約 4,969,778 件
https://w.atwiki.jp/sgxdhikoushiki/pages/183.html
クリス/QUEEN S VORTEX No.1301~1305 星 属性 最大HP 最大ATK 最大DEF 最大SPD 最大CTR 最大CTD コスト 姿 5 技 2050 863 778 21 10% 10 16 XD 星6 4967 1790 1482 29 10% 10 21 LS 技属性のDEFを25%上昇 PS 物理ATKを20%上昇、技属性である味方全体は即戦闘不能効果を受けない、通常攻撃後、確率で1ターン持続する気絶状態を付与 必殺1 この一撃で崩すッ! CT 5凸 敵3体にATKの180%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを40%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを45%上昇させる 45 星6Lv1 敵3体にATKの190%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを40%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 星6Lv10 敵3体にATKの300%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを50%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 必殺2 QUEEN S VORTEX CT 5凸 敵全体にATKの200%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3000の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 40 星6Lv1 敵全体にATKの210%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3000の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 星6Lv10 敵全体にATKの320%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3500の固定ダメージを与え、対象が毒状態である場合、追加で1500の固定ダメージを与える 〃 +限界突破・上限解放時のステータス 凸数 最大HP 最大ATK 最大DEF 最大SPD 最大CTR 最大CTD 0凸 1047 471 411 14 10 10 1凸 1310 536 509 15 10 10 2凸 1468 601 568 16 10 10 3凸 1630 673 627 17 10 10 4凸 1810 748 686 18 10 10 5凸 2035 838 764 21 10 10 星6 4952 1765 1468 29 10 10 +カードのバランス調整前のステータス 2018/8/28以前 凸数 最大HP 最大ATK 最大DEF 最大SPD 最大CTR 最大CTD 0凸 1047 471 411 14 10 10 1凸 1205 516 470 15 10 10 2凸 1363 561 529 16 10 10 3凸 1525 611 588 17 10 10 4凸 1683 656 647 18 10 10 5凸 1845 710 706 21 10 10 星6 4059 1562 1412 29 10 10 +限界突破・上限解放時の必殺技 この一撃で崩すッ! 凸数 性能 CT 0凸 敵3体にATKの150%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを20%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを20%上昇させる 45 1凸 敵3体にATKの155%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを24%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを25%上昇させる 2凸 敵3体にATKの160%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを28%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを30%上昇させる 3凸 敵3体にATKの165%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを32%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを35%上昇させる 4凸 敵3体にATKの170%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを36%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを40%上昇させる 5凸 敵3体にATKの180%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを40%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを45%上昇させる 星6Lv1 敵3体にATKの190%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを40%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 +カードのバランス調整前の必殺1 2018/8/28以前 凸数 CT 0凸 敵3体にATKの130%の物理ダメージを与え、且つ3ターンの間物理DEFを20%減少させる 45 1凸 敵3体にATKの135%の物理ダメージを与え、且つ3ターンの間物理DEFを22%減少させる 2凸 敵3体にATKの140%の物理ダメージを与え、且つ3ターンの間物理DEFを24%減少させる 3凸 敵3体にATKの147%の物理ダメージを与え、且つ3ターンの間物理DEFを30%減少させる 4凸 敵3体にATKの152%の物理ダメージを与え、且つ3ターンの間物理DEFを34%減少させる 5凸 敵3体にATKの160%の物理ダメージを与え、且つ3ターンの間物理DEFを40%減少させる 星6 Lv1 敵3体にATKの165%の物理ダメージを与え、且つ3ターンの間物理DEFを40%減少させる 〃 QUEEN S VORTEX 凸数 性能 CT 0凸 敵全体にATKの160%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で500の固定ダメージを与え、対象が毒状態である場合、追加で300の固定ダメージを与える 40 1凸 敵全体にATKの165%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で1000の固定ダメージを与え、対象が毒状態である場合、追加で400の固定ダメージを与える 2凸 敵全体にATKの170%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で1500の固定ダメージを与え、対象が毒状態である場合、追加で500の固定ダメージを与える 3凸 敵全体にATKの180%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で2000の固定ダメージを与え、対象が毒状態である場合、追加で600の固定ダメージを与える 4凸 敵全体にATKの190%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で2500の固定ダメージを与え、対象が毒状態である場合、追加で800の固定ダメージを与える 5凸 敵全体にATKの200%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3000の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 星6Lv1 敵全体にATKの210%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3000の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 +カードのバランス調整前の必殺2 2018/8/28以前 凸数 CT 0凸 敵全体にATKの140%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 40 1凸 敵全体にATKの145%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 2凸 敵全体にATKの150%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 3凸 敵全体にATKの160%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 4凸 敵全体にATKの165%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 5凸 敵全体にATKの175%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 星6 敵全体にATKの180%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 +必殺技レベル上昇後の性能 この一撃で崩すッ! Lv 性能 CT Lv1 敵3体にATKの190%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを40%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 45 Lv2 敵3体にATKの195%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを41%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv3 敵3体にATKの200%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを42%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv4 敵3体にATKの210%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを43%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv5 敵3体にATKの220%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを44%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv6 敵3体にATKの230%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを45%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv7 敵3体にATKの240%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを46%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv8 敵3体にATKの260%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを47%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv9 敵3体にATKの280%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを48%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 Lv10 敵3体にATKの300%の物理ダメージを与え、且つ確率で2ターンの間気絶状態にし、3ターンの間物理DEFを50%減少し、対象が技属性または体属性である場合3ターンの間受けるダメージを50%上昇させる 〃 +カードのバランス調整前の必殺1 2018/8/28以前 Lv 性能 CT Lv1 敵3体にATKの165%の物理ダメージを与え、且つ3ターンの間物理DEFを40%減少させる 45 Lv2 敵3体にATKの170%の物理ダメージを与え、且つ3ターンの間物理DEFを41%減少させる 〃 Lv3 敵3体にATKの175%の物理ダメージを与え、且つ3ターンの間物理DEFを42%減少させる 〃 Lv4 敵3体にATKの185%の物理ダメージを与え、且つ3ターンの間物理DEFを43%減少させる 〃 Lv5 敵3体にATKの195%の物理ダメージを与え、且つ3ターンの間物理DEFを44%減少させる 〃 Lv6 敵3体にATKの205%の物理ダメージを与え、且つ3ターンの間物理DEFを45%減少させる 〃 Lv7 敵3体にATKの215%の物理ダメージを与え、且つ3ターンの間物理DEFを46%減少させる 〃 Lv8 敵3体にATKの235%の物理ダメージを与え、且つ3ターンの間物理DEFを47%減少させる 〃 Lv9 敵3体にATKの255%の物理ダメージを与え、且つ3ターンの間物理DEFを48%減少させる 〃 Lv10 敵3体にATKの275%の物理ダメージを与え、且つ3ターンの間物理DEFを50%減少させる 〃 QUEEN S VORTEX Lv 性能 CT Lv1 敵全体にATKの210%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3000の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 40 Lv2 敵全体にATKの215%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3100の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 Lv3 敵全体にATKの220%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3200の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 Lv4 敵全体にATKの230%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3300の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 Lv5 敵全体にATKの240%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3400の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 Lv6 敵全体にATKの250%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3500の固定ダメージを与え、対象が毒状態である場合、追加で1000の固定ダメージを与える 〃 Lv7 敵全体にATKの260%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3500の固定ダメージを与え、対象が毒状態である場合、追加で1100の固定ダメージを与える 〃 Lv8 敵全体にATKの280%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3500の固定ダメージを与え、対象が毒状態である場合、追加で1200の固定ダメージを与える 〃 Lv9 敵全体にATKの300%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3500の固定ダメージを与え、対象が毒状態である場合、追加で1300の固定ダメージを与える 〃 Lv10 敵全体にATKの320%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターンの間毒状態にし、対象が気絶状態である場合、追加で3500の固定ダメージを与え、対象が毒状態である場合、追加で1500の固定ダメージを与える 〃 +カードのバランス調整前の必殺2 2018/8/28以前 Lv 性能 CT Lv1 敵全体にATKの180%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 40 Lv2 敵全体にATKの185%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv3 敵全体にATKの190%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv4 敵全体にATKの200%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv5 敵全体にATKの210%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv6 敵全体にATKの220%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv7 敵全体にATKの230%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv8 敵全体にATKの250%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv9 敵全体にATKの270%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 Lv10 敵全体にATKの290%の物理ダメージを与え、且つ対象が気絶状態の場合、確率で2ターン毒状態にする 〃 +覚醒ボーナス 1覚醒 ATK+10 2覚醒 DEF+14 3覚醒 HP+15 4覚醒 ATK+15 +リーダースキル 0凸 技属性のDEFを15%上昇 1凸 技属性のDEFを15%上昇 2凸 技属性のDEFを15%上昇 3凸 技属性のDEFを20%上昇 4凸 技属性のDEFを20%上昇 5凸 技属性のDEFを25%上昇 +パッシブスキル 0覚醒 物理ATKを15%上昇、技属性である味方全体は即戦闘不能効果を受けない、通常攻撃後、確率で1ターン持続する気絶状態を付与 1覚醒 物理ATKを15%上昇、技属性である味方全体は即戦闘不能効果を受けない、通常攻撃後、確率で1ターン持続する気絶状態を付与 2覚醒 物理ATKを17%上昇、技属性である味方全体は即戦闘不能効果を受けない、通常攻撃後、確率で1ターン持続する気絶状態を付与 3覚醒 物理ATKを17%上昇、技属性である味方全体は即戦闘不能効果を受けない、通常攻撃後、確率で1ターン持続する気絶状態を付与 4覚醒 物理ATKを20%上昇、技属性である味方全体は即戦闘不能効果を受けない、通常攻撃後、確率で1ターン持続する気絶状態を付与 +カードのバランス調整前のパッシブスキル 2018/8/28以前 0覚醒 物理ATKを15%上昇、技属性である味方全体は即戦闘不能効果を受けない 1覚醒 物理ATKを15%上昇、技属性である味方全体は即戦闘不能効果を受けない 2覚醒 物理ATKを17%上昇、技属性である味方全体は即戦闘不能効果を受けない 3覚醒 物理ATKを17%上昇、技属性である味方全体は即戦闘不能効果を受けない 4覚醒 物理ATKを20%上昇、技属性である味方全体は即戦闘不能効果を受けない アラビアン型ギア 最大HP 最大ATK 最大DEF 最大SPD 最大CTR 最大CTD スキル クリス/QUEEN S VORTEX 2050 863 778 21 10% 10 気絶・気絶時毒・即戦闘不能無効・固定追加ダメージ(気絶・毒) 〃 (星6) 4967 1790 1482 29 10% 10 セレナ/JINN†SANCTION 2035 895 714 21 10 10 全攻撃無効付与・気絶・特殊ダメージ減少割合追加ダメージ(気絶)・防御無視軽減 〃 (星6) 4893 1476 1812 29 10 10 EV36 マジックランプドリームのイベントガチャで実装されたクリスのアラビアン型ギア。必殺技はサンダーストーム。 即戦闘不能無効という非常に希少なPSを持つ。通常クエストおよびバトルアリーナではまず機能しないが、後に実装された鍛錬/古代・マルチバトルにおいて効果を発揮する。 属性指定の無い物理DEF減少デバフを持っているのも、マルチバトル戦では非常に役立つ。ただ、50%減少にするには技Lv10にしなければならず、正直割に合わない。 カードのバランス調整により自身で気絶にできるようになったことと、状態異常時追加ダメージが追加された。 必殺2の気絶時毒付与は確率発生なのであまり期待できない。味方のサポートは必須。 通常クエストでは活用が難しいスキルを多々持つが、それでも全体攻撃持ちなので腐ることは無い。 バトルアリーナでは実用性は低い。固定追加ダメージも、気絶の効果ターンが短すぎるのでマトモに当たらない。最大5000の固定追加ダメージは魅力的だが…。 クエスト用のカードとして使うのがいいだろう。 相性のいいカード シンフォギアカード 星 属性 カード名 最大HP 最大ATK 最大DEF 最大SPD 最大CTR 最大CTD スキル 5 技 セレナ/JINN†SANCTION 1780 825 665 21 10% 10 全攻撃無効付与・気絶・特殊ダメージ減少 5 怒 クリス/NIRVANA MAGOG 1846 550 815 21 30% 40 気絶・防御無視・回復量減少 気絶を持つカード。属性の関係上アラビアンセレナと組ませたいが、カード間のシナジーはそこまででもない。風穴クリスの気絶の発動率がかなり高めに設定されているため、こちらの方が適任か。 ボイス +... 必殺2 決めるッ! 極1 極2 アラビアン型ギア クリス シンフォギアカード バランス調整カード マジックランプドリーム 全体攻撃 固定追加ダメージ 技属性 星5 毒 気絶 物理 物理DEF減少 特殊ギア 状態異常時追加ダメージ 耐即戦闘不能 装者
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ペポ・プッチTorte 画像 ペポ・プッチTorte 機体説明 ペポ・プッチのバリエーション機であるS型補助。 固定WBのパンプキンポットユニットからはポロポロと使い魔があふれだす。 AM6はメインにパンプキンバズーカ、サブにアイテムをドロップさせる効果のあるパンプキンミサイルを内蔵。 AM5もパンプキンバズーカを内蔵している。 固定武装のパンプキンアンブレラからもパンプキンミサイルを発射するが、 こちらはペポ手製のミサイルであるためアイテムをドロップさせる効果はない。 STATUS ※手持ち武器を外した状態で記述 名前 TYPE SIZE HP COST Capacity STR TEC WLK FLY TGH ロボ価格 購入条件 ペポ・プッチTorte 補 S 325 750 835 6 15 22 9 14 ガラポン なし 構成 ※SHOPで販売されている場合、セットで付いてくる手持ち武器は下に記述 パーツ名 アイコン Size Type Cost HP Str Tec Wlk Fly Tgh 備考 パンプキンポットユニット BD固定 ペポ・プッチBD3 S 補 545 275 7 16 17 4 12 ペポ・プッチHD3 S 補 BD固定 ペポ・プッチLG S 補 45 25 -1 3 2 1 BD固定 ペポ・プッチBS S 補 40 25 -1 2 3 1 ペポ・プッチAM6 S 補 90 BD固定武器所持可MAIN:BAZOOKASUB:PUMPKIN MISSILE ペポ・プッチAM5 S 補 30 BD固定武器所持可MAIN:BAZOOKA パーツ名 アイコン Size Type Cost HP Str Tec Wlk Fly Tgh 備考 パンプキンアンブレラ S 補 30 BD固定 パーツ名 アイコン Size Type Cost HP Str Tec Wlk Fly Tgh 備考 パンプキンクラウン All 1 スロット1 必要経験値 LV1 2 3 4 5 6 7 8 9 10 250 500 1000 1750 2750 3750 10000 15000 25000 40000 カートリッジ ※上から順に。 名前 コスト 備考 キャパシティアップ+70 25 HP+11、6枚 シェルガード 20 ソードガード 30 ブラストガード 30 ビームガード 30 スウェー 20 タフランナー 20 フロートダッシュ 20 ショートブースト 20 Lv6~ ブーストランニング 20 レイジングワンダー 20 ワンダータフネス 10 ファストリカバリー 20 Lv9~ ブロードレーダー 30 クイックランディング 25 レビュー・コメント そもそも一緒に運用するって話なら、近接ビットでバリアを壊そうとしてもペポのWBで壊されそうな気もするんだが・・ -- (名無しさん) 2012-09-15 04 51 27 なんか紛らわしいな 結局貫通するのはペポの鍋の攻撃なのか? それともスレイヤーやソードアクスなんかの格闘ビット? 格闘ビットの話ならペポと直接的に絡まないからルーシェのページでやってくれ というかなんでペポの米欄にルーシェのバリアと近接ビットの話が出て来たんだ -- (名無しさん) 2012-09-15 11 14 58 WBの者です。鍋ペポのWBの攻撃が敵ルーシェのバリアを貫通したという報告です~。 紛らわしくてごめんなさい。 -- (名無しさん) 2012-09-15 22 05 12 ただ↑3の言われている通り、ただ密着して配置したため爆風が当たっていたのかも・・・。 -- (名無しさん) 2012-09-15 22 06 27 鍋の具はルーシェバリアを貫通しないし爆風が本体に届くこともない 別のものに当たってHIT!が出たか誰かが叩いて壊したかだよ -- (名無しさん) 2012-09-16 01 59 45 今更といえば今更だがWBの使い魔がすくってほおりなげるほうの攻撃は WB出したときのペポが向いている方向にほおりだす ちゃんと敵のほうを向いてからWBを出さないと遠距離への攻撃は出ないのに注意 -- (名無しさん) 2013-01-28 16 49 59 各内蔵武器で稼げるサポート点は微々たるもの、だからスコアを出すなら総攻撃を稼ぐしか無い。 しかしキャパの余剰少なさからアセンの自由度がかなり狭い、まじめに運用を考えると酷く悩ませられる -- (名無しさん) 2013-04-02 01 18 32 ↑よく見かけるのはショックバズ2丁持ちだよな もともと内臓は砲みたいに空戦相手できるし ショックバズ持ってれば鍋展開できない時でも格陸を邪魔できるし -- (名無しさん) 2013-04-02 01 53 19 特殊スタン持ちが増えれば増えるほど鍋は邪魔な廃棄物になり、トルテもゴミになる -- (名無しさん) 2013-04-02 09 00 43 中距離での行動が主となるがキャパシティ全取りしても400を越えないHPで自衛手段無し、更に機体の当たり判定も大きいと中々脆い、 TGHは並のSサイズ以上にあるがスタンリゲインも無く、何かしら対策を立てないと容易に蒸発する -- (名無しさん) 2013-04-02 18 23 17 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/asato/pages/167.html
Silverlight入門(1)-XAMLの文法
https://w.atwiki.jp/w3cwiki/pages/4.html
W3C Multimodal Application Developer Feedback W3C Working Group Note 14 April 2006 This version http //www.w3.org/TR/2006/NOTE-mmi-dev-feedback-20060414/ Latest version http //www.w3.org/TR/mmi-dev-feedback/ Previous version This is the first publication. Editors Andrew Wahbe, VoiceGenie Technologies Gerald McCobb, IBM Klaus Reifenrath, Nuance Raj Tumuluri, Openstream Sunil Kumar, V-Enable Copyright © 2006 W3C® (MIT, ERCIM, Keio), All Rights Reserved. W3C liability, trademark and document use rules apply. Abstract Several years of multimodal application development in various business areas and on various device platforms has provided developers enough experience to provide detailed feedback about what they like, dislike, and want to see improve and continue. This experience is provided here as an input to the specifications under development in the W3C Multimodal Interaction and Voice Browser Activities. Status of this Document This section describes the status of this document at the time of its publication. Other documents may supersede this document. A list of current W3C publications and the latest revision of this technical report can be found in the W3C technical reports index at http //www.w3.org/TR/. This document is a W3C Working Group Note. It represents the views of the W3C Multimidal Interaction Working Group at the time of publication. The document may be updated as new technologies emerge or mature. Publication as a Working Group Note does not imply endorsement by the W3C Membership. This is a draft document and may be updated, replaced or obsoleted by other documents at any time. It is inappropriate to cite this document as other than work in progress. This document is one of a series produced by the Multimodal Interaction Working Group (Member Only Link), part of the W3C Multimodal Interaction Activity. The MMI activity statement can be seen at http //www.w3.org/2002/mmi/Activity. Comments on this document can be sent to www-multimodal@w3.org, the public forum for discussion of the W3C s work on Multimodal Interaction. To subscribe, send an email to www-multimodal-request@w3.org with the word subscribe in the subject line (include the word unsubscribe if you want to unsubscribe). The archive for the list is accessible online. This document was produced by a group operating under the 5 February 2004 W3C Patent Policy. This document is informative only. W3C maintains a public list of any patent disclosures made in connection with the deliverables of the group; that page also includes instructions for disclosing a patent. An individual who has actual knowledge of a patent which the individual believes contains Essential Claim(s) must disclose the information in accordance with section 6 of the W3C Patent Policy. Table of Contents * 1 Introduction * 2 What developers liked o 2.1 Reusable and pluggable modality components o 2.2 Modular modality components o 2.3 Declarative synchronization between modalities o 2.4 Scripting and semantic interpretation o 2.5 Styling * 3 What developers would like to see o 3.1 Global grammars o 3.2 Speech grammars for HTML links and controls o 3.3 Speech prompts for voice-enabled HTML links and controls o 3.4 Speech-enabled widgets o 3.5 Use speech to activate links and change focus o 3.6 Back functionality * 4 What developers would like to see continue and improve o 4.1 Support for both off-line and on-line multimodal interaction o 4.2 Support for events distributed over the network o 4.3 Support for implicit events o 4.4 VoiceXML tag and feature support o 4.5 Support for both directed and user-initiated dialogs o 4.6 Mixed-initiative interaction o 4.7 Access to speech confidence scores and n-best list by the application o 4.8 Access to device details o 4.9 Choice of ASR o 4.10 Controlling N-Best choice of ASR 1 Introduction IBM, VoiceGenie Technologies, Nuance, V-Enable, and OpenStream customers have been developing multimodal applications in a broad range of business areas, including Field-Force Productivity, Health Care and Life Sciences, Warehouse and Distribution, Industrial Plant Floor, Financial and Information Services, Directory Assistance, and the Mobile Web. Customer device platforms have included PC s (desktops, laptops, and tablets), PDA s, kiosks, appliances, equipment consoles, and web browser-based smart phones. The multimodal applications primarily extended the traditional GUI mode of interaction with speech, with the location of the speech services either local on the device or distributed on a remote server. Several XML markup languages were used to develop these applications, including XHTML+Voice (X+V) and xHMI. During the process of developing these applications, developers found features they liked about the development environment they were using and found features they thought were lacking. Their experiences were collected and are summarized here as feedback for the W3C Multimodal Interaction and Voice Browser Working Groups to consider when specifying future multimodal and voice authoring capabilities. We also solicit comments from the wider multimodal development community on the extent to which these observations are consistent with their own development experiences. The developers surveyed were expert in various programming languages and application environments. Developers expert in C/C++ and Java generally speech enabled native applications on small devices. Device platforms included Windows Mobile, BREW, embedded Linux, Symbian, and J2ME. Developers expert in the Web generally speech enabled browser based applications. Web browser platforms included Opera, Access NetFront, Windows Mobile Internet Explorer, and the Nokia Series 60. Web developers understood the web programming model very well but generally were new to speech. They liked XHTML, XML namespaces, XML Events, CSS, JavaScript, and VoiceXML with its ability to hide platform details. Developers expert in VoiceXML and dictation had backgrounds in speech and telephony and generally worked on adding GUI to voice and dictation applications. 2 What developers liked 2.1 Reusable and pluggable modality components Developers preferred to develop modality components that are reusable and pluggable. Use Case VoiceXML modality component A VoiceXML modality component is reused without modification in different multimodal applications. 2.2 Modular modality components Modular modality components are preferred because they can be authored separately by the modality experts. Use Case XHTML and VoiceXML modality components A VoiceXML expert authors the voice modality component and an XHTML expert authors the GUI component. Modality component coordination is handled independently, for example, by X+V sync and cancel elements. 2.3 Declarative synchronization between modalities Implicit event support includes both implicit event generation and implicit event handling. At different stages in the operation of the modality component, there will be either event generation or event handling by the component itself. Use Case X+V sync element The X+V sync element provides a declarative synchronization of XHTML form control elements and the VoiceXML field element. The sync element allows input from one speech or visual modality to set the field in the other modality. Also, setting the focus of an input element that is synchronized with a VoiceXML field updates the FIA to visit that VoiceXML field. 2.4 Scripting and semantic interpretation Developers liked support for modality component integration via scripting and semantic interpretation. Use Case Timed notifications of an operating room medical procedure A timed notification changes dynamically as time progresses. The notification depends on the current state of the application as well as the notification state. For a GUI+speech multimodal application a notification may be a TTS output and a new GUI page, corresponding to the next step of an operating room medical procedure. Use Case Integrated pen and speech interaction with a map The user says "zoom in here" while drawing an area on a map. The application responds by enlarging the detail of the area within the boundary drawn by the user. 2.5 Styling Developers liked CSS for styling each modality. For example, the CSS3 module for styling speech based on SSML was useful for styling the voice modality. Use Case TTS rendering of a news article on the web The news article is read by the computer in a realistic voice that uses a different sounding voices for headlines, section headings, and text. There are also a pauses between paragraphs and before article headlines. 3 What developers would like to see 3.1 Global grammars Developers would like support for top-level ("global") grammars that are active across multiple windows (e.g., HTML frames or portlets) of the application. Use Case Top-level menus An application has top level menus "buy", "sell", and "trade". At any time while involved in the "buy" dialog, a user can say "trade" and be switched to the "trade" multimodal dialog. 3.2 Speech grammars for HTML links and controls Developers would like support for explicitly adding speech grammars to activate HTML links and controls. An automatically created speech grammar may not capture everything the user may say. Use Case Hotel booking application get list of hotels Before booking a hotel reservation the user looks up a list of available hotels. On the page along with the reservation is a link labeled "Available Hotels." The developer anticipates that besides "available hotels", the user may say "show me the available hotels" or ask "what hotels are available", and adds these two phrases to the grammar for activating the link. Use Case Hotel booking application submit reservation The reservation form s submit button says "submit reservation", but the developer anticipates that a user might say "submit booking" instead, and adds "submit booking" to the grammar for activating the button. 3.3 Speech prompts for voice-enabled HTML links and controls Developers would like support for explicitly adding speech prompts to voice-enabled HTML hyperlinks and controls. The prompts can provide more information than the visual labels attached to the HTML hyperlinks and input fields. Use Case Hotel booking application enter Hotel name The user is prompted to enter a hotel name with the following TTS "please enter a hotel name. You can get a list of available hotels by saying show me available hotels. " 3.4 Speech-enabled widgets Developers would like to see speech enabled UI widgets which contain a simple dialog flow (e.g. widgets which contain confirmation or disambiguation steps). This allows an author to configure the dialog properties (prompts, grammars, confirmation-mode, confidence thresholds, etc.) of an HTML control or hyperlink. Use Case Hotel booking application confirm hotel The user says the name of one of the available hotels. The application repeats the name of the hotel back to the user and asks if it is correct. If the user says yes then the application fills in the HTML field with the user s input. 3.5 Use speech to activate links and change focus It should be easy to use speech to do more than fill in HTML form controls. For example, there should be declarative support for activating an HTML link or changing focus within an HTML page. Use Case Speech enabled bookmark page A page that displays the user s bookmarks is speech-enabled such that each bookmark has an associated grammar for moving the browser to the bookmarked page. 3.6 Back functionality Developers like to see support for a consistent and intuitive "back" handling across modalities. The browser "Back" multimodal functionality should be built-in and not require custom code. Use Case Browser "back" button The user can either press the browser back button or say "browser go back" to return to the previous multimodal page. All spoken commands which control the browser are preceded by "browser" so there is no collision with an application grammar. 4 What developers would like to see continue and improve 4.1 Support for both off-line and on-line multimodal interaction Multimodal interaction should be supported both for applications that are on-line, that is, are connected to the network, as well as for off-line applications. If the multimodal application goes from an on-line to an off-line state, multimodal interaction should still be supported by the modality components that run locally on the device. Use Case Access of medical information while walking down a hallway A doctor carrying a wireless tablet accesses patient medical information while walking down a hallway. Loss of wireless connectivity does not prevent the multimodal application from interacting with the doctor or presenting information it has stored on the doctor s tablet. Use Case Multimodal application in hospital operating room An off-line multimodal application in an operating room delivers timely instructions to the doctor. 4.2 Support for events distributed over the network Because a modality may be distributed on a remote server, there must be support for distributed events between a modality and the interaction manager. Use Case Driving directions A user accesses a multimodal driving directions application using a cell-phone. The application tells the user to turn right at the next intersection. An arrow pointing right pops up over a map. The application had received an event to display an arrow from the server. 4.3 Support for implicit events Implicit event support includes both implicit event generation and implicit event handling. At different stages in the operation of the modality component, there will be either event generation or event handling by the component itself. For example, the VoiceXML modality component could implicitly generate a focus event when the FIA selects a new form input item. Use Case Hotel booking application name, address, phone number A hotel booking application has a form with separate HTML input fields for entering name, street address, city, state and phone number. When the user selects one of the fields the user hears a prompt for entering the correction information into the field. The visual input focus is coordinated with the speech input focus. 4.4 VoiceXML tag and feature support VoiceXML support should include, for example, the object and mark tags and the "record while recognition is in progress" feature. Use case Windows program for calculating stock purchase totals The object element can be used to load a reusable platform-specific plug-in. For example, the application would load a Windows program which calculates stock purchase totals using the object element. Use case Read part of an e-mail message The mark tag can be used to mark how much of the text was actually read before the user left the page. When the user returns to the page the rest of the text can be read beginning where the user left off. Use case Unrecognized user input The recording of an unrecognized user input can be logged by the speech recognizer. 4.5 Support for both directed and user-initiated dialogs There must be arbitrary as well as procedural speech access to the visual application. For a dialog mechanism used in conjunction with a visual form there should be support for user-initiated dialogs. For example, the user should be able to jump to arbitrary points in the dialog by changing the visual focus (e.g., by clicking on a text box). Use Case Form filling for air travel reservation The air travel reservation application takes the user step by step through making a reservation, beginning with the origin and destination of the flight. After the user has been given a selection of flights, the user clicks on the visual departure date field to change the departure date. Use Case Application with two HTML forms The user is taken step-by-step through filling out a set of HTML fields in a form. Before all the fields have been filled, the user clicks on a field belonging to the other form. 4.6 Mixed-initiative interaction Dialog mechanisms that combine speech and text input must support mixed-initiative interaction. Use Case Flight reservation application A flight reservation application has separate HTML input fields for entering destination airport, date of travel and seating class. With a single utterance "I d like to go to San Francisco on April 20th, business class" the user fills in all the fields at one time. 4.7 Access to speech confidence scores and n-best list by the application Confidence scores and n-best lists are useful for example to allow the user to pick from a set of results supplied by an input recognizer. Use Case Select a football player A user says the name of a favorite football player. A number of players matched the user s input with the same low confidence score. Instead of asking the user to repeat the name, the application displays a visual list of player names that was matched. The user selects a name from the list. 4.8 Access to device details The developer would like access to device information such as, for example, the cell phone number, phone model, and display screen size. Typically in any mobile application the content is very specific to the device and at times personalized for the user. Access to device specific details such device model (e.g., Nokia 6680) helps the application reduce the grammar size and render device specific content. Access to user information such as the phone number allows the application to personalize the content for the user. Use Case Mobile appointment application When user George accesses the appointment application the application says "Welcome George " and presents a list of appointments for the day. The user can select any of his appointments by saying an appointment label shown on his phone. Each label is short enough to fit entirely on George s display. 4.9 Choice of ASR The developer would like to have more control over ASR. An example is the capability of a multimodal application to choose between a local ASR or network based ASR depending on the location of the grammar. The developer should be allowed to pick the ASR depending on the application logic. Use Case Music search mobile application In a music search mobile application the application uses network-based ASR to perform a search for a particular Artist/Album such as Green Day , 50 Cent etc. In case of network-based recognition the grammar is changing dynamically and is large in size. The same music application may use local ASR for the purpose navigating through the application using commands such as Home , Next Page etc. 4.10 Controlling N-Best choice of ASR The application should be able to control the number of results it wants from ASR based on either a number N (say return top 5 matches) or confidence score (say return 0.8 score). The developer should be able to author this N-Best list control. Use Case Select a football player mobile application As with the previous football player selection use case, the list of players is visually displayed for the user to select. The user can make a selection from the visual presentation. The ASR may return more than 10 results as part of its N-Best response mechanism. However, the application depending on the screen size may choose to display only the top 5 entries on the screen. The application requests only the top 5 players in the N-best result instead of receiving 10 results and then ignoring the last 5 results.
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2006年7月16日に無事ギルド立ち上げ完了しました。 ご協力頂いた皆様に厚く御礼を申し上げます。 これからもコラ民の皆で盛り上げていきましょう!! [Guild Name] ひよこクラブ [Guild Poricy] LV40制限(LV41になった段階でギルド卒業とする) Lv40以下であれば誰でも参加可能 ギルドメンバーは互いのLvアップに協力する ギルドマスターはギルドメンバーに対して加入承認のみを行なうものとし、育成以外の干渉は極力行ない無いものとする(メンバーの自主性を尊重) サブキャラで参加するメンバーは新規、低レベル者へ育成アドバイスを積極的に行なう ギルドマスターになるものはメインキャラを明らかにし、ギルド加入依頼がある場合には可能な限り対応する 他種族PKは基本的に禁止(投票により決定) [Member Target] 新規で始めたが育成方法、操作方法がわからない BDメンバーが集まらない 抹茶でのPT募集もめんどくさいし、抹茶という行為に後ろめたさがあって出来ない サブキャラを効率よく育成したい C級武器を狙っているので40BDにいきまくりたい 上記で1つでも当てはまるなぁと思った際には是非「ひよこクラブ」まで(*´ω`*) [ギルド加入方法] 1.「ひよこクラブ」ギルドメンバーを見つける 2.メンバーを右クリック→加入申請 3.設立員の加入承認(若干タイムラグがある場合があります) なかなか加入されない場合は下記設立員のメインキャラまでwisして下さい。 設立員 メインキャラ 熱海パンサー イタル Ryu Dragon、レティア かみね かみねえ かろん karon nagmau gauman サレリア セリエス ちょっ Dam ジュエリーマキ カメリアマキ また、HPからの加入希望はこちらから。 当ギルドに関するご意見ご感想はコメント欄にお願い致します。 エロスさん、こんばわwえと、ここ2~3日エロスさんをみないんだけど、やっぱいそがしいんですかねwで、ここ2回程、ひよこにどうやったらはいれますか?って聞かれましたが、そん時に承認する人がいなかったので、今度、人が居る時に・・・といっておいたのですが、このところ承認できる人を見かけません…どしたらいいのかしらん?w -- みしゃ (2006-11-02 03 24 50) 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The library which originated in the area If it says only within a school, it is necessary to be the place did not limit a library as a thing of a school but the area was [ the place ] open. Moreover, it is possible to cooperate with a neighboring school, to share the good point of the library of each school, etc., and to improve a school library to a better thing. Furthermore, holding the reading circle for the parent-and-child events and preschoolers in a library etc. can also make a school library into what was opened by the area according to directions. Although the library (a free library and the library in a community center) of the area is opened by the area from the first, though it has employed efficiently or the characteristic of the library is not utilizable, only the function of a "library" is thought as important, and it is not used for other purposes in many cases. It seems that it is good to carry out in the library of the area (from the problem of security, etc.) since it is hard to perform the event for the local resident at large performed at a library in school. Conversely, probably, it is fit for the event for a child or parent and child, since a school library has many children-oriented books. The example of an event School library it was targeted at parent and child and a preschooler -- read and tell. (Relation of a teacher and a guardian can be performed because a teacher does a reading circle and management.) Library training with other schools. Country library The lecture and round-table talk in which anyone can participate.
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Well I got me a hat and old guitar And I made a down payment on a second hand car I got me a job on the radio Now I m saving up money for a fiddle and a bow Do the radio boogie All over the dial With a solid kick and a red hot lick And some Tennessee style Well early in the morning when the sun comes up I pull the cork from the jug and I take a little sup If the sun keeps a-shining I ll plow the corn If it starts to rain I ll just grind it in the barn Well I call my gal on the telephone What you doing honey are you all alone Come on over about an hour or so And we ll both do the boogie by the radio Yes I got me a job in a hillbilly band I got brand new clothes I got money to spend And everbody asks me where we play The radio boogie s all they can say
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