約 4,901,182 件
https://w.atwiki.jp/nicoratch/pages/220.html
概要 +9/-26dBの3バンドEQやカーブを3段階切り替え可能な縦フェーダーなどを搭載したミキサー。 SK TWO 初代モデル。FOCUSフェーダー(後述)は搭載不可。 + フロント・リアパネル画像 フロントパネル リアパネル + スペック表・SK TWO Professional battle mixer endorsed by DJ Craze and DJ Infamous. The SK-TWO features high quality channel and crossfaders with hamster and curve adjustments on both, 8 position toggle switches and more. FEATURES • Unique PROTEKT panel hides all screws underneath the top panel for smooth, hassle-free fader operation. PROTEKT panel is reversible for longer life • Long-life, super smooth crossfader with photo-coupler system • Reverse function and curve adjustment for crossfader and each channel fader with 2 color LED (green normal red reverse) • 2 line and 2 phono inputs • Channel faders are close together for easy one handed dual fader use. • Three-way, 8 position line/phono toggle switches with FLASH feature (optional 2 way switch available separately) • Gain, 3 band EQ (+9/-26dB), and Pan control on each channel • Mic input with volume control, 3 band EQ (10/ -10 dB), and Pan control • Headphone input with volume control, cue pan fader, and Master/Cue select (when set to Master, the headphone level will not be affected by the master output level). Master output (TRS balanced 1/4 inch and unbalanced RCA) • Technical Specifications • Line inputs 2 (RCA), 150 mV / 27K ohm • Phono inputs 2 (RCA), 3 mV / 47K ohm • Master output 1 (1/4 TRS Balanced/RCA unbalanced), 775 mV / 1K ohm • Mic input 1 (1/4 inch), 2.45 mV / 3K ohm • Mic Tone Hi/Mid/Lo 12 dB • Tone Control 9/-26 dB ( Hi, Mid, Low) • Headphone output 1 (1/4 inch), 32 - 200 ohms recommended • Frequency Response 20 Hz - 20 kHz, 2 dB • Gain Control 0-20dB • S/N Ratio Less than 70dB • T.H.D less than 0.2% • Dimensions (LxWxD) 12 3/8 x 10 1/4 x 3 4/8 inches (314 x 260 x 89 mm) • Weight 6.6 lbs (3.2 Kg) SK TWO取扱説明書(PDF・英語) http //www.stantondj.com/pdf/manuals/sk2_owners_manual.pdf SK-2F VESTAX PMC05pro2との大きな違いは以下の二点。 1...クロスフェーダーに光学式非接触のFOCUSフェーダーを搭載 2...+9/-26dBの3バンドEQを搭載 クロスフェーダーはON/OFFのスイッチ方式のためフェーダーカーブ調整ができません。フェーダータッチは最も軽い部類で、跳ね返りが酷く、くせがあります。FOCUSフェーダーは不評だったのか、後に発売されたSA-5などのミキサーでは不採用に。 縦フェーダーは重く、またカーブの面から見てもスクラッチには向いていません。 クロスフェーダーのカーブ調整が可能なSK-2F Ltdというモデルもありました。 タンテ右翼より引用(http //ttu.s33.xrea.com/mixer03.html) ブルーパネル シルバーパネル + フロント・リアパネル画像(SK-2F) フロントパネル リアパネル + 以下SK-2Fレビュー 全体 全体の作りは思ったよりしっかりしており、ノブ・フェーダーの操作感よし。フェイスプレートの角もしっかり落としているなど恐らくそう高くはないであろう当時の販売価格を考えるとなかなか。 操作性 基本デザインはネタ元の05Proと同じ。ただし縦・横フェーダーリバース可能、縦フェーダのカーブが3段階で切り替え可能、PHONO/LINE切り替えにFLASH機能(バネが入っており切り替えスイッチをフェーダーの様に使える)モニターフェーダーを右上に移動など07Proに近い機能が追加されている。 性能 3バンドEQはしっかり効いて出音も癖がなくスクラッチも安価ミキサーにありがちな切れの悪さは皆無。 それと上記タンテ右翼のレポではFOCUSフェーダーは酷い言われようですが、あくまでスクラッチDJの一個人の意見として言うと、このフェーダー(とミキサー本体)はかなり良いです。確かにこのSK2Fはクロスフェーダーカーブは調節不可(そのせいか通常のALPS製アナログフェーダーも同梱されておりこちら使用時はカーブ調節可能)で、フェーダータッチ自体はECLER HAK360等に搭載されているエターナル・クロスフェーダーとほとんど変わりません。HAK 360はフェーダータッチ悪く言われている評見たこと無いのに。 ちなみにFOCUSフェーダーはV1とV2がありこのSK-2F、SK-6FはV1を搭載、SK-2F Ltd、SA-5、SA-12等はV2が使用可能です。 FOCUSフェーダー V1 FOCUSフェーダー V2 総評 先に伝えると興味があるなら10000円以下で販売していれば購入するべきです。そもそも発売時期が相当昔で購入時同梱されてたStantonカタログに記載されてるDJ CRAZEの肩書が1998/1999DMC WORLD CHAMPになっているくらい。そのため残存台数は少ないと思います。また入手できたとしてもフェーダーが前述のとおりFOCUSフェーダーではなくALPS製アナログフェーダーに換装されている場合もあります(実は気に入って2台目を買ったらそっちはALPSフェーダー搭載でした)可能であればクロスフェーダーのチェックを。あとクロスフェーダーは4ピンなので多分Vestax PCV or TKD 45-LT CN1使えると思うのでそのうち試します。 + スペック表・SK-2F 仕様 Line inputs2 (RCA), 150mV/47K ohm Phono inputs2 (RCA), 3mV/47k ohm Mic input1 (1/4"), 2.45mV/3K ohm Mic Tone+/-12dB (Hi, Mid, Low) Master output1 1/4" TRS Balanced RCA unbalanced, 1.2V/1K ohm Headphone output1 (1/4"), 32-200 ohms Frequency Response20 Hz - 20 kHz, +/- 2dB Gain Control0-20dB Tone Control+9/-26dB (Hi, Mid, Low) S/N Ratio 70dB PhonoEIN 105 dB Dimension (LxWxD)12 3/8" x 10 1/4" x 3 4/8" (314mm x 260mm x 89mm) Weight6.6 lbs (3.2 Kg) ■価格 ¥60,000(SK-2F・当時) SK-2F https //web.archive.org/web/20030423014144/http //www.kiwi-us.com 80/~mmi/stanton/msk2f.htm SK-2F Ltd このバージョンはFOCUSフェーダー V2を搭載しクロスフェーダーカーブを調節可能。またヘッドフォンジャックが通常の6.3㍉のほか3.5㍉ジャックも搭載しその他、PHONO/LINE切り替えが後のSA-5に搭載されているOS2光学スイッチに変更されている。 + フロント・リアパネル画像(SK-2F Ltd) フロントパネル リアパネル + 以下SK-2F Ltdレビュー 全体 操作性 性能 総評 + スペック表・SK-2F 入力 Line inputs 2 (RCA), 150 mV / 27K ohm Phono inputs 2 (RCA), 3 mV / 47K ohm DJ mic input 1 (1/4 inch), 2.45 mV / 3K ohm 出力 Master output 1 (1/4Ó TRS Balanced/RCA unbalanced), 775 mV / 1K ohm Record output 1 (RCA), 245 mV / 10K ohm Headphone output 1 (1/4 inch), 32 - 200 ohms recommended Frequency Response 20 Hz - 20 kHz, +/- 2 dB Tone Control + 9/-26 dB (Hi, Mid, Low) Mic Tone Hi/Mid/Lo +/-12 dB Gain Control 0-20dB S/N Ratio Less than 70dB T.H.D less than 0.2% 寸法( 314 x 260 x 102 mm) 重量 7 lbs (3.2 Kg) 価格 $599(当時)
https://w.atwiki.jp/xbox360score/pages/2365.html
Chivalry Medieval Warfare 項目数:40 総ポイント:1000 難易度:★★★☆☆(談合する場合★-1~-2) 製品情報:マーケットプレース 配信日:2014年12月3日 ※国内未配信 配信終了、2024年1月現在もサーバーは稼働している One版とは別実績。 オフラインモードもあるが全てオンライン実績で、すべてプライベートマッチで解除可能。 実績周りに不備がある模様で、Veteran's Helmet系は条件を満たしてもリスポーン時のクラスを変更していると解除できない事が報告されている。 Archer Veteran's Helmet Became a Veteran Archer in multiplayer 40 Man-at-Arms Veteran's Helmet Became a Veteran Man-at-Arms in multiplayer 40 Vanguard Veteran's Helmet Became a Veteran Vanguard in multiplayer 40 Knight Veteran's Helmet Became a Veteran Knight in multiplayer 40 Swordsmith Unlocked all swords in multiplayer 40 Rotisserie Chef Decapitated an opponent who was on fire in multiplayer 20 King of Kings Survived 10 minutes as King in Stoneshill in multiplayer 40 Heads Together Decapitated two opponents with one swing in multiplayer 40 Five Star Archer Got 10 headshots with a ranged weapon in a single multiplayer game before map rotation 40 Reach level 5 Gathered enough points to reach Level 5 in multiplayer 20 Reach level 10 Gathered enough points to reach Level 10 in multiplayer 40 Reach level 20 Gathered enough points to reach Level 20 in multiplayer 40 Bow Unlocked Gathered enough experience to unlock a bow in multiplayer 20 All Bows Unlocked Gathered enough experience to unlock all bows in multiplayer 20 Crossbow Unlocked Gathered enough experience to unlock a crossbow in multiplayer 20 All Crossbows Unlocked Gathered enough experience to unlock all crossbows in multiplayer 20 Javelin Unlocked Gathered enough experience to unlock a javelin in multiplayer 20 All Javelins Unlocked Gathered enough experience to unlock all javelins in multiplayer 20 One-handed Sharp Unlocked Gathered enough experience to unlock a one-handed sharp weapon in multiplayer 20 All One-handed Sharps Unlocked Gathered enough experience to unlock all one-handed sharp weapons in multiplayer 20 One-handed Axe Unlocked Gathered enough experience to unlock a one-handed axe in multiplayer 20 All One-handed Axes Unlocked Gathered enough experience to unlock all one-handed axes in multiplayer 20 One-handed Blunt Unlocked Gathered enough experience to unlock a one-handed blunt weapon in multiplayer 20 All One-handed Blunts Unlocked Gathered enough experience to unlock all one-handed blunt weapons in multiplayer 20 Two-handed Sword Unlocked Gathered enough experience to unlock a two-handed sword in multiplayer 20 All Two-handed Swords Unlocked Gathered enough experience to unlock all two-handed swords in multiplayer 20 Spear Unlocked Gathered enough experience to unlock a spear in multiplayer 20 All Spears Unlocked Gathered enough experience to unlock all spears in multiplayer 20 Polearm Unlocked Gathered enough experience to unlock a polearm in multiplayer 20 All Polearms Unlocked Gathered enough experience to unlock all polearms in multiplayer 20 Two-handed Axe Unlocked Gathered enough experience to unlock a two-handed axe in multiplayer 20 All Two-handed Axes Unlocked Gathered enough experience to unlock all two-handed axes in multiplayer 20 Heavy Blunt Unlocked Gathered enough experience to unlock a heavy blunt weapon in multiplayer 20 All Heavy Blunts Unlocked Gathered enough experience to unlock all heavy blunt weapons in multiplayer 20 Bastard Weapon Unlocked Gathered enough experience to unlock a bastard weapon in multiplayer 20 All Bastard Weapons Unlocked Gathered enough experience to unlock all bastard weapons in multiplayer 20 Dagger Unlocked Gathered enough experience to unlock a dagger in multiplayer 20 All Daggers Unlocked Gathered enough experience to unlock all daggers in multiplayer 20 Light Weapon Unlocked Gathered enough experience to unlock a light weapon in multiplayer 20 All Light Weapons Unlocked Gathered enough experience to unlock all light weapons in multiplayer 20 Rotisserie Chef 燃えている状態の敵の首を切り落とす。 Arenaのマップに炎を発生させる装置があるので、それで燃やしている状態で首を斬るのが確実。 談合の場合はアーチャーを装置の前に立たせておいて燃やせば楽。 Heads Together 一度の攻撃で敵2人の首を斬り落とせば解除。 自キャラはリーチの長い剣を装備できるKnightクラス推奨。相手は盾を持たず防御力の低いアーチャーが狙いやすい。 談合する場合、出来るだけ平坦な場所に移動して敵二人を背中合わせにして立たせた状態で上を向かせると判定が密着して攻撃を当てやすい。 あらかじめ武器を強化しておくと確実。 Five Star Archer 説明ではヘッドショット10回となっているが、6回ほどでも解除される模様。
https://w.atwiki.jp/go-han/pages/3.html
更新履歴 取得中です。
https://w.atwiki.jp/p2rdj/pages/967.html
アーデファン Urdefhan 出典 Bestiary 2 272ページ The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Horsemen of the Apocalypse to serve as agents of the end times within the Material Plane. Urdefhans continue to honor their creators by worshipping the wretched beings who rule over the plane of Abaddon , and like their fiendish lieges, urdefhans exist for one reason and one reason alone to kill. While urdefhans are humanoid and dwell together in large groups, this is where their similarities to surface ancestries end. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. This, combined with their gaping maws full of sharp fangs, works to create the false impression that these beings are some sort of vampiric undead, not creatures of living flesh and blood. When an urdefhan’s life comes to an end, their flesh quickly curdles and then bursts in a wave of awful corruption that spreads to the flesh of other creatures in the area. The typical urdefhan views their eventual demise as a disappointment, for once they’re dead, their chances to kill will finally come to an end. Urdefhans’ primary concern is death and how to inflict it in the goriest, most painful, and widespread ways. Beyond this ethos of violence, urdefhans concern themselves only tangentially with matters such as formal modes of warfare or aspects of their damnable religion. When an urdefhan is not actively engaged in violence, their giddy cruelty is tempered only by a sense of self-preservation that ensures they survive long enough to spread the “blessings” of their daemonic patrons. They pass the time between wars inventing new weapons, developing new diseases, and researching awful new magic, all in preparation for the next inevitable conflict. 関連するクリーチャー:Alternate Urdefhan Mounts Alternate Urdefhan Mounts Urdefhans use skavelingsas mounts most of the time, but they aren't picky, using any beast that can be broken and trained. Giant lizards, pterosaurs, and even Darklands-dwelling manticores all serve as urdefhan mounts, on occasion. 生息場所:Minos-Pashat Minos-Pashat The first urdefhans were unleashed into the depths of Golarion's Darklands in the vault of Minos- Pashat, a nation-sized cavern riddled with maze-like tangles of stalactites, stalagmites, and fissures. 助言とルール:Rhoka Swords Rhoka Swords The rhoka swordis the preferred weapon of urdefhan soldiers, though all urdefhans know how to wield these instruments of war. These uncommon advanced weapons cost 4 gp, deal 1d8 slashing damage, have 2 Bulk, and require 1 hand to use. Rhoka swords are in the sword group and have the deadly d8and two-hand 1d10 traits. 財宝と報酬:Shauth Weapons Shauth Weapons Shauth bladesand shauth lashes are made from the teeth of fallen urdefhans. Collecting these teeth is difficult, as a slain urdefhan dissolves into a foul-smelling gas almost immediately. However, their bones are somewhat more durable.
https://w.atwiki.jp/mtgflavortext/pages/3002.html
None know if this Giant is the result of aberrant magics, Siamese twins, or a mentalist s schizophrenia. リミテッド アンリミテッド 【M TG Wiki】 名前
https://w.atwiki.jp/animeamemo/pages/83.html
TWO-MIX(トゥーミックス) JUST COMMUNICATION(ジャストコミュニケーション)
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/susumuhirasawa/pages/99.html
スレッドより 以下は、平沢進の歌詞をどうにかして解読するスレ3ループ目から引用 333 :Track No.774:2012/12/09(日) 11 49 29.60 あまり触れられていないAstro-Ho!Phase-7 Astro-Hoは点呼の彼としてPhase-7はworld cellのPhase-6の次段階ではないか world cell当時のヒラサワは庭師kingの下につく人間だったけれど 今のヒラサワはHALDYN DOMEにいるわけで庭師kingと同格になった だから点呼ではAstro-Hoを導く立場だったしね quit-0が庭師kingを消して世界をPhase-6に移行しようとしていたように 何者かがヒラサワ(賢人)の作業を妨害して消そうとしている、Astro-HoはPhase-7を垣間見たのか? 何物かはPhase-7(壮麗な未来)に不必要なAstro-Ho(狂人、既知外)を消そうとする… あああまとまんねええええええ!! …Phase-7……放射能レベル? 334 :Track No.774:2012/12/09(日) 12 10 53.93 333 歌詞ちゃんと見てからにした方がいい AstroーHo!はPhaseー7で「ついに良きものを見る」んでしょ。その良きものを見たAstroーHo!の喜びの歌じゃないかと思ってる。 希望に溢れたワードばかりだし。 335 :Track No.774:2012/12/09(日) 12 16 56.16 Phase-7は会報に「こういうところだよ」って(暗喩たっふりで)載ってるけど、 こういうのってどこまで引用して書いていいのか迷う… 342 :Track No.774:2012/12/11(火) 10 52 48.18 本スレに出た「Astro-Ho!Phase7」の感想。 「世界の終末に狂ったように希望を叫んでる感じ」 なんか似た感じで考えてて、歌詞はかなり希望や励ましに満ちているんだけど曲調からかなり切羽詰まった状況のように思えた。 Astro-Ho!なりに必死に励まそうとしている歌だったら泣けてくる。 343 :Track No.774:2012/12/11(火) 12 39 24.76 Astro-Ho!Phase-7からはケイオスを感じる。 世界の真理を覗いてしまって、物凄い量の情報が一気に流れ込んできているような… 528 :Track No.774:2013/09/04(水) 18 56 24.26 自分はAstro-Ho! Phase-7はハルディンドームの曲だと思ったな。 Phase-7=ハルディン・ドームに到達ってな具合に。 まず1番でAstro-Ho!は「偽りの希望に満ち溢れたキレイな未来の映像」を 見せるビジョンが支配する虚無の世界にいる。 (このあたり枯れシダ教の支配する世界っぽい) ここの「目視に記憶に希望に符合」している状態は 会報の雑記帳と併せて考えれば 「目視と記憶と希望に符合しない出来事の要が(ザリネロによって?)盗まれている」状態かな。 目視しているのは「偽りの映像」で それはある面で記憶にも希望にも整合的なんだけど インタラ白虎野の「消された西」のごとく、不都合なものは隠されている。 で、2番でその状態を疑問に思ったのかは知らないけどAstro-Ho!は旅に出る。 そこで隠された星をみつけるわけだ。 これは「目視のみでは到達できない次元(ハルディンドーム)」の隠喩でないかと。 つまりここでAstro-Ho!はハルディンドームを知覚し、その存在を認知する。 すると目視世界と非目視世界という両天秤によって世界の節理の平衡は永劫となると。 そして3番でついにAstro-Ho!は「良きもの=正しく咲く開闢、生まれる宇宙」を見る。 これはハルディン・ドームに入ったってことかな。 そこにはあるべくして唯一のキミがいる。 おめでとう! というような感じで解釈してみたんだけどどうでしょう? 529 :Track No.774:2013/09/05(木) 01 10 39.36 Amputee-ガーベラの 「異次元に咲かせた誰にも見えぬ花の星を飲むような巨大な3Dの裏庭」 「生き別れたキミのキミたるキミに会わそう」も Astro-Ho! Phase-7の 「正しく咲く開闢 生まれる宇宙 在るべくキミ秀逸 唯一唯一唯一 起源に記憶に希望に符合 思念の花連綿 連綿連綿連綿」 とリンクしてるというか同じ世界観を共有して続いてると考えると面白いなぁ 530 :Track No.774:2013/09/05(木) 02 05 34.87 Astro-Ho! Phase-7の テラ lala 未来があり で泣きそうになる ハルディンドームは地球に存在するんだ! 531 :Track No.774:2013/09/05(木) 15 49 30.11 Astro-Ho!って色んな分岐の物語がつくられてるけど、その中でもAstro-Ho(narration Ver.)では 「もはやテラは流行らない」とか言って地球飛びだしたのにくじ引きで地球駐在の領事館になっちゃって、 死ぬ寸前まで「私を故郷に返してほしい」なんて言っちゃうほどテラ嫌い(?)だったことを考えると、 Astro-Ho! Phase-7の「テラlala 未来があり」ってなんか青い鳥エンドみたいだw 退屈な、あるいは絶望の種子がはびこる世界でも見方を変えれば それほど捨てたもんじゃないってHo!さんも思えたんだろうか 532 :Track No.774:2013/09/09(月) 18 10 51.86 東京オリンピック決定の加熱報道を見てると、Astro - Ho!Phase - 7ってこの状態を言いたかったのかなと思えてくるよ。 あの時にはまったく見えなかったけど、そういう未来予定図が現れたら皆狂喜して行動しだすだろうって感じに。 まぁ曲を聞いた時には、まったく動けない人たちを動かすためにAstro - Ho! が嘘言ってる歌かな~と思ってたw 533 :Track No.774:2013/09/11(水) 21 41 29.32 532 の解釈はとても面白いと思う 前にも出てたけど、曲調がどうも緊迫感があるんだよなぁ そのせいか「テラ lala 未来があり」も、なんか仕組まれた感がぬぐえない でも最後の方はまた穏やかになってる印象もある
https://w.atwiki.jp/ksmn/pages/94.html
ha-ha 1coin diningbar cafe googlemap コメント池袋西口から少し歩く。1coin diningbar cafeというだけあって雰囲気はBar。食事も1ドリンク制。料理はイタリアンで、アンティパスタ・ピザ・パスタ・ドルチェと粒ぞろい。パスタは基本1.5人前で、取り分けて食べるのがデフォルトのようだ。パスタで1,000円弱でドリンクが500円ほど。ピザでもとって分ければ満腹になるだろう。2回目からはデザートのタダ券が貰えたりお得。そしてなにより美味い。美味しくて食べ過ぎるのが難点だ。評価A。(ymmt)
https://w.atwiki.jp/hmiku/pages/49021.html
【検索用 はなうた 登録タグ VOCALOID きさら は 曲 鳴花ヒメ】 + 目次 目次 曲紹介 歌詞 コメント 作詞:きさら 作曲:きさら 編曲:きさら 唄:鳴花ヒメ 曲紹介 幾度目の春を迎えたとしても 曲名:『花謳 -hanauta-』(はなうた) きさら氏の7作目 きさら氏制作のボカロ曲の中で初の鳴花ヒメソロ曲 歌詞 (piaproより転載) やわらかな風 ふわり触れてこころ揺らした 遷ってもぜんぶ憶えてる はなびら 導かれて 待ちわびた今 きっと巡り合える ふたりなら 紅く色づいてく想い膨らんで 咲き零れたら すなおなきもちを伝えるよ あなたに声を届けたい 偲んでも変わりゆく時が切なくて 切り取ってしまいたいよ まだすこしだけ ここにいてほしいの そんな夢をみてる 花はうたう 時が過ぎても 変わらずにずっと咲いてたい あいわらずだねと笑うあなたは 見慣れなくて 訪れた今 やがて巡りゆく景色(いろ)のなかで やさしく降り注ぐ祝福の雨が 虹を架けたら きらめく雫が照らしだす 途すじは遥か続くよ 追いかけた御姿 彩なす光が 隠してしまっても またすこしずつ 紡いでゆけるの そんな日々をうたう 花でありたい 幾度目の春を迎えたとしても あなたに届けたくて 香りたつの この先も… 紅く色づいてく想い膨らませ 飛んでゆくから 変わらないきもちを伝えるよ あなたに声を届けたい 流る時のなかで たとえ離れても 忘れたりしないよ ただ愛しくて そばにおいてほしいの そんな夢をうたう 花でありたい そんな日々のなかで 花はうたう コメント 名前 コメント