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https://w.atwiki.jp/cohstatsjp/pages/222.html
Infantry PIAT Commandos Contents 1 Tactics 2 History 3 Built From 3.1 Glider HQ 4 Squad Abilities 4.1 Commando Throw Grenade 4.2 Concealing Smoke 5 Squad Weapons 5.1 Sten SMG 5.2 Projector Infantry Anti Tank 5.3 Commando Demolitions Charge 5.4 Commando Grenade PIAT Commandos Squad Size 6 Capture Rate 1 Sup Threshold 0.35 Health 390 Sight 35 Pin Threshold 0.8 Cost 510 Detection 7/0 Recovery Rate 0.012 Hotkey P Population 6 Time 36 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 9.0144 Reinforce Cost 0.4119 Critical Type infantry Squad Slots 4 Reinforce Time 1.5 Tactics PIAT Commandos can only be created in a glider HQ. Unlike the Panzerschreck, the Recoilless Rifle, or the Bazooka, the PIAT fires upward and ontop of the target. This means that the target must be stationary to be hit. PIATs seem to perform better in buildings, when they are firing downwards. When taking on heavy armor, when engaging it drop smoke and run to the rear of the tank. This way the you can inflict maximum damage without taking any damage. PIATs are able to be fired over hedges or buildings so it is possible to fire on armour and not get fired back upon, and as the enemy will not expect to he hit first you should be able to get 1 or 2 shots off before he notices. History The Airlanding troops of the British Airborne were tasked with assaulting German positions prior to the D-Day landings. They landed their gliders in Coup de Main assaults on enemy positions, surprising the German defenders in risky attacks. They were all volunteers, and well-trained for their dangerous job, and continued to act as elite ground infantry once the airborne operations were over. The Projector, Infantry, Anti Tank (PIAT), was one of the earlier anti-tank weapons using a high explosive anti-tank projectile. It was developed by the British starting in 1941, reaching the field in time for the invasion of Sicily in 1943. The PIAT was an unusual infantry anti-tank weapon. It was comparatively quiet and smokeless, with no backblast. This meant that, unlike the American Bazooka or German Panzerfaust and Panzerschreck, it could be fired from an enclosed space, and would not give away its position as soon as the weapon was fired. However, it was more cumbersome than its counterparts, and in many circumstances it could be difficult to reload. The Commandos in Company of Heroes are actually Airlanding troops from an Airborne Division, or SAS (Special Air Service) Commandos. Their distinctive red berets indicate they re airborne troops, or SAS troops, as Commandos wore green berets. Commandos came from several branches (Royal Army Commandos, Royal Marine Commandos, and Royal Navy Commandos) and none were involved in glider operations. Built From Glider HQ [Expand][Hide] Cost 100 Activation targeted Duration _ Target tp_position Recharge 75 Hotkey Effects Request a Glider Headquarters capable of producing Mortar Commandos, PIAT Commandos, and Heavy Machine Gun Commmandos. ESee Ability Glider HQ for details. Squad Abilities Commando Throw Grenade [Expand][Hide] Cost 25 Activation targeted Duration _ Target tp_any Recharge 30 Hotkey N Effects The Squad will throw a Mk2 Pineapple Grenade. ESee Ability Commando Throw Grenade for details. Concealing Smoke [Expand][Hide] Cost Activation timed Duration 14 Target tp_any Recharge 30 Hotkey S Effects Break any suppression or pinning effects on the squad and envelope the Commandos in concealing smoke. ESee Ability Concealing Smoke for details. Squad Weapons Sten SMG [Expand][Hide] Weapon Sten SMG See Weapon Sten SMG for details. Projector Infantry Anti Tank [Expand][Hide] Weapon Projector Infantry Anti Tank See Weapon Projector Infantry Anti Tank for details. Commando Demolitions Charge [Expand][Hide] Weapon Commando Demolitions Charge See Weapon Commando Demolitions Charge for details. Commando Grenade [Expand][Hide] Weapon Commando Grenade See Weapon Commando Grenade for details. Retrieved from http //coh-stats.com/Infantry PIAT_Commandos
https://w.atwiki.jp/taptitans2/pages/16.html
新機能 Brand new skill tree featuring all-new, customizable character classes for you to choose from. And that s not all - below is a list of other exciting content for you to explore 2 artifacts 2 backgrounds 20 new equipment 41 new Titans 1000 more stages to play through (with more to come!) Brand new skill tree with 34 skills to unlock More stages! The stage capacity will be increased to 5000 at the launch of v2.0. This will allow you to use your new skills coming from the skill tree to improve your powers and push further than you ve ever had before. Once you have got the hang of the new skill tree, we plan on increasing it even more within a few weeks time. So make sure you put those skill points to good use, as there will be more stages to conquer! New, expansive class-inspired skill tree replacing the current skill trees. Knight - 9 Skills (Tier 1) Knight’s Valor – Multiplies Tap Damage (Tier 2) Chivalric Order - Increases Tap Damage from Heroes (Tier 2) Pet Evolution - Increases Pet Damage and at greater levels reduces taps required (Tier 2) Heart of Midas - Generates Gold from Pet and at great levels reduces generation cooldown (Tier 3) Cleaving Strike - Multiplies Maximum Critical Damage while reducing Critical Chance (Tier 3) Summon Golem - Multiplies Fire Sword Damage (Tier 3) Lightning Burst - Multiplies Pet Damage per Burst and increases max splash count (Tier 4) Barbaric Fury - Multiply Active Tap Damage and adds bonus tap per second (Tier 4) Flash Zip - Multiply Pet Damage per Zip Tap and at greater levels reduce cooldown Warlord - 8 Skills (Tier 1) Master Commander - Multiplies All Hero Damage (Tier 2) Spoils of War - Multiply Chesterson Gold and increase Chesterson chance (Tier 2) Heroic Might - Multiply War Cry Damage and increase inspired hero count (Tier 2) Aerial Assault - Multiply Clan Based Damage and increases maximum splash count (Tier 3) Tactical Insight -Increase Hero Unlockable Skill Multiplier and Increase Skill Bonuses (Tier 3) Coordinated Offensive - Multiply Active All Hero Damage and at greater levels reduce cooldown (Tier 4) Astral Awakening - Multiply All Hero Damage per Tap and at greater level reduces cooldown (Tier 4) Anchoring Shot - Stuns Titans, multiply Stun Damage and increases stun duration Sorcerer - 10 Skills (Tier 1) Limit Break - Increases Mana capacity and increases mana regeneration (Tier 2) Manni Mana - Increases Mana replenished and increases spawn chance (Tier 2) Heavenly Strike - Multiplies Heavenly Strike Damage and at greater levels increases splash skip (Tier 2) Phantom Vengeance - Multiplies Shadow Clone Damage and increases attacks per second (Tier 3) Fairy Charm - Increases Multiple Fairy Chance spawn and reduce spawn cooldown (Tier 3) Mana Siphon - Recovers a percentage of Mana capacity (Tier 3) Eternal Darkness - Increases Shadow Clone duration and reduces cooldown (Tier 4) Midas Ultimate - Multiplies Hand of Midas gold and Fairy gold (Tier 4) Lightning Strike - Deals a percentage of Titan Health as damage and increases chance of occurrence. (Tier 4) Dimensional Shift - Multiplies Primary Active skill effects and decrease boss timer tick down rate Rogue - 7 Skills (Tier 1) Master Thief - Multiplies All gold earned and inactive gold earned (Tier 2) Assassinate - Multiplies Deadly Strike Damage and increase Deadly Strike chance (Tier 2) Silent March - Advances to a percentage of your max prestige while offline (Tier 2) Ambush - Increases Multi-spawn chance (Tier 3) Twilight s Veil - Increases Inactive Pet Damage and Multiply Pet Deadly Strike Damage (Tier 3) Ghost Ship - Increase Inactive Clan Ship Damage and Multiply Clan Deadly Strike Damage (Tier 3) Shadow Assassin - Increases Inactive Clone Damage and Multiply Clone Deadly Strike Damage Moved out of the skill tree and turned into a passive is Intimidating Presence, and below are the required skill points in order unlock the passive skill and reduce number of Titans up to 18. Unlock requirements are shown in-game and will not be required to unlock the passive after each prestige. This passive skill will be able to go up to and reduce the number of Titans by up to 62. Each stage will continue to require 1 Titan before having to defeat a Boss Titan to advance to the next stage. IP123456789101112131415161718 Cost41323334557708397112127143160177196214234254 Please note that this only shows the cost of the first 18 IP levels, and that all values are subject to change at anytime. We have added 20 new pieces of equipment that you ll see as you begin your rebooted journey. Most notable changes that come to equipment are that we changed some of the current Tap Damage slash equipment into Clan Ship Damage, as a means to make these items relevant again. Along with Clan Ship Damage, we have added some help for the Shadow Clone in the form of slash equipment as well. Selling of Rare and Legendary equipment have been increased from the previous value of 2 diamonds 3 diamonds to 5 diamonds 25 diamonds, respectively, so those looking to get rid of some of your older finds can now do so with added reward. Visually you will notice 2 new backgrounds coming to the Tap Titans 2 world, along with 41 new Titans to battle against on your journey towards the max stage. We have added 2 new artifacts that will come and support the damage types we have recently added into the game. Influencer Elixir - Increases Clan Ship Damage Royal Toxin - Increases Deadly Strike Damage Tournaments have been changed to promote progression as brackets will no longer be determined by your max prestige but your max potential prestige. Players will be placed into brackets with other players that have similar potential for example, if you are a player who prestiges only at 1800 as to stay in the bracket but have similar or identical artifact levels, pet levels and equipment as a player who has prestiged at 4000, then you will be placed in the same bracket even though you never prestiged at 4000 because your potentials will be determined as equal. This is in efforts to balance the tournaments further and increase the likeliness for new players to be placed into brackets with other new players, in addition for more advanced players to be match against each other. Players who attempt to circumvent the max potential prestige brackets by leaving a clan before joining a tournament to decrease their potential (and then joining a clan again) will not be placed in a weaker tournament bucket. This value is hidden, only known on the server, which determines the damage and stage you are capable of reaching. We have added a little more incentive for players to advance in the brackets as well - we have added a bonus rank that will award more prizes if a player is the highest in their tournament and no tie is found. Meaning that if you are in a race to your highest potential stage and you win a tournament as the one and only champion, you will receive an Undisputed Champion prize bonus! And as announced in the game, there will be server maintenance at 13 00 UTC for at least 5 hours on Wednesday, September 27th, to ensure that the update is rolled out smoothly and successfully. We really appreciate your patience and understanding with this - we’re itching to get v.2.0 out just as much as you are! Tap On! ⚔
https://w.atwiki.jp/mainichi-matome/pages/1820.html
JDorama.com http //www.jdorama.com/ ドメイン管理者の国はシンガポール Q:誰がウェブサイトを所有しているか? A:シンガポールの日本のドラマ愛好家。 Kegareta Shita [汚れた舌] 部分転載:http //www.jdorama.com/drama.936.htm "Naoko s Filthy Tongue has fans licking lips" Yu Yamada gets leg over actor Shun Oguri to get leg up in career http //www.jdorama.com/viewtopic.php?p=766917#766917 The Nakamura-Takeuchi split she gets the kid, alimony and a new career, he gets hosed 部分転載:http //www.jdorama.com/viewtopic.php?p=748428#748428 Sexy thespian Tomoko Yamaguchi uses booby trap to snare audience for TV show http //www.jdorama.com/viewtopic.php?p=727787#727787 Offbeat panty bar offers uninhibited lust with the improper stranger http //www.jdorama.com/viewtopic.php?p=695445#695445 How low can they go? 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Pseudo pedo-porn peddlers loll in lascivious limbo Latest Akihabara geek fetish? One-eyed virginal maid mummies Offbeat 'panty bar' offers uninhibited lust with the improper stranger One, Two, Poo in Your Shoe; Three, Four, Wee on the Floor Pesky perverts pry on otaku's dolled-up maids Sex workers on the ball with World Cup fever Stressed teachers indulging their wild sides with coworkers, parents -- and Top baseball commentator the latest to strike out in NTVs string of sex scandals WaiWaiの記事を転載した英語サイト:J 毎日新聞謝罪記事の問題点
https://w.atwiki.jp/kiminori_hirose/pages/17.html
検索(SELECT) SELECT * FROM people; peopleにはPersonオブジェクが格納された配列で返される。 people = Person.find all SELECT * FROM people LIMIT 1; person = Person.find first SELECT * FROM people WHERE id = 1; people = Person.find all, conditions= ["id=?",1] people = Person.find all, conditions= ["id= id",{ id= 1}] SELECT * FROM people ORDER BY id DESC; people = Person.find all, order= "id DESC" SELECT * FROM people LIMIT 10; people = Person.find all, limit= 10 SELECT name AS shimei FROM people; people = Person.find all, select= "name AS shimei" SELECT company_id, count(*) AS cnt FROM people GROUP BY company_id; people = Person.find all select= "id, count(*) AS cnt", group= "company_id" SELECT * FROM people LEFT OUTER JOIN companies ON people.company_id=companies.id; people = Person.find all joins= "LEFT OUTER JOIN companies ON people.comapny_id=companies.id" 1対1、1対多、多対多の関係設定をしている場合 people = Preson.find all include= company 直接SQLを入力 Person.find_by_sql ["SELECT * FROM people WHERE id= id", id= 1] Person.find_by_sql [ -EOF, id= 1] SELECT * FROM people WHERE id= id EOF 挿入(INSERT) INSERT INTO people (name) VALUES ('山田太郎'); A. saveメッソドを実行するまでDBに書き込まれない方法 person = Person.new person.name = '山田太郎' person.save B.即座にDBに書き込む方法 Person.create name= '山田太郎' 更新(UPDATE) UPDATE people SET name = '山田花子' WHERE id = 1; person = Person.find 1 person.name '山田花子' person.save Person.update 1, name= 4 person = Person.find 1 person.update_attribute name, '山田花子' person = Person.find 1 person.update_attributes name= '山田花子' Person.update_all "name = '山田花子'", "id = 1" UPDATE people SET name = '山田花子' Person.update_all "name = '山田花子'" 削除(DELETE) 削除には通常destroyメソッドを使用する。deleteメソッドではRailsの整合性チェックを無視して削除できる。 DELETE FROM people WHERE id = 1; Person.destroy 1 Person.delete 1 person = Person.find 1 person.destroy person = Person.find 1 person.delete Person.destroy_all "id=1" Person.delete_all "id=1" DELETE FROM people; Person.destroy_all Person.delete_all 関係(リレーション) 【1対1】 people profiles id - id name person_id job class Person ActiveRecord Base has_one profile end class Profile ActiveRecord Base belongs_to person end 【1対多】 companies people id - id name company_id name class Company ActiveRecord Base has_many people end class Person ActiveRecord Base belongs_to company end 【多対多】 結合テーブルは、内部で利用するだけで表示する必要がない場合(結合テーブルclubs_peopleにid列は不要): clubs clubs_people people id - club_id - id name person_id name class Club ActiveRecord Base has_and_belongs_to_many people end class Person ActiveRecord Base has_and_belongs_to_many clubs end 結合テーブルも、画面に表示する必要がある場合(結合テーブルlinksにid列が必要): clubs links people id - id - id name club_id name person_id class Club ActiveRecord Base has_many links end class Person ActiveRecord Base has_many links end class Link ActiveRecord Base belongs_to club belongs_to person end 上記の両方の性質を持った特殊な利用法(結合テーブルlinksにid列が必要) clubs links people id - id - id name club_id name person_id class Book ActiveRecord Base has_many links has_many people, through = links end class Person ActiveRecord Base has_many links has_many clubs, through = links end class Link ActiveRecord Base belongs_to club belongs_to person end
https://w.atwiki.jp/marvelheroes/pages/97.html
Game Update Notes 1.11.0.243 Patch 1.11 is massive and far-reaching. We’ve been working overtime to upgrade almost every component of Marvel Heroes. With this patch we are also adding our first new hero – the Human Torch – and made a massive change to the way you acquire heroes with the new alternate currency system, Eternity Splinters. In addition to polish, buffs and overall improvements, we’ve introduced a few features that didn’t make it on launch day. With so many additions to the game, there will be inevitable glitches, unintended changes and even a few changes that didn’t make it into the patch notes below. We’ll be monitoring everything very closely as the patch goes live and standing by to fix anything that is out of place. New Hero Human Torch Human Torch has arrived in Marvel Heroes! Please see this news story for full details on how to get Human Torch and other details. Human Torch is available as an in-game purchase or in exchange for Eternity Splinters. If you want to talk about Human Torch drop by the Human Torch Forum to swap tips and tricks with other players and learn the best way to play! New free hero system Eternity Splinters Eternity Splinters are a new system introduced with this patch for Marvel Heroes. Eternity Splinters replace hero token drops and offer players a chance to earn every hero in any order they wish, simply by playing the game. Adam Warlock sells all heroes for Eternity Splinters along with a few other items. He can be found beside Gambit in all three of the social hubs. Eternity Splinters drop from all enemies throughout the game. Their drop rate is influenced by your Special Item Find bonus. The rate of drop is tuned to make Marvel Heroes slightly faster than other free-to-play games in terms of getting free heroes, as we continue to work towards the goal of being the most player-focused game possible. We will continue to evaluate and iterate until we are 100% satisfied that we are meeting that goal. We intend to add many things to the Eternity Splinter vendor and anticipate future polls and player discussion about items they would like to see. For those players who still have old Cosmic Keys, they have been converted in your inventory and S.T.A.S.H. on a 1-1 basis for Eternity Splinters. Not many players purchased Cosmic Keys (almost all of them are from drops), but if you purchased a Cosmic Key from the in-game store up to 7 days previous to their removal from the game on July 2nd, and that key has not been used, we will refund the Gs you used to purchase it. Adam Warlock sells a random hero box that could contain any hero. You can theoretically get a hero you already own from this box, in which case it can be used to upgrade your Ultimate Power. New Zone Added Midtown Patrol A revamped Limbo mode has been added. Enter Manhattan to face off against waves of tough bosses in a city teeming with life! Highlights Patrol Manhattan to fight crime, save civilians and keep the city safe. Available for all levels of players. New super villain groups attack the city periodically and must be shut down. No time limit, no ’threat‘ meter. Everything is challenging, but manageable with the right gear and tactics. New items in the in-game store We’ve added several new items to the in-game store. Press ‘X’ while in game to browse and purchase any of these items. Heroes Human Torch Costumes Human Torch Blue Costume Human Torch Red Costume Iron Man Shotgun Armor Wolverine Ronin costume Items Holographic Crafter Use this to summon a holographic crafter, who will persist for 15 minutes. The holographic crafter has a one-hour cooldown but can be used permanently. Matrix of Unbinding Use this in a crafting recipe to unbind an artifact, weapon or armor item that is bound to you. Ultron Silver Avengers Assemble in awe of this new pet. S.T.A.S.H Tabs Three additional General S.T.A.S.H tabs – access these via your S.T.A.S.H. Three additional Crafting S.T.A.S.H tabs – access these via your S.T.A.S.H. Performance Upgrades Many areas of the game have performance improvements. Some are extremely significant and will greatly upgrade your play experience. A team is continuing to work on this. Advanced graphics options were added to the video options page. The graphics slider will auto change the new options. Changing an advanced option will set the graphics slider to ’Custom‘ level. Gameplay Changes Rested Experience The concept of “rested experience” has been removed from the game and replaced with a permanent increase in experience and Special Item Find (server side). You can now play whichever hero you wish, whenever you wish and not worry about min/maxing rested experience. Overall experience will be higher for all players by a noticeable margin. Movement powers You can now use movement powers in hubs to get around quicker. Damage over time powers These powers can now critical hit and scale properly when in groups. Damage in groups improved Enemy health now increases (AKA player damage decreases) at a lower rate when more players are nearby. Grouping will be even more rewarding now. User Interface Chat New options exist on the chat window to control chat filters. Additional chat functionality has been added along with “social”, “lfg” and “endgame” channels with UI to control them. More chat upgrades will appear in the future. Damage numbers Floating combat text numbers have been added as an option. Expect a few iterations as we iterate on these to ensure they look good and work right. Green is healing, red is damage and yellow are critical hits. Turn them on by pressing Esc for options and go to the Gameplay options section. Supergroups Additional functionality has been added to the Supergroup interface (some sorting technology, display of officer and supergroup name appearing on tab). Additional functionality will be added in future patches to continually improve supergroup support. Keybinding can now be reverted to default settings. You can now map mouse buttons 3-6 to various game functions. The daily terminals will now tell you if you can earn a cosmic shard by completing them. Mouse over the interface to see if a cosmic shard is available. Zoom levels in hubs is more flexible so you can see your hero in more detail. Bodysliders The Bodyslider button next to the Minimap now fills up to indicate how much time is left on cooldown. The Bodyslider icon will also change after you use it to return to town indicating that using it again returns you back to the field. Social panel Added player sorting to the Social Panel tabs. Added confirmation when donating artifacts. When closing the options menu or switching tabs you will be asked if you want to save pending changes. Story Warp Now includes level ranges for each chapter. Items New artifacts Talisman of K un Lun! Beta Particle Mini-Reactor! This artifact allows you to bring back dead allies in half the usual time. All artifacts may now only have one copy equipped. This is a step to support future artifact plans. Crafting elements are now stackable, up to 10 per stack. Experience orbs from bosses last longer so they won’t disappear during cutscenes. Darkhold Scroll gives bonus damage to ‘taunted’ enemies. Idol of Khonshu no longer uses up its buff if you hit with a ranged power twice. Mandarin Medal tooltips clarified. Several other tooltips rewritten or clarified. We will keep iterating on this when players report confusion about exactly what an item does. Medal sell price is now higher, as intended. Pyro’s Medallion now has freeze resistance. Doctor Doom’s Medallion can now roll a slightly higher chance to fear on hit. Slightly buffed Electro Medallion. Mandarin Medal now has upgraded visual effects. New items that drop in the world will no longer have attack speed for one tree only. Existing items are unaffected. Cosmic items sell for slightly more. The Bovine Sector recipe can be sold for 5,000 credits, so players have something to do with it when they find a second one. To ensure you don’t accidentally donate a recipe, there is now a confirmation pop-up box. Several small buffs to the ranges of various items and affixes in the game to make them competitive with the best. Significantly increased experience orb gains from discoveries and events. Tooltip Improvements We’ve added several pages of tooltip upgrades – too many to list. This impacts powers, items and other UI elements. Tooltips should now take into consideration the Bonus Damage Multiplier for all powers. Previously tooltips showed damage as though all powers had a 100% damage multiplier from Damage Rating on items, which is generally not the case. Most powers have anywhere from 10%-90% damage. Costume Cores All costume cores now have either 25% item rarity boost or 20% special item find, in addition to other bonuses. We realize most players prefer one of those bonuses, so we added those to every core in addition to other bonuses so players could personalize their heroes better. All cores will have 0-2 additional bonuses in addition to item rarity boost or special item find. New bonuses have been added to cores, which you will discover. Existing cores are unchanged. Missions and Enemies Many small and medium sized upgrades have been added to missions in various chapters. Too many to list, but should continue to make the new player experience smoother, clearer and more fun. Turrets, flying enemies and some of the larger bosses have a higher chance to resist knockaround effects. Grey enemies no longer drop special items (they always had a reduced chance, but now it is 0 chance). Zone Content A few new enemy types have been added in the world. In addition Poison Cloud and Missile Shield may be present on enemies. With the latter, missile users will need to enter within approximately half screen range in order to damage the enemy. A waypoint now exists at the start of the Castle Doom final instance. When a group member closes a warp in Group Challenge, a banner will notify the entire group. Red and Green terminal side bosses now drop significantly more experience orbs and credits. The following zone content has been added by the world team. Most of these were slated for launch but didn’t make it in. Chapter 1 “Symbiote Infestation” side mission in Crumbling Brownstones Chapter 3 “Demonic Incursion” event in the Bamboo Forest Chapter 7 “Dinosaur Graveyard” Treasure room in the Dinosaur Jungle (new larger format) Chapter 7 “Sacred Valley” Treasure room in the Dinosaur Jungle (new larger format) PvP New PvP modes are in development, but not in this patch. The new “Fire and Ice” themed PVP map is under heavy internal testing and development and will be released to Test Center by the end of August. Other modes are in various stages of development. Valkyrie has showed up in the game as a harbinger of the new PvP format that we are testing internally. When the new format goes live you will be able to buy special rings from her by spending Golden Crowns. You get 1 golden crown for each PvP match you complete. We will release more info on the new PvP format when it goes to Test Center. Hero Upgrades We’re changing and improving heroes every day - many upgrades will appear on the Test Center server in the weeks ahead but will not be captured in these patch notes. Our goal with designing heroes is always to make all heroes play well and feel powerful in multiple situations. General Hero Changes For maximum flexibility, all powers can now be bound to all mouse buttons and all keyboard keys. Heroes can no longer move or attack within the first 0.5 seconds of a hero switch, to prevent an accidental cancellation. The Area Power and Movement Power keywords are now visible on all applicable power tooltips. Work will continue to ensure all powers have tooltips that are as clear as possible to ensure player understanding of the systems. Black Panther This represents an initial review pass of Black Panther. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. All physical and ranged combat powers are now tagged as Fighting Powers to gain bonuses from stats. Agile Kick Reduced the cost from 24 to 20. Enervating Slash Removed the slow effect as it was redundant with Freezing Slash. The power now weakens and does damage over time to enemies. Freezing Slash Increased the damage of the power by 20%. The slow no longer scales off of ranks in Enervating Slash, but now scales off of ranks in itself. Attack speed increased by 25% to be competitive with Enervating Slash. Slow effect strengthened to match the previous slow strength of Enervating Slash. Jungle Snare Power now also makes enemies more vulnerable to damage. Panther God s Gift Power can now be slotted on right mouse button. Resistance debuff now reduces enemy defenses by a large scaling amount to have a larger impact on bosses. Panther Slash Increased the damage of the power by 20%. Panther Speed Power now also increases crit chance while active, giving the power a role in combat. Reduced the cost from 50 to 35, to better match the strength of the ability. Also added a cooldown that matches the duration of the effect, to indicate when the power should be reactivated. Panther s Grace and Panther Sight The unlock order of these two powers has now been swapped. Panther s Grace now unlocks at level 16, allowing players to reach high dodge scores earlier. Panther s Sight now unlocks at level 20, and the damage bonus granted has been increased to better match its new position. Predator s Aim Power now reduces enemy defenses by a scaling percentage to be more effective against bosses. Effect duration has also been rebalanced to match the strength of the defense reduction. Triple Shot Increased the damage by roughly 50%. Reduced the spread and slightly increased the projectile size to better clear groups and be more effective against large single enemies. Reduced the spirit cost from 30 to 27. Vibranium Trap Increased damage contribution from items to be more competitive with Scything Slash. Cable This represents an initial review pass of Cable. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Blistering Bolt Increased the damage scaling by 5%. Also increased the damage synergy from 2% to 2.5% in other basic powers, to be consistent with Searing Shot. Bodyslider Bomb (Ultimate Power) The power has been rebalanced to no longer deal percentage based damage, but instead deal a large amount of flat damage (damage dealt is similar to what Cyclops can achieve with his ultimateUltimate Power). The taunt now affects enemies that are offscreen. The explosion now affects the entire screen, always stuns bosses, and no longer teleports enemies away from the explosion area. These changes allow the power to function more consistently in end game. Bold Aura Slightly increased the bonus damage scaling to have a more rewarding growth rate. Concussion Blast Power activation and projectile travel speed have been increased by 5%, to make the power more responsive. Damage has been increased by 10%. Elusive Roll (now Defensive Roll) Power has been renamed to Defensive Roll, and changed to roll to the mouse cursor position. Additionally, a small passive dodge bonus has been added to the power to give more reward when points are placed in the power, or when an item buffs/grants ranks in the power. Energy Pulse Increased the damage scaling by 5%. Power now deals scaling bonus damage when it crits. Also increased the damage synergy from 1% to 2.5% in other basic powers, to be consistent with Searing Shot. Mental Resilience Power now clears and grants temporary immunity to all forms of crowd control, not just mental negative status conditions. Quick Bodyslide Removed the cooldown from the power. We ll make additional adjustments to this power in a future update, and rebalance this power and Deadpool s version to be consistent with each other. Searing Shot Increased the damage scaling by 5%. Vortex Grenade The activation speed of this power has been sped up (both animation and travel time for grenade) to be more responsive. The power now also has a 1% damage synergy with Homing Shot in addition to the duration synergy. Colossus This represents an initial review pass of Colossus. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. These changes for Colossus are based on feedback from the forums, including feedback from the Top 5 changes thread. Overall, we re buffing Colossus to be more relevant in both a melee DPS role and a support/tank role. Basic Powers have been buffed to be more relevant in end game. Steel Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Reeling Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Osmium Punch Damage increased by 20% and damage synergy increased from 2% to 2.5% per point in other basic powers. Also adjusted the amount of Armor regenerated to better match the new Armor strength (see below). Knockdown powers have been buffed to allow for easier flow into double damage with Reeling Punch. Demolition Stomp Knockdown increased to 1.5 seconds. Also increased damage by 25% to be competitive with Spinning Fists, and to encourage using this as an opener for his knockdown combos. Crushing Smite Knockdown increased to 2 seconds. Steel Splash Knockdown increased to 2 seconds. Additionally, this power has been sped up, with both the activation speed and travel speed increased by 15%. Osmium Charge Knockdown increased to 1.5 seconds. Colossus’auras have been buffed to provide more team support and encourage use. Battle Aura Bonus damage increased by 25%. Protective Aura Defense bonus increased by 25%. Sustaining Aura Spirit regen increased by 25%. Stalwart Aura Tenacity bonus increased by 25%. Secondary Resource (Armor) We ve buffed Colossus Armor secondary resource, to make it more relevant to end game. The Armor regen rate has been increased by 50%. Osmium Skin Power now grants a scaling percent bonus to Armor and Armor regen rate, allowing ranks in the power to be meaningful at all levels. Cyclops This represents an initial review pass of Cyclops. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Combat Roll Now rolls towards the mouse cursor, not away from it, damaging enemies. Tactical Kick Now lowers defenses of enemies. Sweeping Kick Now weakens enemies. Side Roll Now adds a dodge buff at the end of movement. Uncanny Focus Now regenerates 8 spirit per second; this does not scale. Now grants a dodge bonus of 0.5% per rank, and upon successful dodge, restores 0.5% of spirit per rank in the power. Channeled Blast Power now animates and rotates faster, and has an additional slow effect. Added synergy with Optic Barrage and changed UI to reflect this. Optic Barrage Increased damage bonus awarded by items for Optic Barrage. Added synergy with Channeled Blast. Optic Devastation Medals now grant bonuses to this power. Cunning Blast Now performs a backwards roll away from the cursor, instead of a slower leap. Secondary Resource (Command Points) Increased the rate to gain Command Points. There will be more work done on Cyclops’ secondary resource in the future. Tactical Command Duration now increases with rank. Defensive Tactician The dodge bonus was unintuitive. It was applied only against targets affected by Tactical Analysis, but that meant it wouldn’t show up in the Character Sheet and would be difficult to tell who you could dodge more against. Made the following changes Decreased dodge bonus, made it unconditional so that it is on all the time if you are near Cyclops (and always on Cyclops). Added flat damage debuff (weaken) to targets affected by Tactical Analysis. Adjusted dodge bonuses on dodge powers so that you cap out to 50% when all three dodge powers are rank 20. Increased damage (and bonus damage from items) for several spirit spending powers Channeled Blast Cunning Blast Explosive Blast Maximum Optic Beam (Ultimate Power) Optic Barrage Piercing Blast Wide Beam Daredevil This represents an initial review pass of Daredevil. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 2 at level 10. Club Strike Attack speed increased by 10%. Club Sweep Damage increased by 10%. Elektra Alliance (Ultimate Power) Elektra is now un-targetable and invulnerable. Enter the Void Cost reduced from 10 to 5. Duration increases at every rank, and scales in duration to make the progression per rank better. Tooltip fixed. Man Without Fear Now provides 5% more dodge at max rank. Provides slightly more dodge at each rank to make the progression per rank better. Radar Ping Cost reduced from 10 to 5. Restorative Trance Healing per second increased by 10% at every rank. Taser Club Attack speed increased by 10%. Updated VFX. Whirling Club Damage increased by 20%. Deadpool This represents an initial review pass of Deadpool. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Big Ol Stab Damage increased by 10%. Cost reduced from 14 to 10 spirit. Itty Bitty Boom Explosion delay decreased by 60%. Projectile speed increased by 50%. Secondary resource (Pain) No longer decays over time. Flesh Wounds Attack speed increased by 20%. Shoot All the Bullets Damage increased by 20%. Cost reduced from 20 to 15. Slice n Dice Damage increased by 15%. Cost reduced from 25 to 19. Hawkeye This represents an initial review pass of Hawkeye. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Destructive Volley (Ultimate Power) Damage over time per rank increased and debuff duration per rank decreased to ensure a net per second gain in overall damage. (The base homing arrow hits remain unchanged.) Freeze Arrow Now affects multiple targets in a small area around the point of impact. Shrieking Arrow Firing speed and range increased. Taser Arrow Now arcs to more than one target at higher ranks, although not to quite the same degree as Captain America’s shield bounces or a lightning power. Tear Gas Arrow Now calculates its damage per second so that the duration scaling on the area of effect is a pure increase, instead of stretching and scaling higher values to fit. Firing speed and range increased. Trick Arrows Several powers in this category have had their spirit costs reduced. Vibranium Arrowheads Now improves the defense penetration of ALL powers, not just ones on the Archery tab to help open some alternative builds. Hulk This represents an initial review pass of Hulk. The defense system upgrade will have a huge impact on Hulk and he will be designed around that system in the coming weeks. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Health Hulk’s base health at all levels has been increased by 20%. Secondary resource (Anger) Now gained more quickly. Removed passive defense buff for hoarding Anger. Removed damage buff on powers for hoarding Anger. When spending Anger, Hulk now gets a heal (10% HP over 3 seconds). Passives Buffed Anger gaining passives Worldbreaker Activation chance is now 100% on hit, added bonus crit chance and crit damage. Short Temper automatically doubles the Anger gain you get from getting hit; added defense and max HP buffs. Introduced animation speed difference between Furious Punch and Savage Swing. Unbridled Rampage Added damage buff and health regeneration for duration of power. Added flat, non-scaling heal percent per anger spent. Removed restriction on Anger gain. Duration no longer scales with ranks. Movement/Cast speed increase is only applied (at a flat 20%) if you spend more than 3 anger points. Stances Stances have been redesigned so they are mostly passive with a short activated ability (passive effects are still on even if the power is not equipped). Activated abilities start with a 20 second cooldown and scale down .25 seconds per rank. Hulk Tough Added a damage shield that scales with ranks; activate to become immune to damage for 3 seconds. Hulk Free Added a movement speed buff; activate to cleanse CC effects and to become immune to them for 3 seconds. Hulk Mad Added a crit chance; activate to guarantee crits for 5 seconds. Roars Mighty Roar Redesigned to taunt and give damage debuff to enemies. Terrible Roar Redesigned to deal damage and give damage vulnerability to enemies. Rubble Toss Added a stun on spending Anger point. Increased damage for the following powers Crushing Leap Demolishing Charge Furious Punch Ground Smash Iron Man This represents an initial review pass of Iron Man. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Jet-Assisted Slam Adjusted the power to hit as an AoE instead of a forward cone, to make the power easier to use. Added 2% damage synergies with Hyper-Velocity Charge and Death From Above. Hyper-Velocity Charge Added 2% damage synergies with Jet-Assisted Slam and Death From Above. Death From Above Added 2% damage synergies with Jet-Assisted Slam and Hyper-Velocity Charge. Our primary goal for Iron Man in this patch was to improve the feel of his basic powers and his trio of micro-missile powers. For his basic powers, we focused on speeding up the attacks and the projectiles so that they’re easier to use against mobile enemies. Repulsor Beam Sped up the attack animation by 15% and the projectile speed by 60%. Freon Ray Sped up the attack animation by 15% and the projectile speed by 60%. Disruptor Beam Sped up the attack animation by 15% and the projectile speed by 60%. For the micro-missile powers, we improved their targeting methods and gave Micro-Missiles and Missile Salvo a little bit more damage. Micro-Missiles Increased starting damage by 33%. Updated the targeting of this power. The power can now be manually targeted by activating while the mouse cursor is over an enemy. When no target is selected, the missiles prioritize enemies in the center of the screen. If there are no enemies in the center of the screen, the missiles target the nearest enemy. Missile Salvo Increased the damage scaling by 25% and raised the starting damage to be more competitive with Micro-Missiles. Automated Missiles Updated the targeting of this power. The missile prioritizes enemies in the center of the screen. If there are no enemies in the center of the screen, the missile targets the nearest enemy. Jean Grey Jean Grey has a significant number of changes in the works for an upcoming patch. For today, we wanted to increase her base move speed as part of a global design review. Jean Grey s base movement speed has been increased by roughly 10% to be on par with most other heroes. Ms. Marvel This represents an initial review pass of Miss Marvel. We intend to further review Ms. Marvel’s basic mechanics, tankiness and overall power trees. As with all heroes, additional design passes will continue to occur, taking into account performance data from the live server, Test Center server and player feedback. Statistics Energy Projection now increases to 6 at level 56. Photon Punch Now increases photonic energy with each strike. Now deals physical damage. Cosmic Haymaker Slightly increased range, and improved the targeting. Haymakers should not miss as often. Mighty Punch Damage increased by 20%, putting it on par with Photon Punch. Defiant Escape No longer requires or spends photonic energy to become immune to conditions for a brief duration, and gains 0.25 seconds of immunity per point (up from 0.1 seconds). After activation, players can now move immediately and can activate the power without being under the effects of crowd control. Uppercut Blast Now consumes all photonic energy to deal bonus damage, and grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power (1.5 seconds per pip of photonic energy used). Uppercut Blast’s attack speed and energy damage have been increased. Photonic Blast Now a basic power. Now has a 3% damage synergy with Stellar Beam. Stellar Beam Now a basic power. Now has a 3% damage synergy with Photonic Blast. Photonic Wave Damage increased by 10%. Secondary resource cost removed. Cost reduced from 27 to 20. Now has a 3% damage synergy with Photonic Devastation. Photonic Devastation Now has a 2% damage synergy with Photonic Wave. Secondary resource cost removed. Animation time to start the power has been sped up. Photonic Regeneration Secondary resource cost has been removed to activate the instant heal. Photonic Regeneration s healing effects are now increasing by your current level of Photonic Regeneration. Heal over time duration is now 3 seconds (down from 5). Cooldown has increased to 3 seconds. Healing has been slightly reduced to compensate for the reduced activation costs. Stellar Flare Maximum charge up time has been reduced by 25%. Ms. Marvel is now immune to all crowd control while channeling Stellar Flare. Now grants a 50% damage reduction buff for a short duration. The duration is based on how much photonic energy you consumed when using the power, up to 10 seconds at maximum photonic energy. Photonic Defense Now resists damage from all angles. Now adds photonic energy for each attack blocked. Energy Absorption Now has a chance to gain photonic energy when dealing energy damage. Kree Toughness Now has a secondary effect of increasing attack speed for fighting powers, based on how much photonic energy you currently have. Warbird Charge Now adds photonic energy for each enemy that is hit. Crashdown Strike Damage quadrupled, and increases photonic energy for each target hit. Now has a 10 second cooldown which decreases with power points. Knockdown duration now increases with power points. Finishing animation is now shorter, and can be cancelled immediately after Ms. Marvel has landed.. Binary Overdrive (Ultimate Power) Now increases all types of damage. Initial damage has been increased 40%. Damage over time portion increased 20%. Secondary resource (Photonic Energy) has been converted to a pip system, to make it easier for players to see how much energy they have at a quick glance. Photonic Energy now grants percent damage reduction, up to 30% at maximum photonic energy (3% per pip.) Photonic Energy now decays 80% slower, and increases when being struck by any type of attack (with bonus Photonic Energy rewarded when struck by an energy attack). Increased damage scaling for these powers Flying Knee Roundhouse Kick Uppercut Blast Warbird Charge Punisher Movement speed has been increased by roughly 10% to be on par with most other heroes. Chemical Mine Explosion delay timer reduced by 25%. No longer reduces the defenses of affected enemies. Explosive Rocket now deals double damage to targets at the center of its effect. Pain Tolerance Now reduces damage by a flat percentage. This mitigation amount increases when Punisher has low health. Proximity Mine explosion delay timer reduced by 25%. Now reduces the defenses of affected enemies. econdary resource (Vengeance) No longer decays. Show No Mercy Can now be used against any target. Base damage reduced by 38%. Now deals double damage against stunned or knocked down targets. Sticky Mine Explosion delay timer reduced by 25%. Scarlet Witch We’ve made some improvements to Scarlet Witch in light of the global change to damage over time powers. We focused on improving her speed and the strength of her direct damage spells. Movement speed has been increased by roughly 10% to be on par with most other heroes. We also increased the attack speed and damage on her basic powers and Hex Orb Hex Bolt Damage increased by 20% and projectile speed increased by 60%. Menacing Hex Attack speed increased by 20% and projectile speed increased by 60%. Bewitching Hex Attack speed increased by 20% and projectile speed increased by 60%. Hex Orb Damage increased by 20%. Chaos Tempest Sped up power activation and recovery by 25% to make the power easier to use in dense combat. Secondary resource (Chaos Flux) Added a decay and made it do something all the time. It now it gives % damage bonus based on current amount. A larger redesign for this secondary resource is in development that involves some cool new engineering. Unmake Reality (Ultimate Power) Now allows loot to drop from enemies killed by it! Spider-Man Spider-Man just has some simple changes in this patch before a larger review. Corrosive Web Fluid Increased damage scaling, and added a damage synergy with Web Spray in addition to the duration synergy. Sticky Strike Spider-Man s slowing and immobilizing powers now tag enemies as Webbed even when the slow or immobilize is resisted or prematurely ended. This allows Sticky Strike to deal double damage against bosses or other characters with high tenacity. Leaping Assault Now knocks down enemies rather than knocks back. Also now flags enemies as ’webbed‘ to combo with Sticky Strike. Storm Due to changes in Storm s power trees, all Storm players have been given a free respec for their power points. Chain Lightning/Thundering Bolt Chain Lightning is now unlocked at level 6. Thundering Bolt is now unlocked at level 16. Chain Lightning is a fun, iconic skill and should be available at a lower level. Thundering Bolt was swapped since Storm has access to other crowd control methods in early levels. Damage on these powers have been adjusted appropriately for their new positions in the power tree. Thundering Bolt has also gained a small amount of scaling on the stun duration with power ranks. Crashing Hail Damage scaling has been massively increased. Synergy has been converted to damage rather than duration. The duration scaling per level has been lowered in favor of higher damage scaling for more power interactivity. Storm’s tempest powers have been divided into two categories to allow Storm players more flexibility over the buffs they want to activate. Two tempest powers – Thundering Tempest and Quickening Tempest – have been renamed and moved. Gusting Tempest and Freezing Tempest are still classified tempest powers, and only one of the two can be active at once. They now drain spirit over time while active, are both located in the Stormcrafter tree, and have gained additional effects. Gusting Tempest Now deflects all projectiles upon turning the skill on or off, and has gained a passive chance while active to deflect projectiles in addition to knocking back enemies. It now deals light physical damage while active, and has a damage synergy with Freezing Tempest. Freezing Tempest Now deals energy damage to all enemies in the tempest area while active, and has gained a damage synergy with Crashing Hail. Refreshing Breeze and Quickening Breeze (formerly Quickening Tempest) are now classified as breeze powers, and only one of the two may be active at a time. They now reserve a percentage of your maximum spirit. You may have a breeze power and a tempest power active simultaneously. Thundering Maelstrom (formerly Thundering Tempest) Will no longer disable tempest powers (or breeze powers) and is not classified as either. Players may use a tempest power, breeze power, and Thunder Maelstrom all at once. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. Storm already has mobility skills at early and mid levels, and we wanted to open up the level 10 Windrider unlock spot for a new passive (see below). Turbulent Winds A new passive power unlocked at level 10, Turbulent Winds. Turbulent Winds adds a damage vulnerability debuff to Buffeting Zephyr, Sirocco Rush, Sudden Tornado, and Gusting Tempest. Turbulent Winds also grants a short burst of movement speed when Storm dodges an attack. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. The damage and damage scaling of the skill has been increased, and it now has a damage synergy with Freezing Tempest. Blizzard did not provide enough impact, and this change will solidify Hail as debuff-centric AoE with solid damage. Lightning Rush Now part of the Skybreaker tree, and unlocks at level 28 (up from level 10). The damage of the skill has been accordingly increased. It now deals double damage against stunned targets, and has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Thundering Bolt has gained a small amount of scaling on the stun duration with power ranks. Sirocco Rush No longer has a synergy with Lightning Rush. Instead, Sirocco Rush now gains stun duration with power ranks. Sudden Tornado now knocks foes back (instead of knockup), and fires three tornadoes per cast. Spirited Now scales by a flat amount with each power point. Spirited now also increases your maximum spirit by a percentage. Lightning Storm Now has an upfront burst of damage when cast, and gains area-of-effect duration with power points. Gusting Tempest and Freezing Tempest reserve a flat amount of spirit to keep active, have gained additional effects, and now share a damage synergy. Gusting Tempest has gained light physical damage and is now tagged as a Wind Power, and its deflection chance has been retuned to be higher at rank 1. Freezing Tempest has gained a chance to freeze enemies within its area. Crashing Hail, Thundering Maelstrom, and Lightning Storm now share a damage synergy with each other. Crashing Hail and Blizzard have been combined into one power. The new Crashing Hail now unlocks at level 20 (down from 28), and slows enemies in its area of effect in addition to the damage and armor reduction. Quickening Breeze and Refreshing Breeze now reserve 20% spirit to maintain. Refreshing Breeze now restores health to nearby allies (including yourself) while active. Lightning Rush has gained synergy with stunning Lightning powers - Stunning Bolt, Thunderstrike, and Lightning Column. Turbulent Winds grants a short burst of movement speed when Storm dodges an attack. Slow effects on Freezing Tempest, Crashing Hail, and Thundering Maelstrom have had their scaling increased per power point, rather than slow bonus synergies with each other. Crashing Hail and Thundering Maelstorm gain more powerful slow effects than Freezing Tempest. Increased the damage scaling of Ball Lightning. Thor These are all the changes for Thor from the last month or so, combined. We are continuing to monitor Thor, particularly as related to the defense system upgrade coming in the next major patch. Almighty Mjolnir Increased initial damage by 20%. Increased missile radius by 20%. Reduced the additional Spirit cost for charging Almighty Mjolnir to 5 per second (down from 10 per second). Initial spirit cost of this power remains unchanged. Asgardian Smite Increased damage by 20%. Asgardian Stamina Increased bonus health from to 50 per rank (up from 15). Bring the Thunder Increased animation speed. Hammer Punch In addition to its regular damage, made this ability deal 1% of targets max health on hit, scaling by 0.1% per level of this skill. Increased spirit cost to 20. Hammer Strike Increased animation speed. Increased the scaling on damage. Leaping Smite This power now automatically stuns the foe. Removed all Odinforce references and requirements. Increased scaling damage slightly (~15%). Lightning Smash Increased the energy damage component by 25% (this will help other powers that scale based on Lightning Smash). Tagged as a Fighting Power to match other melee hammer powers. Lightning Strike Increased damage by 30%. Mighty Shockwave Attack speed increased by 100%. Travel speed increased by 50%. Area width increased by 10%. Secondary resource (Odinforce) You gain a small amount of Odinforce whenever you hit with a ranged power and a large amount of Odinforce whenever you hit with a melee power or kill an enemy. Removed the mechanic which gained Odinforce when enemies are nearby. Storm Hammer Increased animation speed. Increased damage by 20%. Increased the movement speed for Mjolnir by 35%. Thunder Surge now God Blast Massively increased the base damage and scaling damage. God Blast spends all remaining Odinforce and adds significant damage per point of Odinforce used. Animation speed increased to be more responsive. We’ll be watching the data on this power to ensure it lives up to its name! Thundering Strike This power will now ignore some defense (2.5% defense penetration per rank in the power). Increased radius. Made the chance to stun scale more aggressively at higher ranks. Thunderous Charge Increased damage by 10%. Changed unlock levels of some of Thor s Powers and updated damage curves. Wolverine All power synergies and dependencies for Wolverine have been removed in favor of higher base damage per rank and self-sufficient power mechanics in order to encourage power point allocation diversity, especially in endgame builds. Adamantium Skeleton Bonus physical and energy defense increased. Now adds bonus tenacity against all negative status effects instead of just forced movement. Unlocks at level 20. Adrenaline Rush Now a toggled effect. Dodge bonus now scales only off of ranks in Adrenaline Rush (synergy with Furious Lunge ranks removed). Overall benefits reduced at lower ranks and increased at higher ranks. Blood Hungry Sweep (new power) A PBAoE slash that deals extra damage to bleeding targets. Unlocks at level 10. Bloody Slash No longer slows enemies. Attack speed increased. Base damage increased. Bleed damage decreased. Bloody Victory Now a passive power that heals Wolverine each time he defeats an enemy. Unlocks at level 28. Brutal Slash Damage increased. Unlocks at level 3. Cage the Beast Now has a 5 second cooldown. Cannot be used while at max spirit. Eviscerate Damage increased. No longer uses Spirit on activation. Unlocks at level 1. Feral Growl Now stuns nearby enemies. No longer causes fear to distant enemies. Now unlocks at level 18. Feral Senses No longer adds bonus chance to avoid missiles. Now unlocks at level 8. Furious Lunge Now unlocks at level 2. Hack ‘n’ Slash No longer procs an extra AoE attack on crit. Attack speed increased. Damage increased. Now awards double Fury generation. Now deals damage in a small arc in front of Wolverine (the functionality now matches Wolverine’s other basic powers). I’m the Best There Is Can now be used against any target. Base damage decreased. Now deals double damage to bleeding targets. Quick Slash Damage no longer gains bonus scaling above rank 20. Regeneration Boost Now has a 5 second cooldown. Healing increased. Now cannot be used while at max health. Cost reduced. Now unlocks at level 16. Savage Recovery No longer increases Attack Speed or Move Speed. Now increases crit chance by 40% while its effect is active. Smell Weakness Removed from Wolverine’s powers, and replaced with Blood Hungry Sweep. Unleash the Beast Now applies its effects instantly. Wolverine s bleed effects should now tick every half second instead of every second. Character Sheet and Damage Rating. A few new stats have been added to the character sheet. We are looking to iterate on presentation of information to ensure that it is easy to understand. Players were sometimes confused when the equipped an item with +10 damage and didn’t get +10 damage on every power. This is because every power has a damage rating multiplier; this multiplies the damage rating value which now shows up on the character sheet. We are going to add Damage Rating Multiplier to each power’s tooltip at some point in the future. Autofire powers, particularly, get less Damage per shot because they have a low Damage Rating Multiplier while Hulk’s Punch gets full value from Damage Rating. This does not change any powers or items; it is simply a presentation change. Bug Fixes There are many pages of small bugs that have been fixed. These include many VFX fixes, tooltip bugs, enemy behavior bugs, animation bugs, item/artifact bugs and interface quirks. Top 10 fixes that you are likely to notice Some missions that were not giving party credit on interaction with mission objects have been adjusted to properly give party credit when anyone in the party interacts with the object. Resistance penetration should work for all skillshot powers. Healing and other beneficial effects will now work when you are Invulnerable. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Fixed the character sheet s ‘stats’ tab not displaying health regen granted by powers. Items and Powers that grant a percentage of generic armor to all types of damage, should now be reflected with an updated number on the Character Sheet. Vanity Pets are no longer targeted by bouncing attacks. The summons from the AIM Robot Dispenser now follow you around instead of wandering off randomly. All slow powers should actually slow correctly.
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Category any% 100% 0% Allboss min legacy MS% Description any% It doesn t matter what % to clear. 100% Complete the game with a 100% item collection rate. 0% Clear the game while maintaining a 0% item collection rate. Allboss Complete the game after defeating all boss enemies. min Minimize ability to clear. Clear the game while maintaining a 0% item collection rate. legacy Clear game in older versions MS% Clear the game by following the predetermined route. All sequence breaks intended by the developer must be used, which technically means taking a detour to get some things in sooner rather than later. Early grapple beam Bomb before Clyde Flash shift before the cradle Early super missile Early cross bombs Early Gravity Suit Early Screw Attack Early space jump Early space jump Before Kraid. Flash Shift, Bomb, Grapple to get ahead of the curve. Get super missiles before droguega Crossbombs before gravity suits Before Z-57, screw Space jump before Escue And is glitchless glitch Pseudo Wave Beam Ledge Warp Water Bomb Jump Water Jumps Shine Sink Clip Melee Tutorial Camera Lock Labbing Short Boost Invincibility Axis Skew Description Pseudo Wave Beam The beam is emitted through walls. The beam is mainly effective against objects at or near the same height as the ceiling. It seems that "terrain" and "breakable terrain" are handled differently; if the beam hits the border between the two, it is considered to have hit a wall and the beam disappears. In RTA, this is often used in the first two locations, but it can be used in other places as well. Depending on the location, the direction to aim at and the grace time will vary. Ledge Warp This technique warps to the morphed position. The morphed position is saved until the morph is released. To be precise, this is a one-frame move that requires morphing two frames before the cliff-climbing motion begins. If the input is one frame late, Samus jumps high, and if it is later, she slides. If the timing is correct, the thumbs will bounce a little higher. Water Bomb Jump A technique for climbing cliffs at heights that are normally unreachable. Used to acquire ice missiles without taking spin boosts or taking minor shortcuts. Water Jumps The space jump before acquiring the Gravity suit cannot rise above the initial jump altitude when used underwater. However, near the surface of the water, it is possible to gain altitude by jumping at a specific depth. The first jump must be made from a cliff or from the ground. The trick is to jump at a slightly sunken position, not just above the water s surface. If you sink to a certain depth, you will not be able to resurface. It is a good idea to start over. It is used for early screw attack. Shine Sink Clip A technique to get through a floor one square thick. If the player only slides or tries to pass through a floor thicker than two squares, he will be buried in the terrain and die. It appears that the grappling beam is used to avoid the death penalty. If the grappling beam is released early, for example, by hitting a wall, the grappling beam will be released and the victim will be buried and die. When the grappling beam finishes, the morph is automatically activated. In RTA, it was used to get through the floor with Catalyst to get a screw attack early, but was eliminated by the fixed camera. ...but it is used frequently for shortening details. The most significant shortening is the Omega Cannon take-out. The timing of activating Shine seems to be important, but the position of turning around from sliding and the distance from the wall are sometimes important. If you are in the right position, you can easily sink even if you activate it early. Melee Tutorial Camera Lock Labbing A glitch that takes advantage of the fact that the melee counter tutorial is completed only after including the corrupted emmies. For some reason, loading the Colpius battle restores the tutorial flags. While the camera is fixed, off-screen objects are no longer loaded, allowing the user to ignore enemies, water, beam gates, destructible blocks, variable terrain, etc., and pass through them. They also do not take cold damage. The judgment of non-variable terrain always remains. Activating the standing shine spark removes the fixed camera status. Currently, no other method has been found to remove the camera fixation. Camera immobilization itself is possible without obtaining a speed booster, but since there is no way to release it, progress becomes impossible. If you activate the Shine Spark while buried in a destructible block, you will be judged to be buried in the terrain and will die. In the RTA, these characteristics are used to move around the screw attack area by relying on sound to get there early. After the tutorial flag is restored around Colpius, the flag seems to disappear if the player dies in Altaria or retries from a checkpoint. Short Boost It is possible to accumulate speed boosters at a distance where they would not normally accumulate. This is a difficult move to get used to. It is like doing a quick half-turn command in a gaming game. This allows you to get the screw attack earlier, so the camera lock has been eliminated in Any%. If you do it in a wide space with no walls, you will be in a backward motion. This happens even if you try to jump or do some other action while stopped, and also happens automatically after a certain period of time even if you do nothing. Invincibility Fixed in ver. 1.0.3 Sams literally becomes invincible. He will not be hit by enemy attacks and will not take temperature damage. He will no longer be caught by emmies. If you succeed, you will be pushed out of the gate a little, so it is easy to check if you succeeded or not. Invincibility is removed by passing through the emmy zone gate, moving to an area, or causing an event to occur. Note that shooting Godzuna s claws or Enki s shine spark will freeze Samus and make her unable to progress. While invincible, screw attacks can hit robot bird soldiers, Core X, etc. in multiple stages, so they can be defeated in an instant. The Escudo will not be multi-hit. A setup exists when triggered outside of an emmy zone that has not been destroyed. Touch the gate while it is closed, pause when it opens tilt the stick diagonally upward shift and press B and + one frame (only one frame to unpause) put the stick in neutral and unpause. Recommended if you are confident in your shifting presses. Axis Skew Samus may face this side of the screen; it was useful in the RTA, inside the purple emmy zone. Even now it is sometimes used at 100% to stabilize. If you are using emmies, use the invincibility bug and melee while turning around and overlapping with the emmies. The conditions are that the melee must be performed on the third frame after Samus turns around, and that Emmy s head and Samus must be in close proximity. The accuracy of the maneuver is about 1 frame of grace and 4 frames of timing? The frontal state is maintained by vertical jumps and various attacks. It is released by spin jumps, morphs, etc. In the front-facing state, beams fly forward and missiles remain stagnant in place. If you free-aim to a specific angle, you can see beams and missiles slowly moving to the left. The Omega Blaster also stays in place, as do the missiles, but the game crashes if 10 missiles are held in the screen. It is possible to accumulate a shine spark while facing forward. This was the decisive factor in making the Gravity suit skip possible.
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原文 Oblivion/新しいHair Meshの作成 This tutorial is intended as an starter aid to those wanting to model Oblivion hair meshes. It does not claim any expertise - I have mostly worked with two existing hair meshes - cropped (style07), and Mohican (ElfMohawk). It relied on key info provided by BetterBodies forum moders (particularly Corwyn). 基本的なhair meshの生成 Blenderによってエクスポートされる既存の20.0.0.4.メッシュを使うことは、可能かもしれません。しかし、それらは重要なデータが不足します: NiStringExtraData - a reference to an insertion point "Bip01 Head" Tangent Space data Vertex coloring data (not supported by the OBJ format, Blender, or fully by Nifskope) NiTexturingProperty - its not clear to me what this is for cause all the switches are off 私は既存のhair meshを使いました。meshの選択は、重要になります(後ほど)。 Create your hair mesh (I used theirs as starters). To create a Bald mesh just dump a small rendered cube inside the original mesh, and delete it (maybe you could get away with no mesh at all). Export as a OBJ file. Load the Bethesda hair NIF into Nifskope and import your OBJ file. Save under a new file name. Your mesh should then be picked up by TES. It will render, but not change color or shape. If you want your hair to change shape, you must provide (renamed) egm and tri files. These contain hair animation data. Naturally the results of the shape change can look like a punks tea party, if they work at all. If you want the hair to change color you must activate vertex coloring; and that s when the trouble starts. It appears that only one mesh/texture can be imported from the OBJ file. Any other meshes in the file will be merged into one. Of cause, this may be a flaw in my OBJ exporter - I don t know. You can put in other items other than hair. However given the restriction on submeshes/extra textures, and the lack of bone support (I found that my particular addon bits did not move with correcly with changes in head geometry) this is an NPC only option (I ve only tried this in the TES, not in the game). It was better in Morrowind - so much for me doing spectacles for my Player. Setup in TES - add the mesh to the hair style list options (Make it playable), and then add the style to the race menu options. Run the game, activate console, type in ShowRaceMenu, select the hair mesh, exit to main chargen "Do you want to be a...?" screen, activate save/load screen, save game, reload game, and use the new haircut. How to color the hair workarounds Hair coloring depends on the use of (up to) 4 (implied) texture maps AND vertex coloring. Vertex coloring is a way of coloring a mesh without a texture by interpolating between vertices. The cropped mesh uses what may be default settings - 255 for each node. The mohawk mesh is a complex folded mesh that uses various color settings - possibly for special effect. Blender dose not support the vertex color array needed. Yes it has a vertex coloring facility, but it don t work here - either cause the OBJ format don t use it, or cause the NIF importer/exporter don t. My tests suggest both. That s why you have to chose the correct Bethesda hair mesh NIF to alter. Import your OBJ into the NIF Activate vertex coloring - its a flag in the trishape block at the end of the NIF. Save your NIF - and get a warning message and a totally corrupt NIF The problem is that the number of nodes in the mesh must equal the number of entries in the original (unchanged) vertex array. You will have to either cut out vertices, or add a dummy mesh large enough to supply the extra vertices - NifSkope and the game don t seem to care where they come from, or that there is more than one mesh in the hair (extra materials could be another matter) Re-save the new NIF. If you cannot save the NIF correctly (warning message by NifSkope about invalid array size), it is cause the NIF has degraded (I presume that there has been info loss somewhere and it has become corrupt). Load in the original Bethesda NIF and reload the OBJ , reset the color flag, and try again. It will then save ok (well it does for me). Having done that your mesh should display in the game ok, if it uses the mohawk (gray.dds) texture. If it uses the cropped texture you could be in big trouble. The cropped (short.dds) texture complex contains gaps and transparencies that can show up in the mesh - badly - what shows up differs between (my editor), TES, and the Game. Increasing mesh density along the X axis (may have) removed the problem from my original mesh (I needed a mesh 50% thinner than my original). Trying to remove the problem from the original was pointless - I even duplicated the mesh, shrank it inside the original - no effect, even when the texture was rotated 180 - so it looks like meshes inside meshes are not rendered. The solution was to use the gray.dds map (repositioned), and apply a 90% transparency - the AlphaProperty transparency flags are already pre set in the NIF (and to more than the mere basic 237 needed), so just alter the alpha value. Its not as good as the correct texturing, but adequate. Try 75% transparency for very dense (rendered) textures. Ambient lighting conditions also have an effect.
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Infantry Commandos Contents 1 British Veterancy 2 Tactics 3 History 4 Called In Using 4.1 Glider 5 Squad Abilities 5.1 Commando Throw Grenade 5.2 Concealing Smoke 6 Squad Weapons 6.1 Sten SMG 6.2 Commando Demolitions Charge 6.3 Commando Grenade Commandos Squad Size 6 Capture Rate 1 Sup Threshold 0.35 Health 390 Sight 35 Pin Threshold 0.8 Cost 510 Detection 7/0 Recovery Rate 0.012 Hotkey C Population 6 Time 36 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 9.0144 Reinforce Cost 0.4119 Critical Type infantry Squad Slots 6 Reinforce Time 1.5 British Veterancy british units, excluding the Lieutenant, captain, and command tank, do not gain veterancy. Any experiences earned from kills by infantry are transfered to nearby officers at the time of the kill, or otherwise lost forever. Commandos do not benefit from the presence of a Lieutenant or captain, but will still transfer earned experience Tactics Commandos can only be used with the Royal Commandos Doctrine. Commandos are good counters to enemy machine guns as they can drop outside the HMG s fire arc with gliders or can deploy smoke to make them untargetable for 7 seconds. Never drop the glider near the presence of a sighted Marder III or StuG as they automatically target the glider even before the Commandos exit. This applies also to the Tetrarch Glider. Use Commandos against enemy infantry. They can also be used for capping power as they can drop behind enemy lines and do not have a movement handicap when in enemy territory. Drop the Commandos near an important strategic point to capture it, or near the main base to wreck havoc in your enemies base and turn his focus. Problems with gliders landing behind your lines and commandos wrecking your day? Cover vacant fields, long roads, and other great landing spots in dragon s teeth, they will tear up the glider before the troops can spawn. If an enemy drops a Panzershreck, pick it up with the commando squad as soon as possible. It makes them good against their usual counters - armored cars and light tanks. History The Air landing troops of the British Airborne were tasked with assaulting German positions prior to the D-Day landings. They landed their gliders in Coup de Main assaults on enemy positions, surprising the German defenders in risky attacks. They were all volunteers, and well-trained for their dangerous job, and continued to act as elite ground infantry once the airborne operations were over. The Commandos in Company of Heroes are actually Air landing troops from an Airborne Division, or SAS (Special Air Service) Commandos. Their distinctive red berets indicate they re airborne troops or SAS Troops, as Commandos wore green berets. Commandos came from several branches (Royal Army Commandos, Royal Marine Commandos, and Royal Navy Commandos) and none were involved in glider operations. Called In Using Glider [Expand][Hide] Cost 560 Activation targeted Duration _ Target tp_position Recharge 75 Hotkey Effects Call in a glider full of Commandos. The glider is capable of producing and reinforcing more Commandos in territory. ESee Ability Glider for details. Squad Abilities Commando Throw Grenade [Expand][Hide] Cost 25 Activation targeted Duration _ Target tp_any Recharge 30 Hotkey N Effects The Squad will throw a Mk2 Pineapple Grenade. ESee Ability Commando Throw Grenade for details. Concealing Smoke [Expand][Hide] Cost Activation timed Duration 14 Target tp_any Recharge 30 Hotkey S Effects Break any suppression or pinning effects on the squad and envelope the Commandos in concealing smoke. ESee Ability Concealing Smoke for details. Squad Weapons Sten SMG [Expand][Hide] Weapon Sten SMG See Weapon Sten SMG for details. Commando Demolitions Charge [Expand][Hide] Weapon Commando Demolitions Charge See Weapon Commando Demolitions Charge for details. Commando Grenade [Expand][Hide] Weapon Commando Grenade See Weapon Commando Grenade for details. Retrieved from http //coh-stats.com/Infantry Commandos
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Motivation The very first step of "Making" friends. Definition - courtney The desire to interact in with people, culture and language to which you may be new; the ability to step out of your comfort zone; the will to make mistakes and learn from them. Analysis - courtney All ICU students have already demonstrated some kind of motivation. The OYR students came from other countries because they wanted to study in Japan. April and September students passed rigorous entrance exams because they chose to attend ICU, a school with an international atmosphere. Motivation is the most important factor in overcoming differences and barriers and creating friends outside one s native language/culture. Motivation allows you to continue learning even during setbacks, allows absorption of criticism and the ability to overcome of mistakes. Learning a new culture and meeting people in a new culture is often all about mistakes and learning, and without motivation, the setbacks can easily kill the energy required to interact in a new environment. Examples / Actual Cases When I first entered ICU, I didn t know anyone - I felt so alone, because there was no friends that I could hang out with. I was so motivated and wanted to make friends, but it was hard. JLP class was too small. However, other classes were too big (since I was taking GE classes), and those classes were almost all individual work. There was no "出会い", a chance to meet someone. Even if I met many other September students, I didn t get a chance to meet OYR students and April students. There wasn t an opportunity to meet people, which was a problem. (continues on to "solution") Masumi My friend in Canada, who is initially from Hong Kong, loves Japanese movies and cars. He has never studied in Japan, however, his Japanese is soo good because he learns Japanese from watching movies and he eagers to speak Japanese to Japanese people. I think this is because he is highly motivated by falling in love with Japanese movies, cars and probably girls lol Yoshimi Well, many people at ICU wants OYR students, I think. However, the thing is... they are not thaaat motivated. Their motivation is not as high as using their free time making effort and embarassing themselves by being rejected. I mean, Japanese people tend to think like... Well,,, the girl sitting beside me seems like OYR students... I want to get to know her... but... what if I get ignored or annoyed!? isn t is embarassing?? and... she might not a OYR student. Should I talk to her in Japanese or English?? Would it be rude if I ask her where she is from.. because I heard it would be in some culture... Alright... just forget it.... so... for Japanese students... they have to be really really motivated to talk to strangers. its like jumping out from the window... Yoshimi Solution / Recommendation / Suggestion etc. - court (this needs revision) A little encouragement and motivation go a long way. Japanese language students need to find motivation in to speak in Japanese even when everyone in the immediate environment, ICU, can speak English. For example, joining a club or finding a boyfriend/girlfriend where the activities/relationships are conducted in your foreign language are excellent motivating factors. Edit this page
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Caldari State Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Expert Distribution 12 55 14 163 62 54 28 18 1 CBD Corporation 12 56 13 154 60 56 26 11 1 Kaalakiota Corporation 12 55 13 155 61 46 30 17 1 Caldari Business Tribunal 12 60 11 151 52 49 30 19 1 Nugoeihuvi Corporation 10 37 14 118 55 25 21 16 1 Wiyrkomi Corporation 11 38 8 113 38 38 25 11 1 Ishukone Corporation 11 42 7 106 29 33 26 17 1 Caldari Navy 3 39 9 132 51 37 25 18 1 Spacelane Patrol 3 40 4 114 39 39 22 13 1 Modern Finances 11 23 6 46 17 12 8 8 1 Sukuuvestaa Corporation 3 40 2 117 33 41 31 11 1 Hyasyoda Corporation 3 35 2 113 36 40 22 14 1 Poksu Mineral Group 3 31 3 81 25 21 24 10 1 Caldari Provisions 3 31 2 80 27 29 15 8 1 Ytiri 3 31 2 79 37 18 18 5 1 Lai Dai Corporation 3 33 0 83 23 27 18 14 1 Corporate Police Force 3 31 1 78 15 36 16 10 1 Perkone 3 23 3 79 29 30 11 8 1 Caldari Steel 3 31 1 77 25 25 14 12 1 Caldari Constructions 3 28 0 76 24 22 21 8 1 Expert Housing 3 26 2 53 17 14 12 9 1 Minedrill 3 24 2 56 14 18 15 8 1 Mercantile Club 3 20 3 39 14 12 7 5 1 Rapid Assembly 3 23 1 51 19 17 5 9 1 Chief Executive Panel 3 19 2 37 12 14 6 4 1 Propel Dynamics 3 16 3 34 11 8 9 5 1 Zainou 3 17 2 35 15 10 6 3 1 Echelon Entertainment 3 17 1 35 16 6 5 7 1 State and Region Bank 3 17 1 32 10 8 9 4 1 Caldari Funds Unlimited 3 18 0 30 6 11 6 6 1 Science and Trade Institute 3 10 2 22 11 4 4 2 1 Prompt Delivery 1 9 2 38 10 14 4 9 1 Home Guard 1 11 0 50 12 16 15 6 1 House of Records 3 10 1 19 7 4 3 4 1 School of Applied Knowledge 3 10 1 19 7 5 3 3 1 State War Academy 3 10 1 19 7 5 2 4 1 Ishukone Watch 1 11 0 33 6 14 7 5 1 Peace and Order Unit 1 10 0 33 12 6 9 5 1 CBD Sell Division 1 9 0 32 11 9 6 5 1 Deep Core Mining Inc 1 7 0 34 13 12 3 5 1 Wiyrkomi Peace Corps 1 10 0 18 4 5 5 3 1 Lai Dai Protection Service 1 6 0 21 5 4 7 4 1 Top Down 1 2 0 24 10 6 3 5 Internal Security 1 1 0 16 5 6 1 4 Zero-G Research Firm 1 1 0 7 2 3 1 1 139 2902 994 909 584 373 42 Minmatar Republic Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Core Complexion Inc 11 55 15 157 62 45 36 13 1 Freedom Extension 11 61 11 155 49 43 27 35 1 Republic Security Services 12 51 13 111 45 27 26 12 1 Republic Fleet 3 40 11 135 60 33 16 25 1 Minmatar Mining Corporation 2 32 5 124 32 29 39 23 1 Republic Justice Department 2 31 6 94 36 21 21 15 1 Republic Parliament 3 33 4 83 23 26 18 15 1 Republic Military School 6 13 3 21 9 4 4 3 1 The Leisure Group 3 18 3 39 12 7 9 10 1 Sebiestor tribe 1 7 5 43 13 13 8 8 1 Vherokior tribe 1 9 2 39 15 6 12 5 1 Brutor tribe 1 9 2 37 10 8 12 6 1 Boundless Creation 1 9 2 34 15 10 5 3 1 Krusual tribe 1 8 1 36 15 8 8 4 1 Republic University 2 10 1 18 7 4 3 3 1 Six Kin Development 1 8 1 34 9 14 8 2 1 Pator Tech School 3 10 0 17 7 3 2 4 1 Urban Management 1 4 1 27 8 10 7 2 Native Freshfood 1 2 0 24 10 7 4 3 Eifyr and Co 1 2 0 15 3 7 4 1 86 1243 440 325 269 192 17 Amarr Empire Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Imperial Armaments 9 41 14 126 45 35 25 20 1 Joint Harvesting 9 51 8 150 47 55 26 21 1 Nurtura 8 42 10 107 41 32 16 17 1 Amarr Navy 7 33 11 113 36 33 21 22 1 Ducia Foundry 9 38 9 83 28 26 17 11 1 Imperial Shipment 5 43 7 118 50 32 13 22 1 Carthum Conglomerate 5 33 7 120 42 41 17 19 1 Amarr Trade Registry 7 26 7 99 31 19 26 22 1 Amarr Constructions 7 27 7 88 24 26 24 13 1 Zoar and Sons 6 29 4 101 29 25 25 21 1 Emperor Family 7 31 4 83 31 25 13 13 1 Ministry of War 6 29 3 97 30 26 22 18 1 Civic Court 6 32 2 98 30 23 24 20 1 Ministry of Assessment 7 30 3 80 26 23 15 15 1 Ministry of Internal Order 7 29 3 80 29 21 17 12 1 Theology Council 5 30 4 82 26 24 19 12 1 Amarr Civil Service 5 29 2 80 20 33 18 8 1 Amarr Certified News 7 20 5 36 13 10 8 4 1 Inherent Implants 6 16 2 34 7 13 8 5 1 Imperial Academy 6 10 2 32 8 6 7 10 1 Royal Amarr Institute 6 10 2 20 8 4 3 4 1 Hedion University 7 10 1 18 8 3 3 3 1 Sarum Family 1 11 3 37 15 9 9 3 1 Tash-Murkon Family 1 8 3 35 16 10 5 3 1 Kador Family 1 10 2 38 14 10 7 6 1 Noble Appliances 1 8 2 33 10 10 8 4 1 Imperial Chancellor 1 11 1 33 10 10 7 5 1 Ardishapur Family 1 10 1 32 11 10 8 2 1 HZO Refinery 1 8 1 33 6 14 7 5 1 Viziam 1 10 0 32 8 12 7 4 1 Kor-Azor Family 1 9 0 33 8 11 7 6 1 Court Chamberlain 1 2 2 14 5 6 2 1 Further Foodstuffs 1 3 0 23 6 8 7 2 132 2188 718 645 441 353 31 Gallente Federation Corp Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 TransStellar Shipping 11 53 12 158 62 41 34 20 1 Quafe Company 11 58 9 157 52 38 38 28 1 Aliastra 10 48 12 110 40 33 20 16 1 Chemal Tech 12 36 10 84 34 25 13 11 1 CreoDron 9 42 8 120 46 31 24 18 1 Federation Navy 5 39 11 128 49 36 24 18 1 Pend Insurance 11 32 10 86 31 20 17 17 1 The Scope 12 26 10 57 19 17 11 9 1 Impetus 11 26 11 54 27 13 7 6 1 FedMart 5 40 6 122 38 38 26 19 1 Poteque Pharmaceuticals 11 26 8 66 26 13 11 15 1 Astral Mining Inc 6 34 4 136 42 34 34 25 1 Federal Freight 5 31 3 101 29 29 19 23 1 Roden Shipyards 6 23 6 72 29 22 12 8 1 Federation Customs 6 28 2 98 28 28 19 22 1 Combined Harvest 6 29 3 82 28 22 19 12 1 Material Acquisition 4 32 2 87 30 19 24 13 1 Duvolle Laboratories 6 30 3 57 20 15 13 8 1 Federal Administration 4 31 2 80 23 21 21 14 1 Federal Intelligence Office 4 25 3 62 21 17 15 8 1 Bank of Luminaire 4 17 3 41 16 7 9 8 1 Garoun Investment Bank 5 15 2 40 19 8 6 6 1 Egonics Inc 4 17 1 32 11 10 5 5 1 Center for Advanced Studies 5 10 2 19 8 3 3 4 1 Federal Navy Academy 6 10 1 18 7 4 3 3 1 University of Caille 5 10 1 24 10 4 5 4 1 Senate 1 2 1 15 4 5 1 5 Allotek Industries 1 2 1 13 4 3 3 3 Supreme Court 1 2 0 13 7 2 2 2 Inner Zone Shipping 1 2 0 12 4 2 5 1 President 1 2 0 12 2 4 4 2 147 2156 766 564 447 353 26 その他のFaction Corp Faction Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 Genolution Jove Empire 11 51 0 96 28 33 26 8 1 Impro Jove Empire 13 26 1 31 11 9 6 4 1 X-Sense Jove Empire 11 27 0 45 12 17 5 10 1 Jovian directorate Jove Empire 2 38 4 64 18 22 11 12 1 Jove Navy Jove Empire 2 25 0 30 7 9 7 6 1 Prosper Jove Empire 2 18 0 20 10 2 4 3 1 Shapeset Jove Empire 2 17 0 20 6 7 1 5 1 Material Institute Jove Empire 1 1 0 1 1 Academy of Aggressive Behaviour Jove Empire 1 1 0 1 1 Royal Khanid Navy Khanid Kingdom 1 15 8 53 15 10 11 16 1 Khanid Transport Khanid Kingdom 1 10 5 21 10 4 3 3 1 Khanid Works Khanid Kingdom 1 1 1 7 4 2 1 Khanid Innovation Khanid Kingdom 1 1 0 6 3 2 1 CONCORD CONCORD Assembly 13 58 16 163 56 54 38 14 1 DED CONCORD Assembly 9 37 12 78 33 17 16 11 1 Secure Commerce Commission CONCORD Assembly 2 3 0 13 3 5 4 1 Inner Circle CONCORD Assembly 1 1 0 6 1 1 3 1 Ammatar Fleet Ammatar Mandate 1 19 6 55 15 9 11 19 1 Ammatar Consulate Ammatar Mandate 1 10 7 24 14 3 4 2 1 Nefantar Miner Association Ammatar Mandate 1 4 3 15 7 2 4 2 Intaki Syndicate The Syndicate 1 24 5 71 19 13 19 19 1 Intaki Space Police The Syndicate 1 20 4 41 10 6 8 16 1 Intaki Bank The Syndicate 1 6 3 28 9 4 6 8 1 Intaki Commerce The Syndicate 1 7 2 23 5 5 6 6 1 Outer Ring Excavations ORE 1 2 2 19 3 9 3 4 Thukker Mix Thukker Tribe 5 27 16 65 29 10 10 15 1 Trust Partners Thukker Tribe 5 27 15 70 26 18 12 13 1 Sisters of EVE The Servant Sisters of EVE 11 38 14 84 42 20 14 7 1 Food Relief The Servant Sisters of EVE 1 2 0 13 3 5 4 1 The Sanctuary The Servant Sisters of EVE 1 1 0 10 1 7 1 1 Society of Conscious Thought The Society 1 1 0 13 5 5 2 1 Mordu s Legion Mordu s Legion Command 1 1 1 10 3 4 1 2 Archangels Angel Cartel 2 21 2 67 16 9 21 20 1 Salvation Angels Angel Cartel 2 16 2 34 8 10 7 8 1 Guardian Angels Angel Cartel 2 14 2 48 9 9 11 18 1 Dominations Angel Cartel 2 8 2 26 7 2 7 9 1 Guristas Guristas Pirates 1 7 4 49 10 7 15 16 1 Guristas Production Guristas Pirates 1 1 0 9 4 2 1 2 True Creations Sansha s Nation 1 33 11 123 36 14 34 38 1 True Power Sansha s Nation 1 28 7 86 19 10 21 35 1 Serpentis Corporation Serpentis 25 72 7 60 22 15 11 11 1 Serpentis Inquest Serpentis 1 1 1 11 3 3 1 4 Blood Raiders The Blood Raider Covenant 1 12 1 34 10 8 8 8 InterBus Corp Faction Region System Stolyline agent数 Lv1 Lv2 Lv3 Lv4 Lv5 InterBus The InterBus 0 0 38 9 13 11 5