劇的なものではない。 Note This will only impact items created or dropped after patch 1.0.4 注:これは1.0.4パッチの後に作成されたかドロップしたアイテムにのみ適用される。 Two-handed melee weapons have made more viable 両手近接武器はより実用的となる:Two-handed melee weapons can now roll their own affixes for core stats as well as higher damage values (as compared to one-handed melee weapons) 両手近接武器は独自の主要な特性(core stats)とより高いダメージ値が付与される。(片手近接武器と比較して)Core stat values have been increased by approximately 70% 主要ステータスの値は約70%増加する。 Note This does not affect two-handed ranged weapons 注:これは両手遠隔武器には影響しない。 Additional affix changes for two-handed melee weapons include 両手近接武器に付与される効果はさらに以下のように変更される:+ Crit Damage, Life on Hit, Life After Each Kill, and Life Steal values can now roll up to 200% + Crit Damage, Life on Hit, Life After Each Kill, and Life Stealの値は最大200%まで増加する。 Note This does not affect two-handed ranged weapons 注 これは両手遠隔武器には影響しない。 Note This will only impact items created or dropped after patch 1.0.4 注:これは1.0.4パッチの後に作成されたかドロップしたアイテムにのみ適用される。 All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons 全てのoff-handのアイテム(mojos, orbs, quivers, shields)はArmor,Weaponと同じ範囲のStrength, Dexterity, Intelligence, and Vitalityを持つ。Note This will only affect off-hand items created or dropped after patch 1.0.4 注:これは1.0.4パッチの後に作成されたかドロップしたアイテムにのみ適用される。 Off-hands can now roll Reduced Level Requirement off-handアイテムは要求レベル低減(Reduced Level Requirement)が付与されるようになる。 Drop rate on quivers has been reduced Quiverのドロップ率は低下する。 +MaxFury and +MaxSpirit will no longer roll on ranged weapons +MaxFury と +MaxSpiritは遠隔武器に付与されなくなる。 Max Block amount on shields with an item level of 59 and higher has been changed so they all provide the same amount of Max Block アイテムレベル59以上のShieldのBlock amountの最大値は全て同じ値になる Repair costs have been reduced by up to 25% for item levels between 53 and 63 アイテムレベル53~63のアイテムの修理費用は最大で25%減少する。 Weapon racks have had their weapon drop rate restored to 100%, though weapons are more likely be of Common quality (white or grey items) 武器棚(Weapon racks)の武器のドロップ率は100%に戻される。しかし普通の品質(白か灰色のアイテム)の可能性がより高くなる。 Destructible objects now have a chance to drop items again 破壊可能なオブジェクトは再びアイテムを落とすようになる。 The text color of gems, potions, crafting pages and tomes dropped on the ground has been changed from white to light blue 宝石、ポーション、クラフトのページ、クラフトの冊子の文字色は白から明るい青に変わる。 The maximum stack size of gems has been increased from 30 to 100 宝石のスタック数は30から100に増加する。 The gem drop sound effect is now more noticeable 宝石のドロップ音はより気付きやすいものになる。 Legendary Items(レジェンダリーアイテム)Significant changes have been made to Legendary items Legendaryアイテムの重要な変更点:Custom proc effects have been added to over 50 Legendary items and Set item bonuses 独自の発動効果が50以上のLegendaryとSetアイテムボーナスに追加される。 All Legendary items will now roll with at least one of the following affixes to ensure that their DPS is viable +Elemental Damage, +Attack Speed, +Critical Damage, +%damage, Has Sockets 全てのLegendaryアイテムは実用的なDPSを保証するために以下の効果のうち少なくとも一つを持つ:+Elemental Damage, +Attack Speed, +Critical Damage, +%damage, Has Sockets Affix values on Legendary items are no longer demoted and will now roll at their maximum potential Legendaryアイテムに付与される効果は格下げされることは無く、取りうる最大の効果を持つようになる。 Many lower level Legendary items have had their affix count increased to 6 多数の低いレベルのLegendaryアイテムは付与効果が6個まで増加する。 Legendary items based on Uniques from previous Diablo games have received a tuning pass to make their stats more reflective of their ancestors Diablo1,2のユニークアイテムを元にしたLegendaryアイテムはその祖先(をより反映した/によりふさわしい)性能になるためのturning passを受け取る。 The chance for a Legendary item to drop that’s below an item level of 50 has been increased アイテムレベル50未満のLegendaryアイテムのドロップ率は上昇する。 Item level 63 Legendary items have been added to the game アイテムレベル63のLegendaryアイテムが追加される。 Legendary Sets レジェンダリーセット:All item level 61 set pieces have been increased to item level 63 (excluding rings and amulets), and had their base item changed from late hell/early inferno to late inferno. 全てのアイテムレベル61のセットピースはアイテムレベル63になる。(amuletとringも含む)。それらのベースアイテムはhell後半/inferno前半からinferno後半に変わる。 Class-specific sets are now guaranteed to have the class’s core stat on every item in the set 各クラス専用のセットの全ピースはそれぞれのクラスの主要特性が付くことが保証される。 Summoned Creatures クリーチャー召喚:Creatures summoned by Legendary item procs should now follow the player or Follower with the item equipped Legendaryアイテムの発動効果で召喚されたクリーチャーはプレイヤーかそのアイテムを装備しているフォロワーに従う。 Creatures summoned by Legendary item procs should now have combat awareness similar to Followers Legendaryアイテムの発動効果で召喚されたクリーチャーはフォロワーに似た戦闘意識を持つ。 Creatures summoned by Legendary item procs should now their level determined by the Legendary item level Legendaryアイテムの発動効果で召喚されたクリーチャーのレベルはLegendaryアイテムのアイテムレベルに依存する。 Please note that these changes will only apply to new Legendary items that drop or are created after patch 1.0.4. Legendary items which dropped or were created prior to patch 1.0.4 will remain unchanged (this also applies to items which have not been identified yet). To distinguish these items from one another, new Legendary items will have slightly different names and appearances from those dropped or created prior to 1.0.4. 注:この変更は1.0.4パッチの後に作成されたかドロップしたアイテムにのみ適用されることに注意。1.0.4パッチの前に作成されたかドロップしたアイテムは変更されないままである。(未鑑定アイテムも同様。)これらのアイテムを他と区別するため、新しいLegendaryアイテムは1.0.4パッチの後に作成されたかドロップしたアイテムとわずかに違った名前と外見を持つ。 Vendors(商人)Squirt the Peddler has permanently moved from the Caldeum Bazaar up to the Hidden Camp, as she heard people liked buying Health Potions up there Squirt the PeddlerはCaldeum Bazaarからthe Hidden Campに移動したままとなる。そこでPotionを買いたがってる人が居ると聞きつけたようだ。 Bug FixesLegendary items (pre- and post-1.0.4) with the +Attack Speed affix should now work correctly Legendaryアイテム(1.0.4以前も以後も)の+Attack Speed効果は正常に機能するようになる。 Items with +Chance to Stun on Hit now have the suffix “of Staggering” instead of “of Devastation” +Chance to Stun on Hit効果を持つアイテムの接尾詞(suffix)は“of Devastation”から“of Staggering”に変わる。 Multiple chests that had a small chance of dropping loot into unreachable locations have been repositioned slightly to prevent this from happening ドロップしたものが拾得不可になる可能性があるいくつかの宝箱は、事故を防ぐためわずかに位置修正される。 Fixed a bug where Normal chests found in Bastion keep were dropping items from too low of a treasure class (these chests will now drop the same class of items as other Normal chests throughout the game) Bastion keep内の通常の宝箱の宝の質が低すぎたバグを修正(その宝箱は他の通常の宝箱のドロップと同じ質になる) Fixed a bug that allowed players to see properties of unidentified items プレイヤーが未鑑定アイテムの性能を見ることができたバグを修正。 Monsters Monsters across the game have had a pass to make their experience and loot rewards more proportional to the effort required to kill them ゲームを通して、モンスターからは彼らを殺すために必要な努力により相応しい経験値とドロップを得られるようになる。For example, Imps and Tormented Stingers grant less XP and drop less items, but Lacuni Warriors grant increased XP and drop more items 例えばImpとTormented Stingerからはより少ない経験値とドロップしか得られない。しかしLacuni Warriorから得られる経験値とドロップは増加する。 Experience awarded by level 61-63 monsters has been increased by approximately 60% 61~63レベルのモンスターから得られる経験値は約60%増加する。 Normal monsters should now drop Magic (blue) items and Rare (yellow) items approximately 4 times more than before 通常モンスターは以前より約4倍magicアイテム(青)とRareアイテム(黄)を落とすようになる。 Bonus health granted to monsters in co-op games has been reduced to 75% per additional player for all difficulties 多人数プレイ時のモンスターの耐久力上昇は全ての難易度において追加プレイヤー一人ごとに75%に減少する。Normal (no change) Normal:変更なし Nightmare 85% to 75% Nightmare 85%から75%に変更 Hell 95% to 75% Hell 95%から75%に変更 Inferno 105% to 75% Inferno 105%から75%に変更 Monster damage and health and drop rates has been adjusted for Inferno as follows infernoのモンスターの攻撃力と耐久力とドロップ率は以下のように調整される:Normal monsters now have a greatly increased chance to drop Magic (blue) and Rare (yellow) items 通常モンスターのmagicアイテム(青)とRareアイテム(黄)を落とす確率を大幅に上昇 Act IElite monster health reduced by 11% Eliteモンスターの耐久力が11%減少 Act IINormal monster health increased by 4% 通常モンスターの耐久力が4%増加 Elite monster health reduced by 8% Eliteモンスターの耐久力が8%減少 Overall damage done by all monsters reduced by 8% 全てのモンスターの攻撃全般のダメージが8%減少 Act III and Act IVNormal monster health increased by 10% 通常モンスターの耐久力が10%増加 Elite monster health reduced by 2.5% Eliteモンスターの耐久力が2.5%減少 Overall damage done by all monsters reduced by 15% 全てのモンスターの攻撃全般のダメージが15%減少 Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37% Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaverの攻撃力が約37%減少 Sarkoth has had his loot quality and health adjusted slightly Sarkothのドロップの質と耐久力をわずかに調整 Quill Fiends in the Dank Cellar will now drop less additional gold (but will still drop more than other Quill Fiends) and should now properly turn hostile when confronted by a player Dank Cellar内のQuill Fiendが落とす追加ゴールドが減少し(それでも他のQuill Fiendよりは多いまま)、プレイヤーと遭遇した時適切に敵対行動を取るようになるはず Blood Clan Ranged monsters should now run away less often and for shorter distances Blood Clanの遠距離モンスターはより逃げにくく、逃げる距離が短くなる。 Moon Clan Ranged monsters should now run away for shorter distances Moon Clanの遠距離モンスターはより逃げにくく、逃げる距離が短くなる。 Snakeman Casters now have a melee attack Snakeman Casterは近接攻撃するようになる。 Snakeman Casters’ Electric Burst now has a max channeling duration of 7 seconds Snakeman Casterの電撃は最大で7秒持続するようになる。 Rockworms should now burrow less frequently after unburrowing, and will unburrow more quickly after burrowing Rockwormは穴から出現してから再び潜る頻度が下がり、潜ってから出現するのが早くなる。 Succubus blood star projectiles can now be slowed Succubusのblood star projectilesは遅くすることが可能になる。 Brickhouse monsters (e.g. Demonic Tremors) should now Arm Shields and enrage less often, and will no longer gain an increase in damage while enraged Brickhouse monster(例えばDemonic Tremor)は腕による防御と激怒(enrage)する頻度が少なくなり、激怒時の攻撃力増加が無くなる。 Possessed monsters can no longer spawn with the Illusionist affix Possessed monsterはIllusionistの能力を持つことがなくなる。 Fast mummies (Betrayed, Accursed, and Reviled) can no longer spawn with the Illusionist affix Fast mummie(Betrayed, Accursed, and Reviled)はIllusionistの能力を持つことがなくなる。 Pets and Followers should now only take 10% damage from a Fast mummy’s Poison Death Cloud ペットとフォロワーはFast mummie死亡時の毒の蜘蛛から10%しかダメージを受けない。 Heralds of Pestilence no longer attack pets and Followers Heralds of Pestilenceはペットとフォロワーを攻撃しなくなる。 The first and third levels of Leoric’s Dungeon now have a total of five Uniques that can be spawned Leoric’s Dungeonの1階と3階は5体のユニークが出現する可能性がある。 Reduced the chance of a skeletal Rare pack to spawn in the Cemetery of the Forsaken from 50% to 20% Cemetery of the Forsakenの骸骨Rareが出現する確率は50%から20%に減少する。 The lone Champion Shaman in the Demonic Trebuchet is no longer considered a Champion Demonic Trebuchetの近くにいるThe lone Champion ShamanはChampionであると見做されない。 The treasure goblin spawn has been removed from the Road to Alcarnus the Road to Alcarnusにtreasure goblinは出現しなくなる。 Champions and RaresChampion and Rare monsters will no longer enrage after prolonged combat, and they will no longer heal to full health after not being engaged ChampionとRareモンスターは長期の戦闘でも激怒(enrage)しなくなり、激怒後に耐久力を全快することもなくなる。 Jailer can now no longer appear with Knockback, Nightmarish, or Vortex Jailerの能力がKnockback,Nightmarish,Vortexと同時に付くことはなくなる。 Invulnerable Minions has been removed as a possible affix Invulnerable Minionsは付く可能性をなくした(削除) Fire Chains damage has been reduced by 20% Fire Chainsのダメージは20%減少する。 Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player Nightmarishの能力がプレイヤーに影響したとき、その後プレイヤーは6秒間恐怖状態を無効化するようになる。 Plagued, Frozen, and Mortar monsters will now do only 10% of their damage to pets and Followers ペットとフォロワーはPlagued, Frozen, and Mortarモンスターのダメージを10%しか受けない。 Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time Shieldingモンスターはそのエリアでの最後の1体になったときシールド状態にならなくなる。また、1グループ内で同時にシールド状態になるモンスターは1体だけになる。 The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30% Arcane Enchantedのビーム発生位置はわずかに散開するように調整される。また、受けるダメージは約30%減少する。 Champion and Rare Fallen Lunatics have been removed from both Zoltun Kulle dungeons Zoltun Kulleのダンジョン2つはFallen LunaticのChampionとRareが出現しなくなる。 Swarm monsters now have a more pronounced Champion and Rare appearance SwarmモンスターのChampionとRareはより判別しやすい外見となる。 Bug Fixes(バグ修正)Mortar monster projectiles should no longer be aimed within the monster’s dead zone Mortarモンスターの砲撃はモンスターの死角には撃たれなくなる。 Waller monsters can no longer spawn walls on top of players Wallerモンスターはプレイヤーの直上に壁を出さなくなる。 Plagued, Arcane Enchanted, and Electrified minions no longer have resistance to Poison, Arcane, or Lightning damage (respectively) Plagued, Arcane Enchanted, and Electrifieの手下はそれぞれ毒(Poison)、神秘(Arcane)、雷(Lightning)への抵抗値(Resistance)がなくなる。 Dark Moon Shaman Champions and Rares now correctly show their affixes Dark Moon ShamanのChampionとRareは特殊能力を正確に表示するようになる。 Dark Moon Shaman’s Empower ability will now properly reduces all types of incoming damage Dark Moon Shamanの強化能力は全種類の被ダメージを適切に減少させるようになる。 Oppressors’ Charge attack will no longer deal damage to players twice Oppressorの突撃がプレイヤーに2回ダメージを与えることはなくなる。 Berserkers now have the proper “blue glow” of Champions BerserkerのChampionは適切な”青い輝き”を放つようになる。 The Champion pack at the end of Kyr the Weaponsmith’s event “A Reputation Restored” will now drop loot and give experience Kyr the Weaponsmithのイベント“A Reputation Restored”の最後に出現するChampionからドロップと経験値を得られるようになる。 The common and Champion skeletons that spawn from the treasure chest during the zombie ambush event in Act I, Cathedral level 4 will now drop loot and give experience Act1のCathedral4階のゾンビ待ち伏せイベント内の宝箱から出現する通常とChampionのskeletonからドロップと経験値を得られるようになる。 The Goatman Ambush event in the Fields of Misery will now properly spawn a full pack of Champions (instead of just one Champion) the Fields of MiseryのThe Goatman待ち伏せイベントは適切なChampionの群れ全体が出現するようになる。(Champion1体だけの代わりに) The Aspect of Terror will now drop at least one Magic (blue) item, and its clones will now only drop health globes The Aspect of Terrorは少なくとも1個のMagicアイテムを、そのクローンはhealth gloveのみをドロップするようになる。 The Flying Molok can no longer turn invisible and become un-targetable The Flying Molokは不可視になったりターゲット不能になったりしなくなる。 The Bloated Malachor’s damage has been normalized to be in line with the rest of his other monster variants The Bloated Malachorの攻撃力はその同種の他のモンスターに合わせて正常になる。 Killing Sardar’s illusions will no longer trigger quest completion for “Sardar’s Treasure Kill Sardar”; the quest will now properly complete when Sardar is slain (this is because Sardar is no longer an Illusionist, and will now only spawn with Vampiric and Nightmarish affixes) Killing Sardarの幻影は“Sardar’s Treasure Kill Sardar”クエストを完了させることがなくなる。 It should now be significantly easier to dodge Triune Berserker Power Hits このクエストはSardarが死んだ時に正常に完了するようになる。(SardarがIllusionistの能力を持つことがなくなり、VampiricとNightmarishの能力だけになるため) Damage over time spells will no longer prevent certain monsters from dropping health globes 持続的ダメージ(DoT)の影響でhealth globeを落とさなくなっていた特定のモンスターがhealth globeを落とすようになる。 A player who is killed by a monster’s Reflect Damage affix will now be able to release his or her corpse and be resurrected by other players モンスターの反射ダメージで殺されたプレイヤーは今後、他プレイヤーからちゃんと蘇生可能となる。 Fixed a bug that allowed monsters with multiple affix powers to sometimes to ignore the cooldown timers of those powers 複数の能力を持つモンスターが希に能力のクールダウン時間を無視していたバグを修正。 Fixed a bug where several Unique monsters could not spawn in Act II - The Howling Plateau (this fix now allows players to finish the achievement “A Unique Collection”) Act II - The Howling PlateauでいくつかのUniqueモンスターが出現しなかったバグを修正。(これにより“A Unique Collection”achievementを完了させられるようになる) Quests Players will now receive full experience and gold rewards for completing quests for the first time in Nightmare, Hell, and Inferno difficulties プレイヤーはNightmare,Hell,Infernoでクエストを完了した時、初回ならば完全な経験値・ゴールドの報酬を得られるようになる。 Players will no longer receive a quest reward after opening the entrance to the Waterlogged Passage; instead, they will now receive the reward after completing the step “Kill Gavin the Thief” instead (which occurs slightly after) プレイヤーはthe Waterlogged Passageの入り口を開けた時にクエスト報酬を得られなくなる。代わりに、少し後に起こる“Kill Gavin the Thief”を完了した段階で報酬を得るようになる。 Bug Fixes(バグ修正)The Quest Select window will now always display the most recently completed quest or quest step, as well as all resumable steps leading up to that point クエスト選択ウインドウでは、クエスト再開で復帰できる時点と同様の最新の完了クエストかクエスト段階を常に表示するようになる。 “Trailing the Coven Talk to Karyna” will now automatically update for players to “Trailing the Coven Find the Khazra Staff” (even if they have not yet talked to Karyna) when triggering the Lost Wagon scene “Trailing the Coven Talk to Karyna”は自動的に“Trailing the Coven Find the Khazra Staff”にアップデートされる。(Karynaに話さなくても)This is to ensure that players are able to receive a quest reward when clicking on the wagon つまりワゴンをクリックしたときに、クエストを受けた事になる Players no longer receive Town Portal as a reward during repeated completions of the quest "A Shattered Crown Take the Skeleton King s crown from the Chancellor s Altar" and will now receive gold and experience 『A Shattered Crown Take the Skeleton King s crown from the Chancellor s Altar』を再度プレイしたときにタウンポータルを褒賞としてもらう事は無くなり、今後はお金と経験値になる Players can no longer disrupt the rituals during "The Crumbling Tower Explore the Lyceum," which used to prevent players from completing the event "The Crumbling Tower Explore the Lyceum,"の時に、儀式を中断する必要はなくなる、イベントクリアを邪魔する事を防ぐ為に。(?) Vendel the Armorsmith can no longer be killed by the environment during the event "The Scavenged Scabbard" 『The Scavenged Scabbard』イベント時、Vendel the Armorsmithは回りの影響によって殺される事はなくなる。 Skipping the cut-scene during the quest "A Royal Audience Talk to Emperor Hakan II" as quickly as possible will no longer prevent the quest objective from being updated "A Royal Audience Talk to Emperor Hakan II"のクエスト中、最速でカットシーンを飛ばしてもクエスト目的がアップデートされるようになる The matchmaking cut-off point for the quest “The Light of Hope” has been adjusted slightly 『The Light of Hope』の中継ポイントを少し修正。 User Interface The ability to drag-and-drop skills in Elective Mode will now only be enabled while the Skill window is open Elective Mode時、スキルをドラッグ&ドロップできるのは、スキルウィンドウを開いているときだけになる Resist values are now taken into consideration when calculating the item comparison “Protection” value アイテム比較時に『Protection』の値がレジストの値も加味するようになる When a player cancels out of a Trade window, any items that are under the player’s cursor will also be cancelled プレイヤーがトレードウィンドウを閉じた時に、カーソル上にくっついているアイテムも正しくキャンセルされるようになる A two-second delay will now occur when clicking “Accept” in a Trade window if either player makes any changes to their offering トレードウィンドウで『Accept』を選択したとき、プレイヤーがアイテムを差し替えられないように2秒の遅延が発生するようになった。 Bug FixesHolding CTRL while mousing over an item on the ground that has socketed gems will no longer cause that item to appear unsocketed 地面に置いてある宝石つきのアイテムをCTRL押しながらマウスオーバーしたときに、ソケットがないように見えることは今後ない Players will no longer get disconnected from the game if their Mouse Wheel is bound to the function “Close All Open Windows” マウスホイールに全ウィンドウを閉じるオプションを設定してる場合に、ゲームから切断される問題は今後起きない Mac Retina Displays are now fully supported Retinaモニターは完全にサポート状態になりました Game resolutions which match Mac screen aspect ratios now offered ゲーム解像度がMacのアスペクト比と一致するようになりました Switching between Windowed and Fullscreen modes is now faster 『Windowed』と『Fullscreen』モードの相互の移行がより早くなりました Added a “Help” menu so players can more quickly navigate to relevant support pages 『Help』メニューを追加し、関連したサポートページに即座に誘導できるようにしました Added a menu item which allows players to copy system information to their Clipboard システム情報を簡単にクリップボードにコピーできるメニューを追加 Added a menu item to reveal various games files and folders in Finder ゲームのファイルやフォルダを見つけるためのメニューを追加 Bug FixesSelecting the default resolution settings in Video Options will now correctly reset the resolution 画面オプションで初期化を洗濯したときに、正しくリセットされるようになりました Changing the resolution settings while in Windowed (Fullscreen) mode will now properly change the resolution Windowed (Fullscreen)の時に解像度を変更すると正しく変更されるようになりました(?) Bug Fixes Level 60 characters will no longer receive a “+XP” message when looting a new lore journal Lv60キャラクターがLoreジャーナルを拾ったときに『+XP』と表示される問題を修正 Decreased the chance for multiple Sigil rooms in the Gardens of Hope (Tier 2) to spawn at once Gardens of Hope (Tier 2)において一度に多数のSigil rooms(?)が生成される確率を低下 Fixed a bug that was causing some tiles in the Holy Sanctum not to spawn, preventing players from being able to access the room’s treasure chest Holy Sanctumにおいて、お宝の箱に近づく為に必要な足場がいくつか発生しないケースがある問題を修正 ■ 原文リンク(外部) ■ 1.0.4 AH 変更点 翻訳済み ■ Paragonシステム概要 翻訳済み
https://w.atwiki.jp/javadsge/pages/6676.html
!DOCTYPE html html head title 戦争ゲームの練習 /title meta charset="UTF-8" link rel="stylesheet" href="https //storage.googleapis.com/code.getmdl.io/1.0.6/material.indigo-pink.min.css" script src="https //storage.googleapis.com/code.getmdl.io/1.0.6/material.min.js" /script link rel="stylesheet" href="https //fonts.googleapis.com/icon?family=Material+Icons" script src="sample.js" /script script src="jquery.js" /script script src="svgpaint.js" /script script src="app.js" /script /head body onload="sample()" div class="mdl-layout mdl-js-layout mdl-layout--fixed-header" header class="mdl-layout__header" div class="mdl-layout__header-row" span class="mdl-layout-title" 戦争ゲームの練習 /span /div div class="mdl-layout__tab-bar mdl-js-ripple-effect" a href="#s1" class="mdl-layout__tab is-active" メイン /a a href="#s2" class="mdl-layout__tab" ルール /a /div /header div class="mdl-layout__drawer" span class="mdl-layout-title" タイトル /span /div main class="mdl-layout__content" section class="mdl-layout__tab-panel is-active" id="s1" div class="page-content" p id="memo" /p /div /section section class="mdl-layout__tab-panel" id="s2" div class="page-content" 練習 /div /section /main footer class="mdl-mini-footer" div class="mdl-mini-footer__left-section" div class="mdl-logo" 戦争ゲームの練習 /div ul class="mdl-mini-footer__link-list" li a href="http //osomatsusan.com/" コード /a /li li a href="http //osomatsusan.com/" ルール /a /li /ul /div /footer /div /body /html var ax=new Array(); var ay=new Array(); var bx=new Array(); var by=new Array(); var a=new Array(); var b=new Array(); function sample() { for(s=1;s 11;s++){ a[s]=100; b[s]=100; ay[s]=1; ax[s]=s; by[s]=10; bx[s]=s; } var timer; var delay = 1000; var loop = function () { move_a(); move_b(); paint(); clearTimeout(timer); timer = setTimeout(loop, delay); } loop(); } function move_a(){ for(s=1;s 11;s++){ y1=ay[s]+1; if(y1 10)y1=10; ch=check_a(ax[s],y1); if(ch 50)ay[s]=y1; } } function move_b(){ for(s=1;s 11;s++){ y1=by[s]-1; if(y1 1)y1=1; ch=check_b(bx[s],y1); if(ch 50)by[s]=y1; } } function check_a(px,py){ ch=0; for(sx=1;sx 11;sx++){ h=0; if(bx[sx]==px)h=h+1; if(by[sx]==py)h=h+1; if(h==2)ch=100; } return ch; } function check_b(px,py){ ch=0; for(sx=1;sx 11;sx++){ h=0; if(ax[sx]==px)h=h+1; if(ay[sx]==py)h=h+1; if(h==2)ch=100; } return ch; } function paint(){ var sub3=new svgpaint(); str=" svg width=\"500\" height=\"500\" "; for(s=1;s 11;s++){ x1=ax[s]; y1=ay[s]; if(a[s] 50)str=str+sub3.rect(50*x1-50,500-50*y1,50,50,"red"); } for(s=1;s 11;s++){ x1=bx[s]; y1=by[s]; if(b[s] 50)str=str+sub3.rect(50*x1-50,500-50*y1,50,50,"blue"); } str=str+" /svg "; $("#memo").html(str); }
https://w.atwiki.jp/mrfrtech/pages/124.html
Market Scenario The data experts at Market Research Future Reports (MRFR) have analysed the global B2B Telecommunication Market Research is estimated to record a CAGR of 14% during the assessment period from 2017 to 2023. The adoption of IoT across various verticals is estimated to drive the global B2B Telecommunication Market Research 2020. Novel coronavirus has B2B Telecommunication Market Research to open new avenues for those firms that are on the lookout for solutions that are reliable, efficiently managed, scalable, and are subscription-based, to remain more focused on the core business. The B2B Telecommunication Market is bearing lesser impact of the COVID-19 outbreak compared to most other segments of the tech world. IoT is gaining momentum for being cost-efficient. Besides, being cost-efficient, it also provides other advantages such as machine to machine (M2M) communication and wireless transactions to the users. In addition, the service of data storage and the reachability of the telecom network in distant zones is additionally propelling the market expansion. With the adoption of B2B telecommunication, the enterprises avoid their travel expenses by performing face-to-face meetings through teleconference. Furthermore, fast industrialization and urbanization are enhancing the demand further. In addition, increased volumes of system data, volumes of text, video, and voice are estimated to advance the B2B telecommunication market. Furthermore, the increment of customized products and services portfolio is estimated to be potential factors posing opportunities of expansion during the review period. COVID-19 Analysis The business impact of SARS-CoV-2 has been felt across diverse sections of the information technology industry, albeit at different levels. Companies in the technology sector that supply services for verticals like travel, retail, hospitality, and entertainment have noted a dramatic decrease in sales, while the firms that provide services related to remote worker solutions have observed the opposite. B2B Telecommunication Market ’s fate post pandemic has been relatively less grim compared to Education Services (ES) and Professional Services (PS) that are mostly dependent on components that are generally on-site. In a nutshell, COVID-19 impact on managed services has been fruitful, with the market growth enhanced than before. Given the prevalent lockdown situation, managed services vendors are now investing heavily in remote-centric worker solutions, which can make the market highly resilient in the coming years, even as the world is currently rushing to achieve a COVID-19 breakthrough. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/5953 Competitive Outlook The established organization of the worldwide B2B telecommunication market are Deutsche Telekom AG (Germany), Amdocs Ltd (U.S.), Comarch S.A. (Poland), NTT Communications (Japan), AT T Inc. (U.S.), Orange S.A. (France), Vodafone Group PLC (The U.K), Cisco Systems, Inc. (U.S.), Verizon Communications Inc. (U.S.), Telstra Corporation Limited (Australia), and a few others. Segmentation On the grounds of deployment, the worldwide B2B telecommunication market can be divided into fixed and mobile. On the grounds of the solution, the worldwide B2B telecommunication market can be segregated into WAN solution, unified communication, and collaboration, M2M communication, VoIP (Voice over Internet Protocol), and cloud services. On the grounds of application, the worldwide B2B telecommunication market can be divided into industrial, and commercial. On the grounds of organization size, the worldwide B2B telecommunication market can be divided into small medium enterprises and large enterprises. On the basis of geography, the worldwide B2B telecommunication market can be segregated into North America, Europe, Asia Pacific, and Rest of the World (RoW). Regional Analysis As per the report, the global market is estimated to expand significantly during the review period. The experts have revealed that the global market is likely to be dominated by North America. North America is anticipated to procure the maximum market share during the assessment period. The region is blooming due to the fast adoption of cloud and VoIP services. On the other side, the Asia-Pacific region is projected to grow at the swiftest pace during the review period. The presence of developing countries like India, China, and South Korea is projected to play a crucial role during the review period. The emerging countries are investing massively in the media and entertain sector, which is predicted to bloom the market exponentially during the assessment period. However, the market dynamics are estimated to change significantly, owing to the spread of coronavirus. The data experts at MRFR are analysing the market and the impact of coronavirus on the global B2B telecommunication market. The impact of COVID-19 is projected to bring a substantial impact on the global economy. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/b2b-telecommunication-market-5953 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…. List of Tables Table 1 Global B2B Telecommunication Market By Region, 2020-2027 Table 2 North America B2B Telecommunication Market By Country, 2020-2027 Table 3 Europe B2B Telecommunication Market By Country, 2020-2027 Continued… List of Figures FIGURE 1 Global B2B Telecommunication Market Segmentation FIGURE 2 Forecast Methodology FIGURE 3 Five Forces Analysis of Global B2B Telecommunication Market Continued… Trending #MRFR Report** https //ictmrfr.blogspot.com/2022/04/geofencing-market-companies-growth-with.html https //blogfreely.net/pranali004/telecom-expense-management-market-size-impressive-cagr-changing-business-scope https //postheaven.net/pranali004/financial-app-industry-impressive-cagr-changing-business-needs-scope-of https //market-research-future.tribe.so/post/openstack-service-market-research-impressive-cagr-changing-scope-of-current--6263de46791566c10c79891e https //www.scutify.com/articles/2022-04-24-infrastructure-as-a-service-industry-cagr-changing-business-scope-of-current-and-future-industry- About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. 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/rsbuygoldq/pages/41.html
Inside the yr regarding 2011, can easily indicate the particular enough 1-0 inside RuneScape! yes, definitely, inside RuneScape are usually a decade contempo inside 2011, we all have a tendency to acknowledge in which this is sometimes a totally basal make a difference, we might aspirations to be able to bless together with you fellas, the particular those who carry out just what it really is inside a href="http //www.4rsgold.com/Runescape.Gold" strong Buy Runescape Gold /strong /a . We all aboveboard admeasurement agreeing to to be able to barrage the afternoon regarding afterthought through the entire few days, the correct abruptness to suit your needs, concerning as the total accomplishment is at RuneScape for your requirements, we all have a tendency to animate one to arrange and also work your own personal tenth evening regarding afterthought get together. to be able to body structure the particular primarily from the get together, the ancestors and forefathers or perhaps friends and family, go for a reputable place, just like adeptness Connection, the particular pub or perhaps a very important factor, meaning for your requirements. show up aback upwards together with several diversion, just like RuneScape Kara ALRIGHT, restricted and also banknote examination or perhaps bombing, thus permit the event started out. In the event you aspirations to have rs banknote on-line, you desire to search for a reputable rare metal seem. can a single apprehend rsmoney. web web site, this is a in a position participating in you can actually acquire runescape rare metal good deal and also risk-free. The most effective will be the one you have! Fact we are going to nevertheless be maintained aural the particular face with the connection the best and also followed get together, which is aware, we all have a tendency to can increase an extra abruptness or perhaps a couple of! whilst regarding You. Azines. and also aswell the particular bottom with the world to just accept the get together, previously the child publication with this subject matter. Participants The apple company Well being Firm listed aural the particular case, the particular thank you aural the particular community forums and also lover web sites the particular brands of these action for your plethora of approximately an individual with this problem. Using a political election to evaluate totally that which you have a tendency to counseled again, or perhaps not necessarily a href="http //www.4rsgold.com/Runescape.Gold" strong Buy Runescape Gold /strong /a , totally correct the votes. Referendum, concerning in addition gives an individual the particular adventitious to be able to political election right after claims barter bounded location, "I will not apperception both way" or perhaps "No" to seem aback for the perspective "is. inches You should look at consecutive out along with your twelve-monthly and also annal to be able to political election to suit your needs, analogously as the far better start to see the after-effects with the political election.
https://w.atwiki.jp/d2x2ch/pages/55.html
Freezing Arrow 日本名:フリージングアロー 略称:FA 効果 必要レベル 30 必要スキル Cold Arrow, Ice Arrow 攻撃属性 Cold 凍結する矢/ボルトを発射する。攻撃速度は通常攻撃に準ずる。発射された矢は敵に命中すると爆発し、効果範囲内に氷ダメージを与え、凍結させる。 Level 1 2 3 4 5 6 7 8 9 10 Mana Cost 9 9.5 10 10.5 11 11.5 12 12.5 13 13.5 Cold Damage 40-50 50-60 60-70 70-80 80-90 90-100 100-110 110-120 125-135 140-150 +X% To Attack Rating 40 49 58 67 76 85 94 103 112 121 Duration 2 seconds Radius 3.3 Yards Level 11 12 13 14 15 16 17 18 19 20 Mana Cost 14 14.5 15 15.5 16 16.5 17 17.5 18 18.5 Cold Damage 155-165 170-180 185-195 200-210 215-225 230-240 250-260 270-280 290-300 310-320 +X% To Attack Rating 130 139 148 157 166 175 184 193 202 211 Duration 2 seconds Radius 3.3 Yards シナジーを受けるスキル Cold Arrow +12% Cold Damage Per Level (Synergy Bonus) Ice Arrow +5% Freeze Length Per Level (Synergy Bonus) シナジーを与えるスキル Ice Arrow +5% Cold Length Per Level (Synergy Bonus) 評価 敵への命中判定に関係なく効果範囲内を完全凍結(冷気無効及び一部の敵を除く)させるのでBowazonなら1pointは取得しておきたい。メインの攻撃手段として使用する場合はマナコストに注意を払いたい。 また、難易度が上がると凍結時間が短くなる(Hellでは0.5秒~)点に注意。 PvPではChilled(スロー)にはなるが凍結はしない点に注意。 使い方 足止め目的に。 メインの攻撃手段として。 スキル振り 足止め目的なら1ポイント、ダメージ源として使うのならMAXで(ダメージ上昇のシナジーであるCold ArrowもMAX)。Ice Arrowによるシナジー効果の凍結時間延長はMAX振っても+100%(=4sec)とそれほど大きくない上、装備の氷ダメージでも凍結時間は延長できるので通過だけとする方が良い。凍結時間延長にはcold damageのsmall charmを積むのがお勧め。cold damageの修飾子(prefix/suffix)一つに付き1sec(Nightmare 1/2sec, Hell 1/4sec)延長される。Raven Frost装備(4sec延長)も一般的。 その他 http //www.battle.net/diablo2exp/skills/amazon-bow.shtml#freezingarrow Freezing Arrowは範囲攻撃・属性攻撃・(尼にしては)高いダメージ・キャストディレイ無し、と揃っており、装備が揃わなくてもNMまではらくらく突破できます。爽快感が高いのもポイント。 -- 補足? 2005-02-18 (金) 23 58 16 1.09時代は矢の直撃だけでなく爆風にも物理ダメージが乗っていたため、敵が密集しているところに (貫通力の高いブリキャなどで)打ち込むと氷ダメージと物理ダメージが多重に発生して、とんでもない威力 になっていた。まあ、それでも牛ではLFの方が遥かに強力だったが。 名前 コメント
https://w.atwiki.jp/api_programming/pages/194.html
下位ページ Content PrerequisitesCreate authorization credentials Identify access scopes Obtaining OAuth 2.0 access tokensStep 1 Configure the client object Step 2 Redirect to Google's OAuth 2.0 serverサンプル(Sample redirect to Google's authorization server) OAuth 2.0 for Client-side Web Applications OAuth 2.0 for Client-side Web Applications This document explains how to implement OAuth 2.0 authorization to access Google APIs from a JavaScript web application. OAuth 2.0 allows users to share specific data with an application while keeping their usernames, passwords, and other information private. For example, an application can use OAuth 2.0 to obtain permission from users to store files in their Google Drives. This OAuth 2.0 flow is called the implicit grant flow. It is designed for applications that access APIs only while the user is present at the application. These applications are not able to store confidential information. In this flow, your app opens a Google URL that uses query parameters to identify your app and the type of API access that the app requires. You can open the URL in the current browser window or a popup. The user can authenticate with Google and grant the requested permissions. Google then redirects the user back to your app. The redirect includes an access token, which your app verifies and then uses to make API requests. Note Given the security implications of getting the implementation correct, we strongly encourage you to use OAuth 2.0 libraries when interacting with Google s OAuth 2.0 endpoints. It is a best practice to use well-debugged code provided by others, and it will help you protect yourself and your users. See the JS Client Library tabs in this document for examples that show how to authorize users with the Google APIs Client Library for JavaScript. Prerequisites Enable APIs for your project Any application that calls Google APIs needs to enable those APIs in the API Console. To enable the appropriate APIs for your project Open the Library page in the API Console. Select the project associated with your application. Create a project if you do not have one already. Use the Library page to find each API that your application will use. Click on each API and enable it for your project. Create authorization credentials Any application that uses OAuth 2.0 to access Google APIs must have authorization credentials that identify the application to Google s OAuth 2.0 server. The following steps explain how to create credentials for your project. Your applications can then use the credentials to access APIs that you have enabled for that project. Open the Credentials page in the API Console. Click Create credentials OAuth client ID. Complete the form. Set the application type to Web application. Applications that use JavaScript to make authorized Google API requests must specify authorized JavaScript origins. The origins identify the domains from which your application can send API requests. Identify access scopes Scopes enable your application to only request access to the resources that it needs while also enabling users to control the amount of access that they grant to your application. Thus, there may be an inverse relationship between the number of scopes requested and the likelihood of obtaining user consent. Before you start implementing OAuth 2.0 authorization, we recommend that you identify the scopes that your app will need permission to access. The OAuth 2.0 API Scopes document contains a full list of scopes that you might use to access Google APIs. Obtaining OAuth 2.0 access tokens The following steps show how your application interacts with Google s OAuth 2.0 server to obtain a user s consent to perform an API request on the user s behalf. Your application must have that consent before it can execute a Google API request that requires user authorization. Step 1 Configure the client object If you are using Google APIs client library for JavaScript to handle the OAuth 2.0 flow, your first step is to configure the gapi.auth2 and gapi.client objects. These objects enable your application to obtain user authorization and to make authorized API requests. The client object identifies the scopes that your application is requesting permission to access. These values inform the consent screen that Google displays to the user. The Choosing access scopes section provides information about how to determine which scopes your application should request permission to access. JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS If you are directly accessing the OAuth 2.0 endpoints, you can proceed to the next step. Step 2 Redirect to Google s OAuth 2.0 server To request permission to access a user s data, redirect the user to Google s OAuth 2.0 server. JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS Generate a URL to request access from Google s OAuth 2.0 endpoint at https //accounts.google.com/o/oauth2/v2/auth. This endpoint is accessible over HTTPS; plain HTTP connections are refused. The Google authorization server supports the following query string parameters for web server applications Parameters client_id 必須The client ID for your application. You can find this value in the API Console. redirect_uri 必須ユーザが認証を行った後、API サーバがリダイレクトする場所を指定。この値は API Console で指定したリダイレクトURLのどれかと正確に一致している必要がある。http or https, case, ( / ) まですべて一致。 response_type 必須JavaScript アプリケーションでは token を指定する。この指示により Google 認証サーバは アクセストークンを name=value のペアで、ハッシュ (#) fragment をつけて、返すようになる。 scope 必須A space-delimited list of scopes that identify the resources that your application could access on the user s behalf. These values inform the consent screen that Google displays to the user. Scopes enable your application to only request access to the resources that it needs while also enabling users to control the amount of access that they grant to your application. Thus, there is an inverse relationship between the number of scopes requested and the likelihood of obtaining user consent. The OAuth 2.0 API Scopes document provides a full list of scopes that you might use to access Google APIs. We recommend that your application request access to authorization scopes in context whenever possible. By requesting access to user data in context, via incremental authorization, you help users to more easily understand why your application needs the access it is requesting. state RecommendedSpecifies any string value that your application uses to maintain state between your authorization request and the authorization server s response. The server returns the exact value that you send as a name=value pair in the hash (#) fragment of the redirect_uri after the user consents to or denies your application s access request. You can use this parameter for several purposes, such as directing the user to the correct resource in your application, sending nonces, and mitigating cross-site request forgery. Since your redirect_uri can be guessed, using a state value can increase your assurance that an incoming connection is the result of an authentication request. If you generate a random string or encode the hash of a cookie or another value that captures the client s state, you can validate the response to additionally ensure that the request and response originated in the same browser, providing protection against attacks such as cross-site request forgery. See the OpenID Connect documentation for an example of how to create and confirm a state token. include_granted_scopes OptionalEnables applications to use incremental authorization to request access to additional scopes in context. If you set this parameter s value to true and the authorization request is granted, then the new access token will also cover any scopes to which the user previously granted the application access. See the incremental authorization section for examples. login_hint OptionalIf your application knows which user is trying to authenticate, it can use this parameter to provide a hint to the Google Authentication Server. The server uses the hint to simplify the login flow either by prefilling the email field in the sign-in form or by selecting the appropriate multi-login session. Set the parameter value to an email address or sub identifier. promptOptional. A space-delimited, case-sensitive list of prompts to present the user. If you don t specify this parameter, the user will be prompted only the first time your app requests access. Possible values are noneDo not display any authentication or consent screens. Must not be specified with other values. consentPrompt the user for consent. select_accountPrompt the user to select an account. サンプル(Sample redirect to Google s authorization server) An example URL is shown below, with line breaks and spaces for readability. https //accounts.google.com/o/oauth2/v2/auth ?scope=https%3A%2F%2Fwww.googleapis.com%2Fauth%2Fdrive.metadata.readonly include_granted_scopes=true state=state_parameter_passthrough_value redirect_uri=http%3A%2F%2Foauth2.example.com%2Fcallback response_type=token client_id=client_id After you create the request URL, redirect the user to it. JavaScript sample code The following JavaScript snippet shows how to initiate the authorization flow in JavaScript without using the Google APIs Client Library for JavaScript. Since this OAuth 2.0 endpoint does not support Cross-origin resource sharing (CORS), the snippet creates a form that opens the request to that endpoint. /* * Create form to request access token from Google s OAuth 2.0 server. */ function oauthSignIn() { // Google s OAuth 2.0 endpoint for requesting an access token var oauth2Endpoint = https //accounts.google.com/o/oauth2/v2/auth ; // Create form element to submit parameters to OAuth 2.0 endpoint. var form = document.createElement( form ); form.setAttribute( method , GET ); // Send as a GET request. form.setAttribute( action , oauth2Endpoint); // Parameters to pass to OAuth 2.0 endpoint. var params = { client_id YOUR_CLIENT_ID , redirect_uri YOUR_REDIRECT_URI , response_type token , scope https //www.googleapis.com/auth/drive.metadata.readonly , include_granted_scopes true , state pass-through value }); // Add form parameters as hidden input values. for (var p in params) { var input = document.createElement( input ); input.setAttribute( type , hidden ); input.setAttribute( name , p); input.setAttribute( value , params[p]); form.appendChild(input); } // Add form to page and submit it to open the OAuth 2.0 endpoint. document.body.appendChild(form); form.submit(); } Step 3 Google prompts user for consent In this step, the user decides whether to grant your application the requested access. At this stage, Google displays a consent window that shows the name of your application and the Google API services that it is requesting permission to access with the user s authorization credentials. The user can then consent or refuse to grant access to your application. Your application doesn t need to do anything at this stage as it waits for the response from Google s OAuth 2.0 server indicating whether the access was granted. That response is explained in the following step. Step 4 Handle the OAuth 2.0 server response JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS The OAuth 2.0 server sends a response to the redirect_uri specified in your access token request. If the user approves the request, then the response contains an access token. If the user does not approve the request, the response contains an error message. The access token or error message is returned on the hash fragment of the redirect URI, as shown below An authorization code response https //oauth2.example.com/callback#access_token=4/P7q7W91 token_type=Bearer expires_in=3600 In addition to the access_token parameter, the query string also contains the token_type parameter, which is always set to Bearer, and the expires_in parameter, which specifies the lifetime of the token, in seconds. If the state parameter was specified in the access token request, its value is also included in the response. An error response https //oauth2.example.com/callback#error=access_denied Note Your application should ignore any additional, unrecognized fields included in the query string. Sample OAuth 2.0 server response You can test this flow by clicking on the following sample URL, which requests read-only access to view metadata for files in your Google Drive https //accounts.google.com/o/oauth2/v2/auth? scope=https%3A%2F%2Fwww.googleapis.com%2Fauth%2Fdrive.metadata.readonly include_granted_scopes=true state=state_parameter_passthrough_value redirect_uri=http%3A%2F%2Foauth2.example.com%2Fcallback response_type=token client_id=client_id After completing the OAuth 2.0 flow, you will be redirected to http //localhost/oauth2callback. That URL will yield a 404 NOT FOUND error unless your local machine happens to serve a file at that address. The next step provides more detail about the information returned in the URI when the user is redirected back to your application. The code snippet in step 5 shows how to parse the OAuth 2.0 server response and then validate the access token. Step 5 Validate the user s token JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS If the user has granted access to your application, you must explicitly validate the token returned in the hash fragment of the redirect_uri. By validating, or verifying, the token, you ensure that your application is not vulnerable to the confused deputy problem. To validate the token, send a request to https //www.googleapis.com/oauth2/v3/tokeninfo and set the token as the access_token parameter s value. The following URL shows a sample request https //www.googleapis.com/oauth2/v3/tokeninfo?access_token= access_token Google s authorization server responds to the request with a JSON object that either describes the token or contains an error message. If the token is valid, the JSON object includes the properties in the following table Fields audThe application that is the intended user of the access token. Important Before using the token, you need to verify that this field s value exactly matches your Client ID in the Google API Console. This verification ensures that your application is not vulnerable to the confused deputy problem. expires_inThe number of seconds left before the token becomes invalid. scopeA space-delimited list of scopes that the user granted access to. The list should match the scopes specified in your authorization request in step 1. useridThis value lets you correlate profile information from multiple Google APIs. It is only present in the response if you included the profile scope in your request in step 1. The field value is an immutable identifier for the logged-in user that can be used to create and manage user sessions in your application. The identifier is the same regardless of which client ID is used to retrieve it. This enables multiple applications in the same organization to correlate profile information. A sample response is shown below { "aud" "8819981768.apps.googleusercontent.com", "user_id" "123456789", "scope" "https //www.googleapis.com/auth/drive.metadata.readonly", "expires_in" 436 } If the token has expired, been tampered with, or had its permissions revoked, Google s authorization server returns an error message in the JSON object. The error surfaces as a 400 error and a JSON body in the format shown below. {"error" "invalid_token"} By design, no additional information is given as to the reason for the failure. Note In practice, a 400 error typically indicates that the access token request URL was malformed, often due to improper URL escaping. The JavaScript snippet below parses the response from Google s authorization server and then validates the access token. If the token is valid, the code stores it in the browser s local storage. You could modify the snippet to also send the token to your server as a means of making the token available to other API clients. var queryString = location.hash.substring(1); var params = {}; var regex = /([^ =]+)=([^ ]*)/g, m; while (m = regex.exec(queryString)) { params[decodeURIComponent(m[1])] = decodeURIComponent(m[2]); // Try to exchange the param values for an access token. exchangeOAuth2Token(params); } /* Validate the access token received on the query string. */ function exchangeOAuth2Token(params) { var oauth2Endpoint = https //www.googleapis.com/oauth2/v3/tokeninfo ; if (params[ access_token ]) { var xhr = new XMLHttpRequest(); xhr.open( POST , oauth2Endpoint + ?access_token= + params[ access_token ]); xhr.onreadystatechange = function (e) { var response = JSON.parse(xhr.response); // Verify that the aud property in the response matches YOUR_CLIENT_ID. if (xhr.readyState == 4 xhr.status == 200 response[ aud ] response[ aud ] == YOUR_CLIENT_ID) { localStorage.setItem( oauth2-test-params , JSON.stringify(params) ); } else if (xhr.readyState == 4) { console.log( There was an error processing the token, another + response was returned, or the token was invalid. ) } }; xhr.send(null); } } Calling Google APIs JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS After your application obtains an access token, you can use the token to make calls to a Google API on behalf of a given user account or service account. To do this, include the access token in a request to the API by including either an access_token query parameter or an Authorization Bearer HTTP header. When possible, the HTTP header is preferable, because query strings tend to be visible in server logs. In most cases you can use a client library to set up your calls to Google APIs (for example, when calling the Drive API). You can try out all the Google APIs and view their scopes at the OAuth 2.0 Playground. HTTP GET examples A call to the drive.files endpoint (the Drive API) using the Authorization Bearer HTTP header might look like the following. Note that you need to specify your own access token GET /drive/v2/files HTTP/1.1 Authorization Bearer access_token Host www.googleapis.com/ Here is a call to the same API for the authenticated user using the access_token query string parameter GET https //www.googleapis.com/drive/v2/files?access_token= access_token curl examples You can test these commands with the curl command-line application. Here s an example that uses the HTTP header option (preferred) curl -H "Authorization Bearer access_token " https //www.googleapis.com/drive/v2/files Or, alternatively, the query string parameter option curl https //www.googleapis.com/drive/v2/files?access_token= access_token JavaScript sample code The code snippet below demonstrates how to use CORS (Cross-origin resource sharing) to send a request to a Google API. This example does not use the Google APIs Client Library for JavaScript. However, even if you are not using the client library, the CORS support guide in that library s documentation will likely help you to better understand these requests. In this code snippet, the access_token variable represents the token you have obtained to make API requests on the authorized user s behalf. The complete example demonstrates how to store that token in the browser s local storage and retrieve it when making an API request. var xhr = new XMLHttpRequest(); xhr.open( GET , https //www.googleapis.com/drive/v3/about?fields=user + access_token= + params[ access_token ]); xhr.onreadystatechange = function (e) { console.log(xhr.response); }; xhr.send(null); Complete example JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS This code sample demonstrates how to complete the OAuth 2.0 flow in JavaScript without using the Google APIs Client Library for JavaScript. The code is for an HTML page that displays a button to try an API request. If you click the button, the code checks to see whether the page has stored an API access token in your browser s local storage. If so, it executes the API request. Otherwise, it initiates the OAuth 2.0 flow. For the OAuth 2.0 flow, the page follows these steps It directs the user to Google s OAuth 2.0 server, which requests access to the https //www.googleapis.com/auth/drive.metadata.readonly scope. After granting (or denying) access, the user is redirected to the original page, which parses the access token from the query string. The page validates the access token and, if it is valid, executes the sample API request. The API request calls the Drive API s about.get method to retrieve information about the authorized user s Google Drive account. If the request executes successfully, the API response is logged in the browser s debugging console. You can revoke access to the app through the Permissions page for your Google Account. The app will be listed as OAuth 2.0 Demo for Google API Docs. To run this code locally, you need to set values for the YOUR_CLIENT_ID and REDIRECT_URI variables that correspond to your authorization credentials. The REDIRECT_URI should be the same URL where the page is being served. Your project in the Google API Console must also have enabled the appropriate API for this request. html head /head body script var YOUR_CLIENT_ID = REPLACE_THIS_VALUE ; var YOUR_REDIRECT_URI = REPLACE_THIS_VALUE ; var queryString = location.hash.substring(1); // Parse query string to see if page request is coming from OAuth 2.0 server. var params = {}; var regex = /([^ =]+)=([^ ]*)/g, m; while (m = regex.exec(queryString)) { params[decodeURIComponent(m[1])] = decodeURIComponent(m[2]); // Try to exchange the param values for an access token. exchangeOAuth2Token(params); } // If there s an access token, try an API request. // Otherwise, start OAuth 2.0 flow. function trySampleRequest() { var params = JSON.parse(localStorage.getItem( oauth2-test-params )); if (params params[ access_token ]) { var xhr = new XMLHttpRequest(); xhr.open( GET , https //www.googleapis.com/drive/v3/about?fields=user + access_token= + params[ access_token ]); xhr.onreadystatechange = function (e) { console.log(xhr.response); }; xhr.send(null); } else { oauth2SignIn(); } } /* * Create form to request access token from Google s OAuth 2.0 server. */ function oauth2SignIn() { // Google s OAuth 2.0 endpoint for requesting an access token var oauth2Endpoint = https //accounts.google.com/o/oauth2/v2/auth ; // Create element to open OAuth 2.0 endpoint in new window. var form = document.createElement( form ); form.setAttribute( method , GET ); // Send as a GET request. form.setAttribute( action , oauth2Endpoint); // Parameters to pass to OAuth 2.0 endpoint. var params = { client_id YOUR_CLIENT_ID, redirect_uri YOUR_REDIRECT_URI, scope https //www.googleapis.com/auth/drive.metadata.readonly , state try_sample_request , include_granted_scopes true , response_type token }; // Add form parameters as hidden input values. for (var p in params) { var input = document.createElement( input ); input.setAttribute( type , hidden ); input.setAttribute( name , p); input.setAttribute( value , params[p]); form.appendChild(input); } // Add form to page and submit it to open the OAuth 2.0 endpoint. document.body.appendChild(form); form.submit(); } /* Verify the access token received on the query string. */ function exchangeOAuth2Token(params) { var oauth2Endpoint = https //www.googleapis.com/oauth2/v3/tokeninfo ; if (params[ access_token ]) { var xhr = new XMLHttpRequest(); xhr.open( POST , oauth2Endpoint + ?access_token= + params[ access_token ]); xhr.onreadystatechange = function (e) { var response = JSON.parse(xhr.response); // When request is finished, verify that the aud property in the // response matches YOUR_CLIENT_ID. if (xhr.readyState == 4 xhr.status == 200 response[ aud ] response[ aud ] == YOUR_CLIENT_ID) { // Store granted scopes in local storage to facilitate // incremental authorization. params[ scope ] = response[ scope ]; localStorage.setItem( oauth2-test-params , JSON.stringify(params) ); if (params[ state ] == try_sample_request ) { trySampleRequest(); } } else if (xhr.readyState == 4) { console.log( There was an error processing the token, another + response was returned, or the token was invalid. ) } }; xhr.send(null); } } /script button onclick="trySampleRequest();" Try sample request /button /body /html Incremental authorization In the OAuth 2.0 protocol, your app requests authorization to access resources, which are identified by scopes. It is considered a best user-experience practice to request authorization for resources at the time you need them. To enable that practice, Google s authorization server supports incremental authorization. This feature lets you request scopes as they are needed and, if the user grants permission, add those scopes to your existing access token for that user. For example, an app that lets people sample music tracks and create mixes might need very few resources at sign-in time, perhaps nothing more than the name of the person signing in. However, saving a completed mix would require access to their Google Drive. Most people would find it natural if they only were asked for access to their Google Drive at the time the app actually needed it. In this case, at sign-in time the app might request the profile scope to perform basic sign-in, and then later request the https //www.googleapis.com/auth/drive.file scope at the time of the first request to save a mix. The following rules apply to an access token obtained from an incremental authorization The token can be used to access resources corresponding to any of the scopes rolled into the new, combined authorization. When you use the refresh token for the combined authorization to obtain an access token, the access token represents the combined authorization and can be used for any of its scopes. The combined authorization includes all scopes that the user granted to the API project even if the grants were requested from different clients. For example, if a user granted access to one scope using an application s desktop client and then granted another scope to the same application via a mobile client, the combined authorization would include both scopes. If you revoke a token that represents a combined authorization, access to all of that authorization s scopes on behalf of the associated user are revoked simultaneously. The code samples below show how to add scopes to an existing access token. This approach allows your app to avoid having to manage multiple access tokens. JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS To add scopes to an existing access token, include the include_granted_scopes parameter in your request to Google s OAuth 2.0 server. The following code snippet demonstrates how to do that. The snippet assumes that you have stored the scopes for which your access token is valid in the browser s local storage. (The complete example code stores a list of scopes for which the access token is valid by setting the oauth2-test-params.scope property in the browser s local storage.) The snippet compares the scopes for which the access token is valid to the scope you want to use for a particular query. If the access token does not cover that scope, the OAuth 2.0 flow starts. Here, the oauth2SignIn function is the same as the one that was provided in step 2 (and that is provided later in the complete example). var SCOPE = https //www.googleapis.com/auth/drive.metadata.readonly ; var params = JSON.parse(localStorage.getItem( oauth2-test-params )); var current_scope_granted = false; if (params.hasOwnProperty( scope )) { var scopes = params[ scope ].split( ); for (var s = 0; s scopes.length; s++) { if (SCOPE == scopes[s]) { current_scope_granted = true; } } } if (!current_scope_granted) { oauth2SignIn(); // This function is defined elsewhere in this document. } else { // Since you already have access, you can proceed with the API request. } Revoking a token In some cases a user may wish to revoke access given to an application. A user can revoke access by visiting Account Settings. It is also possible for an application to programmatically revoke the access given to it. Programmatic revocation is important in instances where a user unsubscribes or removes an application. In other words, part of the removal process can include an API request to ensure the permissions granted to the application are removed. JS CLIENT LIBRARYOAUTH 2.0 ENDPOINTS To programmatically revoke a token, your application makes a request to https //accounts.google.com/o/oauth2/revoke and includes the token as a parameter curl -H "Content-type application/x-www-form-urlencoded" \ https //accounts.google.com/o/oauth2/revoke?token={token} The token can be an access token or a refresh token. If the token is an access token and it has a corresponding refresh token, the refresh token will also be revoked. Note Google s OAuth 2.0 endpoint for revoking tokens supports JSONP and form submissions. It does not support Cross-origin Resource Sharing (CORS). If the revocation is successfully processed, then the status code of the response is 200. For error conditions, a status code 400 is returned along with an error code. The following JavaScript snippet shows how to revoke a token in JavaScript without using the Google APIs Client Library for JavaScript. Since the Google s OAuth 2.0 endpoint for revoking tokens does not support Cross-origin Resource Sharing (CORS), the code creates a form and submits the form to the endpoint rather than using the XMLHttpRequest() method to post the request. function revokeAccess(accessToken) { // Google s OAuth 2.0 endpoint for revoking access tokens. var revokeTokenEndpoint = https //accounts.google.com/o/oauth2/revoke ; // Create form element to use to POST data to the OAuth 2.0 endpoint. var form = document.createElement( form ); form.setAttribute( method , post ); form.setAttribute( action , revokeTokenEndpoint); // Add access token to the form so it is set as value of token parameter. // This corresponds to the sample curl request, where the URL is // https //accounts.google.com/o/oauth2/revoke?token={token} var tokenField = document.createElement( input ); tokenField.setAttribute( type , hidden ); tokenField.setAttribute( name , token ); tokenField.setAttribute( value , accessToken); form.appendChild(tokenField); // Add form to page and submit it to actually revoke the token. document.body.appendChild(form); form.submit(); } Note Following a successful revocation response, it might take some time before the revocation has full effect.
https://w.atwiki.jp/comcomchannel/pages/339.html
長さ(Duration):10 10動画公開日(Published):10/05/08 15 27 54動画更新日(Updated):12/06/02 09 29 11動画カテゴリ(Category):ゲーム(Games)収録日:2010年5月3日 ツッコミがシンクロしたw ※5 37のゲップは本当にごめんなさいm(_ _;)m ゲームはこちらから。 本家サイト http //www7a.biglobe.ne.jp/~redrelease/ ダウンロード http //www.vector.co.jp/soft/win95/game/se425696.htmlRed Release, レッドリレイス, Release Production, フリーゲーム, Free Game, 実況, RPG, 竜, 獣, ファンタジー, Dragon, Furry, Fantasy, .com.com, tkcomcom1ishttp //i.ytimg.com/vi/ZCiHAZIXVc4/0.jpghttp //i.ytimg.com/vi/ZCiHAZIXVc4/1.jpghttp //i.ytimg.com/vi/ZCiHAZIXVc4/2.jpghttp //i.ytimg.com/vi/ZCiHAZIXVc4/3.jpg Name Comment @syoutyan222振り返ってみたらこんぶでもやってたみたいでしたw編集で消すことは出来ますけどw -- tkcomcom1is (10-05-09 11 14 07) ゲップとか俺も青鬼の時に普通にやってるよww謝罪してないけどww今風でもやったかもwww -- syoutyan222 (10-05-09 10 32 21)
https://w.atwiki.jp/konkensyu/pages/13.html
Option Explicit Sub 数値代入(カテゴリ As Variant, フラグ As Variant, 範囲 As Variant, 対象列 As Integer) Dim i As Integer, j As Integer, k As Integer, sRange As Range, sName As String 該当月に関数代入(PJPLをSUMIFする) Workbooks(カテゴリ).Activate If フラグ = 1 Then j = 7 Else j = 3 End If 「○」から「●」までのシートで関数代入~値化~合計関数戻し For i = j To Worksheets.Count - 1 Worksheets(i).Activate With Worksheets(i) ※$ZZ$8は十分値により修正の可能性有 .Cells(4, 対象列).Formula = "=SUMIF(" 範囲 "!$C$6 $ZZ$6,$B$2," 範囲 "!$C8 $ZZ8)" .Cells(4, 対象列).Copy .Range(Cells(4, 対象列), Cells(108, 対象列)).PasteSpecial Paste =xlFormulas .Range(Cells(4, 対象列), Cells(108, 対象列)).Copy .Range(Cells(4, 対象列), Cells(108, 対象列)).PasteSpecial Paste =xlValues End With For k = 1 To 105 Select Case k Case 12, 16, 29, 49, 53, 54, 55, 62, 67, 80, 81, 86, 89, 92, 93, 96, 100, 101, 105 Cells(k + 3, 対象列).Select Selection.FillRight End Select Next カーソルをA1セルに移動 Range("A1").Select Next Worksheets.Add(Before =Worksheets(1)).Name = "temp" For i = j + 1 To Worksheets.Count - 1 Cells(i, 1) = Worksheets(i).Name Next Set sRange = Cells(j + 1, 1).CurrentRegion With ActiveSheet.Sort .SortFields.Clear .SortFields.Add Key =Cells(j + 1, 1), SortOn =xlSortOnValues, Order =xlAscending .SetRange sRange .Apply End With For i = 1 To sRange.Rows.Count sName = Worksheets("temp").Cells(i + j, 1) Worksheets(sName).Move after =Worksheets(i + j - 1) Next Application.DisplayAlerts = False Worksheets("temp").Delete Application.DisplayAlerts = True End Sub Sub グループ判定(GP As String, FILE As String, AM1部 As String, AM2部 As String, MM室 As String, IMS合計 As String) If GP = "アカウントマネジメント1部" Then FILE = AM1部 ElseIf GP = "アカウントマネジメント2部" Then FLE = AM2部 ElseIf GP = "メディアマーケティング室" Then FILE = MM室 Else FILE = IMS合計 End If End Sub Sub BtoB_PJPL作成マクロ() エラーの際は「エラー処理」へ On Error GoTo エラー処理 変数定義 Dim SHEET_元帳 As Variant, SHEET_ピボット As Variant, SHEET_PJ列別PL As Variant Dim SHEET_存在判定 As Variant, SHEET_追記用PL As Variant, SHEET_ST管理表 As Variant Dim FILE_AM1部 As Variant, FILE_AM2部 As Variant, FILE_MM室 As Variant, FILE_IMS合計 As Variant, FILE_MACRO As Variant Dim ARRAY_追記ラベル As Variant Dim RANGE_ピボット As Variant, RANGE_ST管理表 As Variant, PATH_PJ列別PL_外部用 As Variant, PATH_データ格納 As Variant Dim COUNT_PJ As Variant, COUNT_行 As Variant, COLUMN_ST管理表 As Variant Dim COUNT_NEWPJ As Variant, SHEET_NEWPJPL As Variant, START_NEWPJ As Variant, END_NEWPJ As Variant Dim i As Variant, j As Variant, COLUMN_MONTH As Integer Dim xPCach As PivotCache, xPTbl As PivotTable Dim BEFORE_GP As String, AFTER_GP As String, JUDGE_GP As String Dim BEFORE_FILE As String, AFTER_FILE As String, FILE As String 名称代入 SHEET_元帳 = "元帳" SHEET_ピボット = "ピボットテーブル" SHEET_PJ列別PL = "PJPL" SHEET_存在判定 = "存在シート判定" SHEET_追記用PL = "追記用PL" SHEET_ST管理表 = Worksheets(Worksheets.Count).Name FILE_AM1部 = "アカウントマネジメント1部.xlsx" FILE_AM2部 = "アカウントマネジメント2部.xlsx" FILE_MM室 = "メディアマーケティング室.xlsx" FILE_IMS合計 = "IMS事業部(BtoB)合計.xlsx" FILE_MACRO = ActiveWorkbook.Name ARRAY_追記ラベル = Array("事業部コード", "事業部", "部室コード", "部室名", "グループコード", "グループ名") PATH_データ格納 = ActiveWorkbook.Path PATH_PJ列別PL_外部用 = "[" FILE_MACRO "]" SHEET_PJ列別PL 変数の値代入 COUNT_行 = Worksheets(SHEET_元帳).Range("A1").End(xlDown).Row ※$AG$2000は十分値により修正の可能性有 RANGE_ST管理表 = " " SHEET_ST管理表 " !$A$12 $AG$2000" COLUMN_MONTH = Range("L3").Value COLUMN_ST管理表 = Range("I4").Value 各種ファイルオープン(AM1・AM2・MM・合計)⇒マクロシートに戻す Workbooks.Open PATH_データ格納 "\" FILE_AM1部 Workbooks.Open PATH_データ格納 "\" FILE_AM2部 Workbooks.Open PATH_データ格納 "\" FILE_MM室 Workbooks.Open PATH_データ格納 "\" FILE_IMS合計 Workbooks(FILE_MACRO).Activate //--元帳操作 With Worksheets(SHEET_元帳) .Activate .Range("Q1").Value = ARRAY_追記ラベル(0) .Range("R1").Value = ARRAY_追記ラベル(1) .Range("S1").Value = ARRAY_追記ラベル(2) .Range("T1").Value = ARRAY_追記ラベル(3) .Range("U1").Value = ARRAY_追記ラベル(4) .Range("V1").Value = ARRAY_追記ラベル(5) .Range("Q2").Formula = "=VLOOKUP($K2," RANGE_ST管理表 "," COLUMN_ST管理表 "-5,0)" .Range("R2").Formula = "=VLOOKUP($K2," RANGE_ST管理表 "," COLUMN_ST管理表 "-4,0)" .Range("S2").Formula = "=VLOOKUP($K2," RANGE_ST管理表 "," COLUMN_ST管理表 "-3,0)" .Range("T2").Formula = "=VLOOKUP($K2," RANGE_ST管理表 "," COLUMN_ST管理表 "-2,0)" .Range("U2").Formula = "=VLOOKUP($K2," RANGE_ST管理表 "," COLUMN_ST管理表 "-1,0)" .Range("V2").Formula = "=VLOOKUP($K2," RANGE_ST管理表 "," COLUMN_ST管理表 ",0)" .Range("Q2 V2").Copy .Paste Range(.Range("Q2"), .Cells(COUNT_行, 17)) End With Set RANGE_ピボット = Worksheets(SHEET_元帳).Range("A1", Cells(COUNT_行, "V")) 範囲設定 Worksheets.Add Before =Worksheets(SHEET_元帳) ActiveSheet.Name = SHEET_ピボット //--ピボットテーブル作成 ①ピボットキャッシュ作成 Set xPCach = ActiveWorkbook.PivotCaches.Create _ (SourceType =xlDatabase, SourceData =RANGE_ピボット) ②ピボットキャッシュを元にピボットテーブルを作成 Set xPTbl = xPCach.CreatePivotTable _ (TableDestination =Range("A3"), TableName ="Pivot1") ③ピボットテーブルの行・列・値などにフィールドを配置 With ActiveSheet.PivotTables("Pivot1") 行フィールド設定 .AddFields RowFields =Array("PL番号", "PL科目") 列フィールド設定 With .PivotFields("プロジェクトコード") .Orientation = xlColumnField .Position = 1 End With With .PivotFields("プロジェクト名称") .Orientation = xlColumnField .Position = 2 End With データフィールド設定 With .PivotFields("金額") .Orientation = xlDataField .Function = xlSum .NumberFormat = "#,##0_ " End With 集計行非表示 .PivotFields("PL番号").Subtotals(1) = False .PivotFields("プロジェクトコード").Subtotals(1) = False .InGridDropZones = True .RowAxisLayout xlTabularRow End With ActiveSheet.Range("C6").Select ActiveWindow.FreezePanes = True //--PJPLシート追加~PJコードペースト Worksheets.Add Before =Worksheets(SHEET_ピボット) ActiveSheet.Name = SHEET_PJ列別PL Worksheets(1).Activate ActiveSheet.Range("B8", "D117").Copy ActiveSheet.Paste Worksheets(SHEET_PJ列別PL).Range("A3") Worksheets(SHEET_PJ列別PL).Range("A B").Columns.AutoFit With Worksheets(SHEET_ピボット) .Activate COUNT_PJ = .Range("A5").End(xlToRight).Column .Range("C4", Cells(5, COUNT_PJ)).Copy .Paste Worksheets(SHEET_PJ列別PL).Range("C6") .Range("C8").Select Worksheets(SHEET_ピボット).Activate COUNT_PJ = ActiveSheet.Range("A5").End(xlToRight).Column ActiveSheet.Range("C4", Cells(5, COUNT_PJ)).Copy ActiveSheet.Paste Worksheets(SHEET_PJ列別PL).Range("C6") End With ActiveWindow.FreezePanes = True ActiveWindow.Zoom = 85 //--関数代入~PJPL全体の完成(関数のまま)※Case文使う方がわかりやすい With Worksheets(SHEET_PJ列別PL) ※$ZZ$50は十分値により修正の可能性有 .Activate .Range("C8").Formula = "=IF(ISERROR(MATCH($A8,ピボットテーブル!$A$6 $A$100,0)),0,INDEX(ピボットテーブル!$C$6 $ZZ$100,MATCH($A8,ピボットテーブル!$A$6 $A$100,0),MATCH(C$6,ピボットテーブル!$C$4 $ZZ$4,0)))" .Range("C8").Copy For i = 1 To 105 Select Case i Case 12, 16, 29, 49, 53, 54, 55, 62, 67, 80, 81, 86, 89, 92, 93, 96, 100, 101, 105 Case Else .Paste Cells(i + 7, "C") End Select Next .Range("C8", "C112").Copy .Paste Range(.Range("C8"), .Cells(112, COUNT_PJ)) End With //--存在シート判定 ※6月作成後、起点セル変更H3⇒I3 2011/7/14 Worksheets(SHEET_ピボット).Activate COUNT_PJ = ActiveSheet.Range("A5").End(xlToRight).Column ActiveSheet.Range("C4", Cells(5, COUNT_PJ)).Copy With Worksheets(SHEET_存在判定) .Activate .Range("I3").PasteSpecial Paste =xlValues, Transpose =True COUNT_PJ = .Range("I3").End(xlDown).Row START_NEWPJ = .Range("B3").End(xlDown).Row + 1 END_NEWPJ = START_NEWPJ ※$B$1000は十分値により修正の可能性有 .Range("K3").Formula = "=IF(ISERROR(VLOOKUP($I3,$B$3 $B$1000,1,0)),""NG"",""OK"")" .Range("K3").Copy .Paste Range(.Range("K3"), .Cells(COUNT_PJ, "K")) For i = 3 To COUNT_PJ If .Cells(i, "K").Value = "NG" Then COUNT_NEWPJ = .Range("B3").End(xlDown).Row + 1 .Range(.Cells(i, "I"), .Cells(i, "J")).Copy .Cells(COUNT_NEWPJ, "B").PasteSpecial Paste =xlValues .Cells(COUNT_NEWPJ, "D").Formula = "=SUBSTITUTE(LEFTB(CONCATENATE(IF(B" COUNT_NEWPJ " =1000,B" COUNT_NEWPJ ",0 B" COUNT_NEWPJ "),C" COUNT_NEWPJ "),30),""/"","" "")" .Cells(COUNT_NEWPJ, "E").Formula = "=VLOOKUP($B" COUNT_NEWPJ "," RANGE_ST管理表 "," COLUMN_ST管理表 ",0)" END_NEWPJ = END_NEWPJ + 1 End If Next .Range("F3").Formula = "=VLOOKUP($B3," RANGE_ST管理表 "," COLUMN_ST管理表 ",0)" .Range("G3").Formula = "=IF($E3=$F3,""OK"",""NG"")" .Range("F3", "G3").Copy .Paste Range(.Range("F3"), .Cells(END_NEWPJ - 1, "F")) End With //--新規PJのPLシート追加 テスト用 START_NEWPJ = 225 END_NEWPJ = 226 新規PJPLに関する情報を追記用PLに代入 For j = START_NEWPJ To END_NEWPJ - 1 With Worksheets(SHEET_追記用PL) .Range("B2") = Worksheets(SHEET_存在判定).Cells(j, "B").Value .Range("E2") = Worksheets(SHEET_存在判定).Cells(j, "C").Value SHEET_NEWPJPL = Worksheets(SHEET_存在判定).Cells(j, "D").Value JUDGE_GP = Worksheets(SHEET_存在判定).Cells(j, "E").Value グループ判定 グループ判定 JUDGE_GP, FILE, FILE_AM1部, FILE_AM2部, FILE_MM室, FILE_IMS合計 If JUDGE_GP = "アカウントマネジメント1部" Then FILE_追記 = FILE_AM1部 ElseIf JUDGE_GP = "アカウントマネジメント2部" Then FILE_追記 = FILE_AM2部 ElseIf JUDGE_GP = "メディアマーケティング室" Then FILE_追記 = FILE_MM室 Else FILE_追記 = FILE_IMS合計 End If 新規PJPL追加 .Copy Before =Workbooks(FILE_追記).Worksheets("●") End With シート名を変更して、マクロシートに戻る ActiveSheet.Name = SHEET_NEWPJPL Workbooks(FILE_MACRO).Activate Next PJの部門が変更になったシートを移動させる With Worksheets(SHEET_存在判定) For j = 3 To START_NEWPJ - 1 If Cells(j, "G") = "NG" Then BEFORE_GP = .Cells(j, "E").Value AFTER_GP = .Cells(j, "F").Value グループ判定 BEFORE_GP, BEFORE_FILE, FILE_AM1部, FILE_AM2部, FILE_MM室, FILE_IMS合計 グループ判定 AFTER_GP, AFTER_FILE, FILE_AM1部, FILE_AM2部, FILE_MM室, FILE_IMS合計 BEFOREファイル呼び出し 該当シート捜索 AFTERシートに移動 //--各データで数値代入※合計データのみフラグ「1」を立てる 数値代入 FILE_AM1部, 0, PATH_PJ列別PL_外部用, COLUMN_MONTH 数値代入 FILE_AM2部, 0, PATH_PJ列別PL_外部用, COLUMN_MONTH 数値代入 FILE_MM室, 0, PATH_PJ列別PL_外部用, COLUMN_MONTH 数値代入 FILE_IMS合計, 1, PATH_PJ列別PL_外部用, COLUMN_MONTH //--IMS合計の総計PL金額とマクロのPJ列別PLの各行合計と一致するか確認する With Workbooks(FILE_MACRO).Worksheets(SHEET_PJ列別PL) .Activate COUNT_PJ = .Range("A7").End(xlToRight).Column .Cells(7, COUNT_PJ + 1).Value = "PJ合計" .Cells(7, COUNT_PJ + 2).Value = "IMS合計PLより" .Cells(7, COUNT_PJ + 3).Value = "差異" .Cells(8, COUNT_PJ + 1).Formula = "=SUM(C8:" Cells(8, COUNT_PJ).Address(0, 0) ")" .Cells(8, COUNT_PJ + 3).Formula = "=" Cells(8, COUNT_PJ + 2).Address(0, 0) "-" Cells(8, COUNT_PJ + 1).Address(0, 0) .Range(Cells(8, COUNT_PJ + 1), Cells(8, COUNT_PJ + 3)).Copy .Paste Range(Cells(8, COUNT_PJ + 1), Cells(112, COUNT_PJ + 1)) End With Workbooks(FILE_IMS合計).Worksheets(1).Activate Range(Cells(4, COLUMN_MONTH), Cells(108, COLUMN_MONTH)).Copy Workbooks(FILE_MACRO).Worksheets(SHEET_PJ列別PL).Activate ActiveSheet.Cells(8, COUNT_PJ + 2).PasteSpecial Paste =xlValues Exit Sub エラー発生時の処理 エラー処理 MsgBox Err.Number " " Err.Description End Sub
https://w.atwiki.jp/edwards/pages/38.html
5 TIG welding and combination welding Question 5.1 Equipment for TIG welding Supply of mixed gas of Ar and He prevent oxidation and nitridation Supplies electricity by drooping characteristics and constant current characteristics Supplied molten metal is composed mainly of tungstenwith high melting point and low consumption Using supplied molten metal of almost the same quality as the base metal except thin plate Question 5.2 Equipment for TIG welding Supply gas is Ar or He Penetration is low depth, welding is low speed It is possible to use direct current exchange Restrict spatter generation and improve bead appearance Question 5.3 Characteristics of TIG welding Welding to various metals by supply of inert gas The occurrence of sputtering is restricted Small occurrence of fume Easy adjustment of weld metal by supplying filler rod into generated arc Welding at low speed with respect to welding direction Low efficiency by low penetration Question 5.4 Additional characteristics of drooping characteristicsand constant current characteristic circuit to TIG welding Supply current is constant for fluctuation of arc length Prevents large current supply against short circuit in welding Easy arc maintenance at low current due to high no-load voltage Note Gouging Removal of defects and unnecessary parts using welding machine Question 5.5 Additional characteristics of drooping characteristicsand constant current characteristic circuit to TIG welding In the case of direct current welding,the molten metal supply side is welded at the negative electrode Forming bead by pulse control for inverter voltage control Even for AC power output, the arc starting high frequency generating circuit is interposed Characteristics in low-frequency pulsed weldingEffective for thin plate joining by melting and solidification mutual welding Suppresses flow of molten metal against longitudinal and lateral welding Question 5.6 Control of TIG welding machine Pre-flow gas is discharged by processing of gas control circuitbefore starting welding machine Crater processing function Low current arc discharge function for welding end After flow release of protective gas to weld metaland electrode after arc extinguishment Question 5.7 Control of TIG welding machine Additional effect of preflow impurity release in gas hose Conversion to high frequency output Arc can be generated omitting short circuit Crater process Current is reduced by manual control against weld ending After flow Cooling high temperature electrodes to prevent oxidation Question 5.8 Effect on use of Ar Ar is an inert gas with a mass higher than the atmosphere Liquefied argon cylinder surface is gray and colored Ar is high pressure fillingwith 14.71M~[Pa]\~fallingdotseq~14.71\times9.8~fallingdotseq~150~[kgf/cm^{2}] Measures against falling by fixing against installation of cylinder Question 5.9 How to handle welding rod Attract welding defects due to grease or fouling Question 5.10 Handling of filler rod For welding rods for manual TIG welding, 1000 to [mm] is the standard dimension Measures against rust prevention / pollution / grease against welding rods Limited to fusion bonding with omission of energization Rust prevention is realized by copper coating on welding rod for mild steel Question 5.11 Application of electrode rod Electrode rod component / mixturePure tungsten Thorium oxide (thoria) Lanthanum oxide Cerium oxide DC welding Oxidizing electrode rods are often usedArc start is good Arc concentration / stability is good In the positive electrode, a large diameter electrode is selected AC welding A lot of pure tungsten electrode rods are usedBy omitting the DC output conversion circuit, the cleaning effect is good Arc concentration improved by selectionof lanthanum oxide / cerium oxide electrodeCompliant with triatungsten electrode for selection of oxidation electrode Question 5.12 Coloring with respect to electrode rod termination Color is selected for the type / content of mixed componentsYWP pure tungsten electrode rod green color YWTh-1 1 [\%] Tri-tungsten electrode rod yellow color YWTh-2 2 [\%] Tri-tungsten electrode rod red color YWLa-1 1 [\%] Lanthanum tungsten electrode bar black color YWLa-2 2 [\%] Lanthanum tungsten electrode bar black green color YWCe-1 1 [\%] Cerium tungsten electrode rod pink color YWCe-2 2 [\%] Cerium tungsten electrode rod gray color Question 5.13 Types of TIG welding DC Electrode Negative Electrode Welding Penetration is Used for Large / Various Metals DC electrode positive electrode welding large amountof electrode exhaustion / cleaning effect combined Pulse TIG Welding Used for stainless steel etc. AC welding mainly used for aluminum alloy / with cleaning action Question 5.14 Types of TIG welding AC power supply Pure tungsten electrode is often used for aluminum alloy Low-frequency pulsed power supply It is often used for thin plate joiningby melting and coagulation repetition with respect to base metal High frequency pulsed power supply Since the arc is stable against low current,it is also applicable to thin plate bonding DC power supply / electrode positive electrode low erosion and cleaning effect combined Question 5.15 Filling rod / electrode rod Tungsten electrode \Phi 0.5 to 6.4 [mm] Tip Process from 30 to 40 [^{circ}] Nozzle Metal formation used at high current for ceramic formation Question 5.16 Definition of extra length of electrode rod Distance from nozzle tip to electrode tip tip Attract tungsten entrainment against surplus length excess Adjust the extra length according to the state of the welded joint Attract welding operation failure against surplus excess Question 5.17 Tack welding Reliable penetration Tack weld required Joining outside the groove joint Combined use of backside gas Question 5.18 Treatment for TIG welding without touch start function At the same time as high frequency generation,an arc is generated by maintaining the distance between the tipof the electrode rod and the base metal at 3 [mm] At the re-touch start, re-cutting the electrode rod and polishing the base material Attract welding defect by melting rod tip against proximity of electrode rod base metal Question 5.19 Treatment for TIG welding without touch start function At the same time as high frequency generation, an arc is generated by maintaining the distancebetween the tip of the electrode rod and the base metal at 3 [mm] The tip of the electrode rod is separated from the base material against arcing At the re-touch start, re-cutting the electrode rod and polishing the base material Attract welding defect by melting rod tip against proximity of electrode rod base metal Question 5.20 Special note on welding condition Strengthening control of grooves with proper current Constrained arc length The tip shape of the electrode rod acts on the back welding Question 5.21 Treatment for TIG welding without touch start function Inner wave welding of middle plate and thick plate is weldedto the thin plate at the back of the groove Strings and pitch suppressed against backwave welding The first layer uniformly melts the base materialsand continuously forms an appropriate molten pool Secure adequate interlaminar welding for welding after the second layer