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https://w.atwiki.jp/vkei_osusume/pages/44.html
Fatimaは凄くいいよ。カノマの声がハスキーな感じで。 ファチはもう解散だけど…ライブが楽しかった記憶が。カノマの声がいい。 歌詞は、哲学という感じはしないけどFatimaのKanomaの書く歌詞はとても素敵です。 Fatimaオフィシャルで見られるのでまた見てみて下さいね。 Fatimaはラスト音源である「Exit」がFatima要素が色々盛り込まれてていいかも。落ち着いた曲、異質なFatimaらしい曲、ノれる曲が全てつまってる「静む体温」もおすすめ。 上記どちらかの音源で、全曲気に入ったら全て聴ける・ハマれると思います。 Fatimaは「●●っぽい」と言いにくい「全体的に何か気持ち悪い感じ(個人的意見)」があるので、 入りやすいものを勧めておきました。聴きやすいのは「消せない雨 / 無知な命へ」だと思いますが、他のCDを買ってハマってからで良いかと。 オフィシャルに視聴もあるので良ければ。 【公式サイト】 http //fatima-online.com/ 試聴○ 解散済み 【音源】 Exit 静む体温 消せない雨 / 無知な命へ コメント 名前 コメント すべてのコメントを見る
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今日 - 合計 - EVERBLUEの攻略ページ 目次 基本情報 [部分編集] ストーリー [部分編集] 攻略情報 [部分編集] Tips [部分編集] プチ情報 [部分編集] 関連動画 [部分編集] 参考文献、参考サイト [部分編集] 感想・レビュー 基本情報 [部分編集] ストーリー [部分編集] 攻略情報 [部分編集] Tips [部分編集] プチ情報 [部分編集] 関連動画 [部分編集] 参考文献、参考サイト [部分編集] 感想・レビュー 名前 コメント 選択肢 投票 役に立った (0) 2012年10月12日 (金) 11時25分08秒 [部分編集] ページごとのメニューの編集はこちらの部分編集から行ってください [部分編集] 編集に関して
https://w.atwiki.jp/akimoto771006/pages/16.html
2012 T. Uneyama, T. Akimoto, T. Miyaguchi, "Crossover Time in Relative Fluctuations Characterizes the Longest Relaxation Time of Entangled Polymers", J. Chem. Phys. 137, 114903 (2012) E. Yamamoto,T. Akimoto, H. Shimizu, Y. Hirano, M. Yasui, and K. Yasuoka, "Diffusive Nature of Xenon Anesthetic Changes Properties of a Lipid Bilayer Molecular Dynamics Simulations", J. Phys. B 116, 8989 (2012) T. Akimoto, "Distributional response to biases in deterministic superdiffusion", Phys. Rev. Lett. 108, 164101 (2012) (selected for a publication in Virtual Journal of Biological Physics Research) T. Hasumi, C. Chen, T. Akimoto and Y. Aizawa, "The Weibull – Log-Weibull Transition of Interoccurrence Time of Earthquakes", Earthquake Research and Analysis - Statistical Studies, Observations and Planning, Sebastiano D'Amico (Ed.), ISBN 978-953-51-0134-5, InTech (2012) T. Akimoto, "Generalization of the Einstein relation for single trajectories in deterministic subdiffusion", Phys. Rev. E 85, 021110 (2012) 2011 T. Kaneko, T. Akimoto, K. Yasuoka, A. Mitsutake, X. Zeng, Size Dependent Phase Changes in Water Clusters, J. Chem. Theory Comput. 7, 3083 (2011) (Top 20 most downloaded articles over the last 12 months) T. Akimoto, E. Yamamoto, K. Yasuoka, Y. Hirano and M. Yasui, Non-Gaussian fluctuations resulting from power-law trapping in a lipid bilayer, Phys. Rev. Lett. 107, 178103 (2011). (selected for a publication in Virtual Journal of Biological Physics Research and see also JST News in Englsih and in Japanese) T. Miyaguchi and T. Akimoto, "Ultraslow Convergence to Ergodicity in Transient Subdiffusion", Phys. Rev. E 83, 062101 (2011). (selected for a publication in Virtual Journal of Biological Physics Research) T. Miyaguchi and T. Akimoto, "Intrinsic Randomness of Transport Coefficient in Subdiffusion with Static Disorder", Phys. Rev. E 83, 031926 (2011). (selected for a publication in Virtual Journal of Biological Physics Research) 2010 T. Akimoto and T. Miyaguchi, "Role of infinite invariant measure in deterministic subdiffusion", Phys. Rev. E 82, 030102(R) (2010). (selected for a publication in Virtual Journal of Biological Physics Research) T. Akimoto and Y. Aizawa, "Subexponential instability in one-dimensional maps implies infinite invariant measure", Chaos 20, 033110 (2010). (Top 20 Most Downloaded Articles, September 2010) T. Hasumi, C. Chen, T. Akimoto and Y. Aizawa, "The Weibull–log Weibull transition of interoccurrence time for synthetic and natural earthquakes", Tectonophysics 485, 9 (2010). T. Akimoto, T. Hasumi, and Y. Aizawa, "Characterization of intermittency in renewal processes Application to earthquakes", Phys. Rev. E 81, 031133 (2010). 2009 T. Hasumi, T. Akimoto and Y. Aizawa, "The Weibull - log Weibull distribution for interoccurrence times of earthquakes", Physica A 388, 491 (2009). T. Hasumi, T. Akimoto and Y. Aizawa, "The Weibull - log Weibull transition of the interoccurrence time statistics in the two-dimensional Burridge-Knopoff earthquake model", Physica A 388, 483 (2009). 2008 T. Akimoto, "Generalized Arcsine Law and Stable Law in an Infinite Measure Dynamical System", J. Stat. Phys. 132, 171 (2008). T. Akimoto, ”On the definition of equilibrium and non-equilibrium states in dynamical systems”, AIP Conf. Proc. 1076, 5 (2008). 2007 T. Akimoto and Y. Aizawa, "New Aspects of the Correlation Functions in Non-Hyperbolic Chaotic Systems", J. Korean Phys. Soc. 50, 254 (2007). 2006 T. Akimoto and Y. Aizawa, "Scaling Exponents of the Slow Relaxation in Non-hyperbolic Chaotic Dynamics", Nonlinear Phenom. Complex Syst. 9, 178 (2006). T. Akimoto and Y. Aizawa, "The breakdown of the adiabaticity in the stationary-nonstationary chaos transition process", J. Phys. Conf. Ser. 31, 209 (2006). T. Akimoto and Y. Aizawa, "Weibull and Log-Weibull Laws in the Stationary-Nonstationary Chaos Transition Process", Prog. Theor. Phys. Suppl. 161, 148 (2006). 2005 T. Akimoto and Y. Aizawa, "Large Fluctuations in the Stationary-Nonstationary Chaos Transition", Prog. Theor. Phys. 114, 737 (2005). 2003 T. Akimoto and Y. Aizawa, "Logarithmic Scaling in the Stationary-Nonstationary Chaos Transition", Prog. Theor. Phys. 110, 849 (2003).
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定義 ヒストリカル・バーの時間を保持しているTimeSeriesオブジェクトの配列を保持する。独自のストラテジー中でAdd()メソッドを呼び出した時、TimeSeriesオブジェクトはこの配列に加えられる。その目的は、multi-instrumentやmulti-time frameのストラテジーにおいて、全てのBarsオブジェクトの時間へのアクセス方法を提供することである。 プロパティ値 TimeSeriesオブジェクトの配列 構文 Times[ int barSeriesIndex ][ int barsAgo ] 例 protected override void Initialize() { // Adds a 5-minute Bars object to the strategy and is automatically assigned // a Bars object index of 1 since the primary data the strategy is run against // set by the UI takes the index of 0. Add(Instrument, PeriodType.Minute, 5); } protected override void OnBarUpdate() { // Compares the primary bar s time to the 5-minute bar s time if (Times[0][0].Ticks Times[1][0].Ticks) Print("The current bar s time is greater"); }
https://w.atwiki.jp/englishlanguage/pages/159.html
BAT... Bately, J.1965."Who and which and the grammarians of the 17th century". English Studies 46 245-50. Bately, J.1988.Manuscript Layout and the Anglo-Saxon Chronicle. Manchester Centre for Anglo-Saxon Studies. Bately, J. (ed.)1993.Anonymous Old English Homilies A Preliminary Bibliography of Source Studies. Center for Medieval and Early Renaissance Studies. Bately, J. M. (ed.)1986.The Anglo-Saxon Chronicle A Collaborative Edition. D. S. Brewer. Bately, Janet (ed.)1980.The Old English Orosius. London Oxford University Press. Bately, Janet.1998."On Some Aspects of the Vocabulary of the West midlands in the Early Midle Ages The Language of the Katherine Group", in Medieval English studies, ed. E. Kennedy, et al., pp. 55-77. D. S. Brewer. Bates, Elizabeth, Antonella Devescovi, Simona D'Amico.1999."Processing Complex Sentences A Cross-linguistic Study". Language and Cognitive Processing 14 69-123. Bates, Elizabeth, et al.1979The Emergence of Symbols. New York Academic Press. Bateson, H.1925."Three Notes on the Middle English Cleanness". MLR 19 95-101. Bateson, H.1918."The Text of Cleanness". MLR 13 377-86. Bateson, H. (ed.)1918.Patience. Manchester Manchester Universtiy Press. Batho, E. C.1949.A Review of Eugene Vinaver (ed.), The Works of Sir Thomas Malory, 1947. MLR 44 260. Batllori, M., M. Hernanz, C. Picallo, F. Roca, et al. (eds.)2005.Grammaticalization and Parametric Variation. OUP. Bator, Magdalena. 2018. "The Language of the Early Culinary Instructions", in Aspects of Medieval English Language and Literature Proceedings of the Fifth International Conference of the Society of Historical English Language and Linguistics, ed. Michiko Ogura Hans Sauer, pp. 273-290. Bern Peter Lang. Bator, Magdalena Sylwanowicz, Marta. 2017. "Measures in Medieval English Recipes – Culinary Vs. Medical". Studia Anglica Posnaniensia 52(1) 21-52. Batt, Catherine.2001.Malory's Morte Darthur Remaking Arthurian Tradition. (The New Middle Ages Series) Pelgrave. Battistella, Edwin L.1995."The Syntax of the Double Modal Construction". Linguistica Atlantica (St John's, Canada) 17 19-44. Battye, A. I. Roberts (eds.)1995.Clause Structure and Language Change. Oxford Oxford University Pres.
https://w.atwiki.jp/ace7/pages/62.html
MISSION 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Farbanti 報酬 クリア報酬 34,000 ランクボーナス S A B C 135,000 114,000 93,000 タイムボーナス ~21 30 ~ 28 44~ 21,700 -50/秒 0 初回完了ボーナス 90,000 巡回ボーナス 67,500
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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エルフ・戦士・クリーチャーを主体とした緑単色のビートダウン。 Joraga Warcaller / ジョラーガの戦呼び (緑)クリーチャー — エルフ(Elf) 戦士(Warrior)多重キッカー(1)(緑)(あなたがこの呪文を唱えるに際し、あなたは追加の(1)(緑)を望む回数支払ってもよい。)ジョラーガの戦呼びは、それがキッカーされている1回につき+1/+1カウンターが1個置かれた状態で戦場に出る。あなたがコントロールする他のエルフ(Elf)・クリーチャーは、ジョラーガの戦呼びの上に置かれている+1/+1カウンター1個につき+1/+1の修整を受ける。1/1 Bramblewood Paragon / 茨森の模範 (1)(緑)クリーチャー — エルフ(Elf) 戦士(Warrior)あなたがコントロールする他の各戦士(Warrior)クリーチャーは、その上に+1/+1カウンターが追加で1個置かれた状態で戦場に出る。あなたがコントロールする、+1/+1カウンターが置かれている各クリーチャーはトランプルを持つ。2/2 Imperious Perfect / 傲慢な完全者 (2)(緑)クリーチャー — エルフ(Elf) 戦士(Warrior)あなたがコントロールする他のエルフ(Elf)は+1/+1の修整を受ける。(緑),(T):緑の1/1のエルフ・戦士(Warrior)クリーチャー・トークンを1体戦場に出す。2/2 親和エルフに戦士を加えてより攻撃的にしたデッキ。 《イラクサの歩哨/Nettle Sentinel》や《レンの地の克服者/Wren's Run Vanquisher》等のコスト・パフォーマンスの高いクリ―チャーを並べ、《ジョラーガの戦呼び/Joraga Warcaller》や《傲慢な完全者/Imperious Perfect》等で全体強化を行い、サイズと数の総合力で一気に押し切る。 サイドボードは要調整。 ○《ナイレアの弓/Bow of Nylea》 接死による攻めの後押し、+1/+1カウンターによる《ジョラーガの戦呼び/Joraga Warcaller》の強化、《秘密を掘り下げる者/Delver of Secrets》等の飛行クリ―チャーへの対処、ライフ回復によるダメージレースの支援等、主に対クリ―チャーにおいて効果の高いカード。 デッキレシピ(61) クリーチャー(39) 4 《ラノワールのエルフ/Llanowar Elves》 4 《ナーナムの改革派/Narnam Renegade》 4 《遺産のドルイド/Heritage Druid》 4 《イラクサの歩哨/Nettle Sentinel》 4 《ジョラーガの戦呼び/Joraga Warcaller》 4 《茨森の模範/Bramblewood Paragon》 4 《ドゥイネンの精鋭/Dwynen's Elite》 4 《レンの地の克服者/Wren's Run Vanquisher》 4 《傲慢な完全者/Imperious Perfect》 3 《背教の主導者、エズーリ/Ezuri, Renegade Leader》 その他の呪文(3) 3 《集合した中隊/Collected Company》 土地(19) 6 《森/Forest》 2 《巨森、オラン=リーフ/Oran-Rief, the Vastwood》 4 《新緑の地下墓地/Verdant Catacombs》 2 《魂の洞窟/Cavern of Souls》 2 《吹きさらしの荒野/Windswept Heath》 3 《樹木茂る山麓/Wooded Foothills》 サイドボード(15) 2 《漁る軟泥/Scavenging Ooze》 2 《呪文滑り/Spellskite》 2 《再利用の賢者/Reclamation Sage》 3 《台所の嫌がらせ屋/Kitchen Finks》 2 《萎れ葉のしもべ/Wilt-Leaf Liege》 1 《ナイレアの弓/Bow of Nylea》 2 《闘技/Pit Fight》 1 《忍び寄る腐食/Creeping Corrosion》 マナカーブ ( 0) 0 ( 1) *****|*****|*****|*****| 20 ( 2) *****|*****|** 12 ( 3) *****|** 7 ( 4) *** 3 ( 5) 0
https://w.atwiki.jp/diablo3_2ch/pages/32.html
Barbarian Passive Skills 更新される方へ お手数ですが、更新前にスキル更新方針を参照するようお願いします。 Passive SkillBloodthirst Pound of Flesh Ruthless Weapons Master Inspiring Presence Berserker Rage Animosity Superstition Tough as Nails No Escape Relentless Brawler Juggernaut Boon of Bul-Kathos Unforgiving Passive Skill Bloodthirst Unlocked at level 10 Gain 10% of all damage done as Life. Pound of Flesh Unlocked at level 10 Increases the chance of finding a health globe by 25% and you gain 100% additional health from health globes. Ruthless Unlocked at level 12 Critical hit chance increased by 5%. Critical hit damage increased by 50%. Weapons Master Unlocked at level 13 Gain a bonus based on the weapon type of your main hand weapon • Swords/Daggers 10% increased damage • Maces/Axes 5% chance to critical hit • Polearms/Spears 10% attack speed • Mighty Weapons 1 Fury per hit Inspiring Presence Unlocked at level 15 The duration of your shouts is doubled. While benefiting from War Cry or Battle Rage you regenerate 60% of your total Life per minute. • Battle Rage • Threatening Shout • War Cry Berserker Rage Unlocked at level 17 You inflict an additional 20% damage while at maximum Fury. Animosity Unlocked at level 19 Increases Fury generation by 10% and maximum Fury is increased by 20. Superstition Unlocked at level 20 Reduces all non-physical damage taken by 20%. Whenever you take damage from a ranged or elemental attack you gain 3 Fury. Tough as Nails Unlocked at level 22 Increases armor by 100%. Thorns damage dealt increased by 100%. No Escape Unlocked at level 23 Increases the damage of Ancient Spear and Weapon Throw by 100%. In addition, killing an enemy with Ancient Spear automatically resets the cooldown and killing an enemy with Weapon Throw returns 20 Fury. Relentless Unlocked at level 25 While below 20% Life, all skills cost no Fury and all damage taken is reduced by 50%. Brawler Unlocked at level 26 As long as there are 5 enemies within 8 yards, all of your damage is increased by 30%. Juggernaut Unlocked at level 28 The duration of control impairing effects on you are reduced by 20%. In addition, whenever you become stunned, feared, or charmed you recover 15% of your maximum Life. Boon of Bul-Kathos Unlocked at level 30 The cooldown on your Earthquake, Call of the Ancients, and Wrath of the Berserker skills is reduced by 30 seconds. Unforgiving Unlocked at level 30 You no longer degenerate Fury. Instead, you gain 1 Fury every 2 seconds.
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tags url Google Scholar ScienceDirect auther Utterback, J.M. and Abernathy, W.J. bibtex @article{UtterbackAbernathy1975dynamic, title={{A dynamic model of process and product innovation}}, author={Utterback, J.M. and Abernathy, W.J.}, journal={Omega}, volume={3}, number={6}, pages={639--656}, issn={0305-0483}, year={1975}, publisher={Elsevier} } format for references * abstract memo cited as unit.aist.go.jp/dsu/ci/publication/pdfhi-02/13.pdf この概念(ドミナントデザイン)は、著者がハーバード・ビジネススクール 時 代 に、故ウィリアム・J・アナバシー教授と共に提示したもので、産業の進化を考える上で最も重要な概念の一つであると言われている。