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O.C.U.編 Tutorial Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23|Mission24|Mission25|Mission26|Mission27|Mission28|Mission29|Mission30 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04 インターミッション|バリンデン Mission02|マップ|入手アイテム|味方|敵 インターミッション 移動可能地域 バリンデン バリンデン 闘技場で会話イベント 闘技場で戦闘(勝敗は関係ない)後、1000ハフマンドルを入手 闘技場で会話イベント 軍オフィスで会話サカタ、ナタリー加入 Mission02 Mission02 クリア条件 全敵の撃破 ゲームオーバー ロイドの撃破 作戦の報酬 H$5000|H$3000 最大出撃数 - 出撃可能パイロット 必ず出撃 - 選択出撃 - キース、J.J.加入 ミッションクリア後、ニューミルガンへ マップ 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 進入不可 0% - - - - 土 8% 3 2 3 2 森林 20% 4 2 3 3 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 川 0% 4 2 5 4 草地 8% 3 2 3 2 右上の敵を撃破、その後、接近してきた敵から撃破していく 上へ 入手アイテム WEAPON Grip RAPTOR 1 敵6撃破 PARTS Arm L ZOLA-3A 1 敵1撃破 上へ 味方 No. PILOT MACHINE WEAPON ITEM 修理費用 Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Roid Shrike - 2 Sakata Raioh 33 --- Repair SRepair SRepair S 306 24 ZIEGER - 1-1 24 ZENITH PUNCH - 1-1 26 --- 15 --- 3 Natalie 1 --------------- PrimRose 39 --- Repair SRepair SRepair S 340 9 0 24 SIEGE - 1-1 9 0 22 ZOLA PUNCH - 1-1 9 0 24 --- 9 0 17 --- 4 Keith 1 --------------- Ms.Jerry 42 --- Repair SRepair SRepair S 340 9 0 25 RAPTOR - 1-1 9 0 22 ZOLA PUNCH - 1-1 9 0 24 --- 9 0 16 PIZ-3 3 3-4 5 J.J. 1 --------------- Hunter.J 45 --- Repair SRepair SRepair S 340 9 0 26 ZIEGER - 1-1 9 0 25 PABOTTE PUNCH - 1-1 9 0 27 --- 9 0 13 --- 上へ 敵 No. PILOT MACHINE WEAPON 敵撃破ボ|ナス Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Commander 1 --------------- ZOLA 30 --- 230 9 0 22 SIEGE - 1-1 9 0 22 ZOLA PUNCH - 1-1 9 0 24 PIZ-3 3 3-4 9 0 17 --- 2 Missileer 1 --------------- GUST 21 --- 175 9 0 19 CALM PUNCH - 1-1 9 0 19 CALM PUNCH - 1-1 9 0 18 PIZ-3 3 3-4 9 0 21 --- 3 Attacker 1 --------------- CALM 24 --- 190 9 0 19 CALM PUNCH - 1-1 9 0 19 RAPTOR - 1-1 9 0 21 --- 9 0 12 --- 4 Attacker 1 --------------- CALM 24 --- 190 9 0 19 CALM PUNCH - 1-1 9 0 19 RAPTOR - 1-1 9 0 21 --- 9 0 12 --- 5 Missileer 1 --------------- GUST 21 --- 175 9 0 19 CALM PUNCH - 1-1 9 0 19 CALM PUNCH - 1-1 9 0 18 PIZ-3 3 3-4 9 0 21 --- 6 Attacker 1 --------------- CALM 24 --- 190 9 0 19 CALM PUNCH - 1-1 9 0 19 RAPTOR - 1-1 9 0 21 --- 9 0 12 --- 7 Attacker 1 --------------- CALM 24 --- 190 9 0 19 CALM PUNCH - 1-1 9 0 19 RAPTOR - 1-1 9 0 21 --- 9 0 12 --- 8 Attacker 1 --------------- CALM 24 --- 190 9 0 19 CALM PUNCH - 1-1 9 0 19 RAPTOR - 1-1 9 0 21 --- 9 0 12 --- 上へ
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Environmental Geochemistry Treatise on Geochemistry (Treatise on Geochemistry) Elsevier Science Ltd? B. Sherwood Lollar? Heinrich D. Holland? Karl K. Turekian? ElsevierScienceLtd? B.SherwoodLollar? HeinrichD.Holland? KarlK.Turekian? ジャンル別? ユーズドブック(洋書)-Outdoors&Nature ユーズドブック(洋書)-Professional&Technical? ユーズドブック(洋書)-Science? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-ProfessionalScience-Chemistry-Geochemistry? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-General? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-Geology? Subjects-Science-Chemistry-Geochemistry? Subjects-Science-EarthSciences-EnvironmentalScience Subjects-Science-EarthSciences-General? Subjects-Science-EarthSciences-Geology-General? Subjects-Science-General Bioenergy Realizing the Potential Elsevier Science Ltd? Semida Silveira? ElsevierScienceLtd? 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GENRE TITLE ARTIST bpm notes CLEAR RATE ROCKIN' DRUM'N'BASS Session 9 -Chronicles- PRASTIK DANCEFLOOR 182-189 1852 n%(yyyy/mm/dd) 攻略・コメント いきなりやってくる三連符縦連打がハードの難所。 その後でゲージを維持出来るかにもハードクリアの鍵がかかっています。 階段系統の譜面なので乱を付けるとばらけやすいです。 曲に合わせて叩けるし、高速乱打・階段の練習になる良譜面だと思う。 -- 名無しさん (2011-02-22 10 34 29) 乱で凄い当たり有り。後半の二重階段がパックリ割れしたりする。 -- 名無しさん (2011-02-22 19 16 05) 体力的に難しい。メインは同時押しと二重階段なので、正規は皆伝に入ってもおかしくないほどの難易度。乱で当たりが来ることが多い。 -- 名無しさん (2011-06-03 11 03 59) 乱常備で昇ってきた短期上達型に正規は確かに辛いが、さすがに皆伝は言い過ぎ。かなり難しいものの、曲のノリと譜面がマッチしていて非常に面白く、不快感を感じない不思議な譜面。二重階段を捌けると応用が効くので、階段嫌いも一度正規で触ることを勧めてみる。何より、二重階段を綺麗に捌けると爽快である。 -- 名無しさん (2011-06-03 22 44 56) ↑↑スコアを狙うなら乱だが階段好きには正規の方が押しやすかった。用は個人差かと。 -- 名無しさん (2011-07-25 23 16 04) 外れ譜面もあるので安定しにくい。たまたま当たった時に難した -- 名無しさん (2011-07-26 13 02 20) 属性は総合力・縦連打・同時押し・二重階段・階段かな -- 名無しさん (2011-08-25 22 52 51) ノマゲ易は二重階段の耐えゲー。何故か自分は二重階段より、その後の1+7+階段が押しにくかった。。 -- 半固定 (2011-12-26 23 58 41) ハードは外れればすぐに閉店できるためPF粘着に非常に向いている -- 名無しさん (2012-01-29 23 10 53) ラストのラストが難しくノマゲは結構事故りやすい -- 名無しさん (2012-02-27 19 00 05) ラスト前は長い階段+が続き、ノマゲEasyは大きく回復が可能。逆に回復できないと最後の二重階段が越せない。 -- 名無しさん (2012-02-28 01 45 30) 最初の縦連のせいで難つかん…なんかコツとか意識とかある?最初抜ければ難つくんだが… -- 名無しさん (2012-03-15 12 30 33) 早入りとかどう?自分は結局乱粘着で抜けたけど -- 名無しさん (2012-03-15 12 40 34) 最初の縦練は出来ない日はとことん出来ないし出来る日はあっさり出来ると思うよ。自分はノマゲがまだ難しいんだけど、疲労が少なくて脱力出来てる日は縦練はほぼ繋がる -- 名無しさん (2012-03-20 15 26 25) BPM182の縦連後は4小節何も降ってこないのでBPM182の緑数字からBPM189の緑数字に変える十分な隙がある。ただし何も降ってこないときのBPMは182のままなのであらかじめBPM189に対する緑数字を計算しておく必要がある。緑数字気になる人ならこれで縦連やりやすくなると思う。 -- 名無しさん (2012-04-19 22 09 45) 二重階段は右から始まるなら右、真ん中から始まるなら真ん中に視点を合わせると見切りやすい。最初右から始まるのでそのまま視点が右寄りになって次の二重階段が見切れないという現象に気付いてからノマゲできた -- 名無しさん (2012-06-12 07 37 59) 二重階段なんかより、その後に来る皿複合+階段のほうがゴッソリゲージ持って行かれるんだが・・・。強化版CONTRACTみたいでかなり2P不利。 -- 名無しさん (2012-06-13 00 22 40) 乱常備に人間にとっては二重階段が一番の難所なんだろうけど、正規プレイヤーにとっては二重階段のサビに入る直前のトリル部分、サビの繰り返しに入る直前の皿複合が難所となる。前者で40%くらいまで落ちてしまう実力ではいくら階段が得意でも回復は望めない。後者部分では二重階段で減らさないことを前提として、60%以上は残したい。 -- 名無しさん (2012-07-01 00 04 33) 最初の縦連は乱で簡単になることが稀にある。しかしその後が外れたり、地力が足りてないとここを抜けてもウイニングランとならないので注意。個人的に、縦連の箇所だけHSを普段より一つか二つ上げると食らいつきやすい。 -- 名無しさん (2012-07-11 23 38 09) 縦連は1048が一番押しやすいと思う -- 名無しさん (2012-12-29 19 41 04) 階段乱打なので最初の縦連が脇に寄ると乱打が当たる。ただトリルも同じ鍵盤になるため配置によってはトリルが外れる場合がある -- 名無しさん (2013-01-12 11 35 48) 怒涛の二重階段ラッシュの後少しの回復、そしてラストにも高密度。正規鏡はとにかく二重階段ばかりなので速度も相まってかなり難しく、☆12の中でも上の方。乱をかけるとひたすら高密度の塊が降ってくる。ランプ狙いなら無論乱のほうが楽とはいえ、それでもある程度の地力がないと押し切られる。 -- 名無しさん (2013-06-29 01 21 22) ただし最後の最後にある二重階段で意外と事故りやすいから注意 ステラやユミルの二重階段ぐらい余裕で捌けないとそもそも見切れないと思う -- 名無しさん (2013-06-30 10 29 49) サビ後の回復がそこそこ多いし、十段に近い九段で得意ならイージーぐらいは点く。自分も九段の時にイージー点いた(☆12のランプ40曲ぐらいないとキツいが)。 正規は階段・二重階段の、乱は乱打の練習に役立つ。高速耐性もつくし、お菓子曲に並ぶ良練習譜面だと思う。 -- 名無しさん (2013-09-22 21 01 06) 縦連が苦手でPF粘着したけど縦連で抜けられたらその後の二重階段も大体当たる、BP60でも難ついた -- 名無しさん (2014-01-11 14 21 27) 悪魔階段とセットでどうぞ。メキメキ地力上がる -- 名無しさん (2014-01-27 22 54 06) 縦連得意だとエクハつけやすいね、エクハし終えたあと大犬やるとめちゃくちゃ出来るようになってる。 -- 名無しさん (2014-01-28 08 08 51) ハード地力Bラストになりました。繋ぎ目の無い縦連はS乱練習でもなかなか鍛え辛く、本当に気合いとしか言えません。自分の場合縦連抜けたらウイニングランでしたが -- 名無しさん (2014-03-08 16 48 40) 2P正規で初ノマゲ。二重階段が取りやすいオプションで良いと思う。地力がちょうどくらいだと逆ボ出しまくる可能性あり -- 名無しさん (2014-05-27 17 20 38) 縦連が得意でも抜けた後の譜面が普通に難しいので先にダークレガシーハード程度の地力が欲しいところ。勿論大犬や白壁もハードしておくと吉。 -- 名無しさん (2014-09-04 16 42 24) 縦連抜けてもヤシャみたいな繰り返し、トリル発狂だったり、削られる箇所は盛りだくさん。二重階段までに回復出来なくてそこで叩き落とされるなんてこともある。自分はそれを何回かやらかして窓から飛び降りそうになった。とりあえず、黒髪の開幕を安定して抜けられるくらいの縦連力は必要だと思う。 -- 名無しさん (2014-09-14 09 25 31) BP70で乱ハード。縦連地帯、ラスト共に2%だったのでこれが限界だと思います。中盤の乱打は16分3回の繰り返しでリズム良く押せば後半の二重階段の入りまでに全回復も十分可能なのできっちり取りましょう。 -- 名無しさん (2014-09-29 16 57 38) BP61乱で16%抜け。縦連のとこだけ見れば許容BPは20くらい?縦連は早押し、固定崩し、利き手で無理矢理取るなど対策した方がいいと思う。ハードを狙う段階であれば縦連さえ抜ければ二重階段までにある程度回復出来る地力は備わっているので道中でいかに回復出来るかにかかってる。 -- 名無しさん (2014-12-06 23 52 45) 1pミラーBP54でハード 階段得意なら正規鏡で縦連ぬければウイニングラン 緑数字設定ミスって少し早いままやってたのがゆうりにはたらいたのかもしれない -- 名無しさん (2015-01-17 07 56 25) 縦連が苦手すぎて皆伝取れても地力Bのラストに残ってる… -- 名無しさん (2015-07-31 22 16 43) 易ノマゲ狙う分には二重階段凌げれば正規は割といい配置だと感じた。高速得意だと地力Bでも早めにつくかも -- 名無しさん (2016-07-02 18 49 41) ハードは縦連を抜けたらウイニングラン・・・ではなくそこから先も普通に難しい。ハードBでも難しい方かと。 -- 名無しさん (2016-07-02 22 55 35) 縦連的にも体力的にもボタン軽めの筐体がオススメ。レーン(白数字)を普段より上げ気味で緑数字は最初の縦連に合わせあとは調節せず。下手に調整するより早めの方がかえって見切りやすかった。 -- 名無しさん (2016-07-05 14 11 58) BP65乱でハード、開幕の縦連は緑数字をいつもよりほんの少し小さくしたら抜けやすかった。二重階段やトリル等、縦連抜けても全く安心できないので必死に食らいつきましょう。高速で延々と16分が降ってくるので、コンディション抜群の日に挑みましょう -- 名無しさん (2016-10-02 20 15 33) フロスピ使用の場合、ブレイク前までは密度低めなのでブレイクまでは気合いで押し切って皿チョンで緑数字を調整するのもあり。 -- 名無しさん (2016-10-03 06 47 19) 普段の緑数字やHSの設定にもよるが、この曲はノーツ降ってこない時間が長いので普通に緑増やせる。自分は普段緑301で、189に合わせると182地帯を312でやることになるけど、開幕とりあえず301にしておいて縦連抜けた後FHS解除→皿回して緑312まで増やす→FHSつけてサド戻す、が間に合う。急ぐ必要はあるけどそんなにギリギリでもないし、スコア狙いならおすすめ -- 名無しさん (2017-02-15 10 16 33) 乱BP15でエクハ。開幕縦連は腕押しで無理矢理押すようにしたら抜けられた。割とゲージに余裕があったからBP20くらいが圏内かも -- 名無しさん (2017-11-05 06 23 12) フルコン狙いじゃないなら縦連中の皿は全部捨てた方がいい。スコア面で見ても僅か6点 -- 名無しさん (2019-03-22 01 16 36) FHSサドプラ付け直しだけでギアチェンできるようになって選曲しやすくなった。 -- 名無しさん (2019-03-22 10 57 02) 縦連部分の左手分担を123から12に絞ったらかなり安定した。正規は特に右手でサポートしやすい配置なのでハード以上がつかない人はおすすめ。縦連苦手だけど見方変えるだけでEXHつきました -- 名無しさん (2019-03-24 00 13 10) 乱BP54でハード。ギアチェンはノーマルハイスピードの白鍵盤1個下げで対応しました。 -- 名無しさん (2024-04-08 10 12 09) 名前 コメント
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ip_0.wenzitihuan|00.Translation work ip_0.wenzitihuan_text|The translation work is not good enough, and there still remain lots of text in companions’ stories and heroes’ stories in mind reading mission. We need more time to do this, and will try our best. If you can give any help, please connect me in MODDB/Nexusmods or workshop in Steam. ip_1.xiangxing|01. Nature system ip_1.xiangxing_text|Except for character, each hero has its own belief, which refers to its nature. According to description in “the Water Margin”, all hero’s nature can be divided into three kinds, i.e. loyalty, chivalry and bravery. In this game, nature has an influence to determine the possibility to recruit some particular hero in tavern. Besides, it also has an influence on interactions with lords, such as sending gifts, donating, blacksmithing, recruiting, converting and award for tasks. Same nature will provide an enhancement on the effect of these interaction. ip_2.zhiye|02. Career system ip_2.zhiye_text|Every hero has 1 or 2 careers, you can check it out in report or the character page. Every career will effect in battle while the hero is “on fire”, except Fisher and Taoist. Heroes can get career EXP by “on fire” status or working on the right center buildings. The higher REQ attribute the hero has, the more chance or effect will be. There are 15 careers total, here’s the list ^[Merchant] EFF get money, BUD Market, REQ INT ^[Farmer] EFF get food, increase prosperity, BUD Farm, REQ CHA ^[Warrior] EFF stop enemies (blue sign), BUD Camp, REQ STR ^[Artisan] EFF refill allies’ ammo and shield (player need press H), BUD Workshop, REQ INT ^ [Herder] EFF heal ally horses HP (player need press H), BUD Stable, REQ AGL ^[Titan] EFF reduce enemies morale and get chaos(green sign), BUD Training, REQ STR ^[Actor] EFF increase ally morale and make some ally heroes get excited too, BUD Downtown, REQ CHA ^ [Academic] EFF make enemies surrender, BUD College, REQ INT ^[Barkeeper] EFF make enemies or hero get drunk, 100% chance to capture (except bandit hero), BUD Tavern, REQ CHA ^ [Fisher] EFF make enemy heroes dead together while he's dying, BUD Fishery, REQ AGL^ [Thief] EFF invisible and steal enemies' equipment, BUD None, REQ AGL ^ [Doctor] EFF heal allies, BUD None, REQ INT ^ [Playboy] EFF make female enemies become allies(heart sign, 100% chance for enemy beauty), make female ally stronger, BUD None, REQ CHA ^ [Beauty] EFF make male enemies become allies(100% chance for enemy playboy) BUD None, REQ CHA ^ [Taoist] EFF enemies around him will take damage by percent per few second(red aura), but when he get excited, the aura will disappear, BUD None, REQ INT.^^Player can get one of first 9 career in the beginning, and then can learn the second from Han Bolong in Dong Jing tavern. ip_3.jianzhu|03. Building system ip_3.jianzhu_text|Each settlement has its own buildings. A city can have 10 buildings, and castle or fortress can have 7 buildings. These buildings can provide resources for the settlement. With your management and heroes’ work, these building can develop its scale. Buildings in bigger scale can provide more resource, and a more capable hero can make a larger increment on the building’s scale. ^If you are a governor of village, you may have the right to develop some building in the city which your village is subordinate to. If you have a city, a castle or fortress, you may appoint a hero in your team to work in it. If you are a king or field marshal, you may appoint governors of all cities as you please. Heroes will choose a suitable working post by themselves. Heroes’ profession and properties will make a special effect on buildings. Detail information can be found in building menu. ip_4.chengchi|04. New attributes for settlement ip_4.chengchi_text|Buildings have varied effects on attributes of settlements. Here the attributes are listed. ^Money financial income is used for recruiting soldiers, salary of lords, army equipment and so on. Food Food is consumed by soldiers daily, insufficient food supply will cause morale decline, casualties and fleeing. ^Population widely affects the attributes increments of settlement. Prosperity affects money income and population increasing. ^Equipment requirement for recruiting advanced soldiers. The higher rank is, the more equipment will be need. ^Horse requirement for recruiting cavalry. Each cavalry will consume 1 horse. ^Reserve force point requirement for recruiting advanced soldiers. Each training will consume 1 point. ^As Mount Blade Warband has already established a complete economy system, setting values for new parameters for this mode may take a long-term testing. In order to preserve the balance, most of new properties and attributes are set as a positive-related bonus, which means a high value will make a significant help, but low value may cause little negative effect. After evaluating the effect in this edition, the negative effect may be enhanced. ip_5.teji|05. Star skill ip_5.teji_text|The 108 heroes have their own star skills, you can check it out in their character info page. 5 kings and 100 vassals in Han, Liangshan, Zhao, Sha, Shu, plus 3 girls in companions which was Gu Dasao, Sun Erniang, Hu Sanniang are 108 heroes in the novel. ip_6.dantiao|06. Duel System ip_6.dantiao_text|If the strongest troop in enemy party are stronger than your party, they will call for a duel in the beginning of the battle. If not, player can also call for a duel. When the hero win the duel, he will get “on fire”, increase str and agl by temp, and the morale of his party will get higher. If the hero lose, his soldier in his party will get chaos or surrender. ip_7.gaoang|07. On Fire ip_7.gaoang_text|When a hero win the duel, or kill enough enemies, or was encouraged by an actor, he will get an “on fire” status. On this status, he will get a temp increase of attribute, recover hp. His career skill will effect and will speak his own dialog. ip_8.zhanchang|08. Sign in the battle ip_8.zhanchang_text|Chaos green sign;^ Immobilize blue sign;^ Fall in love Flower sign; ^ Taoist skill Red aura. ^ The higher leadership skill the leader was, the longer the status last. ip_9.shenqi|09. Legendary Item ip_9.shenqi_text|There’s purple color text in Legendary Item, and hero will get buff when equipped it.^ Player can get legendary item after battle by chance, or on duel to loot, or in some secret chest, or in the mission, or by some NPC.^ The stronger enemy is, the more chance you will get the unique loot. In addition, looting skill of main party also effect the chance.^ If player has not get unique loot for a long time, the chance will grow up slowly. ip_10.chenghao|10. Title system ip_10.chenghao_text|If you insist on doing something, you will get the corresponding title. These titles will help you do this better. ^ Players can view the title in the report menu, or quest pages. ip_11.huweidui|11. Guard party "ip_11.huweidui_text|If vassal has town or castle, he will recruit guard parties. Player can get guard party from mayor if joined a faction. Guard parties will demobilize the prisoners for money, and get new troops. The higher official player has, the more soldier the guard party can take. " ip_12.teshubingzhong|12. Special unit ip_12.teshubingzhong_text|Every contry has their own special unit. Player can not capture them by battle. Just talk to mayor of your faction, he will tell you what you need to train. ip_13.guanzhi|13. Official system ip_13.guanzhi_text|Players can gain merits when they join the country, and enough contribution can increase their official positions. ^Improve the official position to obtain attributes, increase the upper limit of the troops, issue squats, obtain special equipment for the country, and so on. ^ Players can be divided into official positions after independence, and different official positions have different effects. ip_14.waijiao|14. Diplomatic system ip_14.waijiao_text|When the player joins other faction, he can advise the king's diplomacy. ^ After the player independence, he can find an official or prime minister to carry out a series of diplomatic functions. ^After the player independence, he can deliver military orders to the subordinates in the camp menu. ip_15.qita|15. Other system ip_15.qita_text|There are so many functions and systems are from 108 Heroes in classic M B, so I don’t introduce them in the Warband M B info pages. You can just play and find it. If you have any questions, leave the message in NexusMODs/moddb/steam. Have Fun! ip_16.kuaijiejian|16. Hot keys ip_16.kuaijiejian_text|[M] on the battle Open/close the mini map;^[T] on the battle Show the morale and killing rank;^[H] on the battle career skill (Artisan/ Herder/Doctor);^[Y] on the map speed on (if Dai Zong is in your party);^[U] on the map hiding (if Shi Qian is in your party);^^If your own faction has enough vassals in Shu, when you on the battle [U] to start formation, [J] formation forward, [N] cancel the formation ip_17.shenqichengzhang|17. Suffix of legendary weapons ip_17.shenqichengzhang_text|Every legendary weapon has random suffix, which was Metal, Wood, Water, Fire, Earth. Every legendary weapon can get EXP by killing. The weapon has random max level, the most max level is 4, which needs 700 exp.^The first feature of legendary weapon is decide by the suffix, it should get 25 exp to unlock it. There also are two kinds of legendary weapon, one is only suitable for Taoist career, and another is not.^The 2-4 feature is random, which need 100/300/700 to unlock. And the value is depend on the color of the feature, which was green-blue-gold-orange.^^Warning Due to M B engine restrictions, you’d better DO NOT equip a same kind of item in one troop. For example, if player equip “Moon sword[Metal]” and “Moon sword[Wood]” at the same time, the “Moon sword[Wood]” won’t get any exp, and the skill of the feature won’t effect. ip_18.jingjichang|18. Tournament ip_18.jingjichang_text|Player can get special reward by join tourament for few times. ip_19.haohanchenghao|19. Titles of Heroes ip_19.haohanchenghao_text|In addition to the players, the hero can also get the corresponding title through different ways. After winning the title, there will be certain effects and random attributes and skill rewards. ^The hero can gain military strength by killing the enemy, and the value of the military power can be increased to obtain a random attribute reward. Military strength values can be viewed after the war and in the quest pages. ip_20.junzhixitong|20.Military system ip_20.junzhixitong_text|You can find Military Appointment menu in the camp or before battle.^[Commander] Player controlled character. When you learned mind reading and it’s not on CD, you can click the button to change commander before battle. The Leadership Level of player can increase whole party’s attribute, which have 10% effect. If there’s no leader in one class, the effect is 25%.^[Advisor] Party can use advisor skill on the battle. This function is unavailable in this version.^[Leader] Increase ATK/DEF of the class, take 50% effect.^[Attacker] Increase ATK of the class, take 20% effect.^[Defender] Increase DEF of the class, take 20% effect.^Besides, the relation of Leader/attacker/defender can also buff the class, take 20% effect. If they have same native, they will get more relation addition after battle. You can move your mouse to the number to check the percent. ^Leadership Level There are 5 level of leadership D, C, B, A, S. Each level also contain 3 level, which like C-, C, C+. There are two way when hero reach to A, power up ATK or DEF, like A+[A], or A-[D]. There are three way when hero reach to S, increase or decrease damage from cavalry /infantry /archers. Like S-[A]CAV, means leadership is S-, more ATK, and take extra damage to cavalry.^Heroes will get more leadership EXP if the soldier in his class kill more troops. The higher level troop is, the more EXP heroes will get. You can click the “Leadership Level” text to switch it to “Leadership EXP”. When the heroes in your party can level up to A or S, you should level it up manual and choose the direction. ip_21.bingzhongshixing|21. Leadership Level ip_21.bingzhongshixing_text|- Leadership level is effect not only player’s main party, but also every party. ^- If the troop equipped ranged weapons, he is the archers class. Other troops who have horses, are cavalry class, The rest are the infantry class.^- Every special unit has extra buff, such as Xu Ning Gold Lancers, which will inflict extra damage to cavalry.^- The default name of team “infantry/cavalry/archers” is just a name, not class. If you put a horseman in this team, he will get cavalry buff from leader/attacker/defender, not infantry buff.^- Troops in center or guard party will also get buff from his lord or leader.^- Heroes will also get the buff.^- Heroes only get 1/2 leadership EXP than soldiers by killing.^- The higher leadership skill the hero is, the more quickly leadership exp he get. ip_22.zhanqianbuzhen|22. Battle settings ip_22.zhanqianbuzhen_text|You can find Battle Setting menu in the camp or before battle. Make sure you set the leader of the team first.^ [Team Setting] Change the team order. ^[Formation Order] Click the team name to change the position, click the apply check to enable the form. ^[Grounp Leaders] Click the leader name on the right to switch the team. ip_23.duxinshuqianghua|23. Mind Reading power up ip_23.duxinshuqianghua_text|When you have been defeated on the battle, it will not come to an end. You can continue watching or quit.^ Press [Tab] key to quit the battle; Press [Space] key to change watching mode;^ Click [mouse left/right] button to switch heroes;^ Press [WASD] key to rotate camera; Press [Direction] key to move camera;^ Press [Enter] key to choose hero; Press [Left Ctrl] key to close the tip message.^Tips you can only control hero after you learned the mind reading, and you can only control the heroes in your party. ip_24.shenqiqianghua|24. Refine stones ip_24.shenqiqianghua_text|Refine stones unlock the higher exp level, the max level is 4, which is 700 exp.^Power up stones upgrade your legendary weapons' first feature by using power up stone, you should get at least 25 exp to unlock the feature. you can not upgrade the feature which was already orange color.^Reroll stones reroll your legendary weapon’s 2-4 random feature by using reroll stone, you should upgrade it to max level first, after my work finished, it will lose a few exp. Please put the weapon into first 3 inventory slots.^Owner stones set your legendary weapon’s owner by using owner stone, you should upgrade it to max level first. One kind of weapon can only set owner by 3 heroes at most, and one hero can only set 2 owner special item at most. Please put the weapon into first 3 inventory slots.^Besides Tang Long, Hou Jian and Huangfu Duan can also set armor or horses’ owner.^You can check your stones in collection page. ip_25.quanguowudaodahui|25. Tournament of China ip_25.quanguowudaodahui_text|You can join Tournament of China every month, it’s a 5v5 game, and if you win 3 of 5, you win.^- You can join the game if you joined a faction, or your party has more than 4 companions, or your own kingdom has more than 4 vassals.^- There are 3 fights Quarterfinals, Semifinals, and Finals. ^- The rule is as same as duel on the battle, ammo is only 10, star skill and Taoist skill will enable. Time limit is 90s, when time’s up, the hero who has more percent hp will win.^- Player can control hero by mind reading.^- If you win the finals, you will get lots of reward, and have chance to get extra reward from host.^- You can pay for a spy to watch opponent setting.^- You can also play the mode in main menu “Super Smash Mod” ip_26.zhiyexitong2|26. Extra career ip_26.zhiyexitong2_text|Player can get one of first 9 career in the beginning, and then can learn the second from Han Bolong in Dong Jing tavern.^- You should learned Mind Reading before you talk to Han Bolong.^- You can learned extra career if your career have been level 3, and there’s a hero who has level 4 career in your party. It will spend a whole day to learn it.
https://w.atwiki.jp/psemu/pages/118.html
概要(wikipedia) 公式サイト フロントエンド 使用方法等 サポートしている形式 PlayStationの起動方法準備 起動 メモリカードの設定 コントローラの設定 概要(wikipedia) MAME 正式名称:Multi Emulator Super System、通称:MESS 1998年にMAMEから派生して開発が進められたが、2015年にMAMEに統合された。 公式サイト http //mamedev.org/ https //github.com/mamedev http //www.progettosnaps.net/mess/repository/ フロントエンド http //messui.1emulation.com/ https //github.com/Robbbert/messui 使用方法等 http //www.progettoemma.net/mess/system.php?machine=psj サポートしている形式 cue/bin、chd chdファイルの作成 予めIsoBuster等でゲームをリッピングしておく。ここではリッピングしたゲームのファイル名をfooとする) コマンドライン起動 chdman createcd -i foo.cue -o foo.chd を入力・実行(chdmanはMAMEまたはMESSに同梱されている) PlayStationの起動方法 準備 mess.iniの作成コマンドラインの場合cdでmess.exeのあるフォルダまで移動 mess.exe -cc または mess.exe -createconfig を入力・実行 romsフォルダをmess.exeのあるフォルダに作成フロントエンドの場合MESSUIを起動し、Options - Directoriesを開き、OKを押す。 biosファイルをZipファイルに圧縮し、ファイル名を"psj.zip"(圧縮前のファイル名は何でもよい)とし、romsフォルダに置く 起動 コマンドラインの場合 mess.exe psj -cdrom イメージファイル を入力・実行 フロントエンドの場合 SystemのSony PlayStaion (Japan)を選択する Device View - PSX Cdromからイメージファイルを選択する Pickerに表示されたcueまたはchdファイルをダブルクリックする メモリカードの設定 Device View - Sony PSX Memory Cardから選択する。ePSXeの.mcrも認識する。 コントローラの設定 起動後にメニューバーのOptions - Joysticksから設定する。またはTabキーを押し、Input(this System)から設定する。 うまく設定できない場合は、cfgフォルダのdefault.cfg、psj.cfgを弄る。
https://w.atwiki.jp/cohstatsjp/pages/219.html
Infantry Infantry Section Contents 1 Lieutenant Veterancy 2 Tactics 3 History 4 Built From 4.1 Headquarters Command Truck 5 Squad Abilities 5.1 Deploy Marksman 5.2 Button Enemy Vehicle 5.3 Rifle Smoke Grenade 6 Squad Upgrades 6.1 Recon Element 6.2 Rifle Grenades 6.3 Bren Light Machine Gun 7 Squad Weapons 7.1 Lee Enfield Rifle 7.2 Lee Enfield Sniper Rifle 7.3 Lee Enfield Rifle Grenade 7.4 Bren LMG 7.5 Bren LMG Button Infantry Section Squad Size 5 Capture Rate 1 Sup Threshold 0.25 Health 325 Sight 35 Pin Threshold 0.65 Cost 450 Detection 7/0 Recovery Rate 0.008 Hotkey I Population 5 Time 37.5 Retreat Modifier 0.25 Target Type infantry_soldier Upkeep 7.512 Reinforce Cost 0.3889 Critical Type infantry Squad Slots 5 Reinforce Time 1.25 Lieutenant Veterancy [Expand][Hide] Movement Speed Infantry Non-stackable +1 0 Vet-Exp Weapon Accuracy Infantry Non-stackable x1.15 0 Vet-Exp Weapon Damage Infantry Non-stackable x1.025 0 Vet-Exp Weapon Damage Infantry Stackable x1.125 0 Vet-Exp Weapon Accuracy Infantry Non-stackable X1.15 30 Vet-Exp Weapon Cooldown Infantry Non-stackable x0.75 30 Vet-Exp Weapon Reload Infantry Non-stackable x0.9 30 Vet-Exp Weapon damage Infantry Non-stackable X1.025 30 Vet-Exp Weapon Cooldown Infantry Stackable x0.9 30 Vet-Exp Maximum Health Self N/A +15 12 Vet-Exp unlock Heroic Charge Self N/A 12 Vet-Exp Received Accuracy Self N/A x0.9 30 Vet-Exp Command Point Player N/A +80 Command Exp (Equivalent to 1 Command Point) 54 Vet-Exp Population Cap Player N/A +4 Population Cap 54 Vet-Exp Tactics Versatile infantry which compose the majority of your British army. They can construct early building emplacements and trenches. They can be upgraded with A Recon Element which allows the squad to have better capping ability as they can move faster without the need for a Lieutenant. In addition, they have the ability to use a sniper shot which is invaluable in many situations. Upgrading to the Recon Element also reduces the fighting ability of the Tommy squad below that of an unupgraded one. The Bren LMG boosts the anti-infantry fighting ability of your Infantry sections and can deal with most Panzer Elite vehicle threats. Note Bren LMG s only work when your Infantry Section is immobile. Whenever you send them to fight an enemy, use the attack-move command. Rifle-grenades are useful for attacking garrisoned buildings, trenches, and units in cover. They are also effective against clustered enemy units. Use the smoke canisters on the area around an enemy MG in order to greatly reduce its suppression on your Infantry Section. british units, excluding the Lieutenant, captain, and command tank, do not gain veterancy. Any experiences earned from kills by infantry are transfered to nearby officers. Always have a Lieutenant close by, not only to increase the effectiveness(+~15% accuracy +~15% damage from a vet0 Lieutenant) of your troops, but also so that he can gain veterancy. History Infantry Sections are a general use term for British infantry squads. Built From Headquarters Command Truck [Expand][Hide] Health 1000 Population 0 Cost 50050 Max Speed 3 Time 90 Target Type hqs_mobile Hotkey Effects The Headquarters Command Truck constructs basic units and creates supplied territory when it is set up. ESee Vehicle Headquarters Command Truck for details. Squad Abilities Deploy Marksman [Expand][Hide] Cost 25 Activation targeted Duration _ Target tp_entity_and_squad_entity Recharge 25 Hotkey D Effects A trained marksman will deliver a single fatal shot to infantry units in the open or garrisoned in buildings or vehicles. ESee Ability Deploy Marksman for details. Button Enemy Vehicle [Expand][Hide] Cost 25 Activation targeted Duration 20 Target tp_squad_entity Recharge 40 Hotkey V Effects Accurate fire from the Bren machine gun can shatter weapon sights, vision blocks, drive wheels, and stun enemy crews. ESee Ability Button Enemy Vehicle for details. Rifle Smoke Grenade [Expand][Hide] Cost 35 Activation targeted Duration _ Target tp_position Recharge 30 Hotkey S Effects Rifle grenadiers will fire a few smoke rounds to provide cover for nearby troops, or mask enemy emplacements. ESee Ability Rifle Smoke Grenade for details. Squad Upgrades Recon Element [Expand][Hide] Cost 35 Time 20 Hotkey E Effects Upgrades to a faster moving, but more lightly armed recon squad; also adds a well trained marksman. ESee Upgrade Recon Element for details. Rifle Grenades [Expand][Hide] Cost 75 Time 25 Hotkey N Effects The infantry section will upgrade their rifles to enable them to fire grenades. ESee Upgrade Rifle Grenades for details. Bren Light Machine Gun [Expand][Hide] Cost 75 Time 30 Hotkey M Effects The Bren Light Machine Gun adds much needed firepower to the Infantry Section and also enables them to slow enemy vehicles with accurate fire. ESee Upgrade Bren Light Machine Gun for details. Squad Weapons Lee Enfield Rifle [Expand][Hide] Weapon Lee Enfield Rifle See Weapon Lee Enfield Rifle for details. Lee Enfield Sniper Rifle [Expand][Hide] Weapon Lee Enfield Sniper Rifle See Weapon Lee Enfield Sniper Rifle for details. Lee Enfield Rifle Grenade [Expand][Hide] Weapon Lee Enfield Rifle Grenade See Weapon Lee Enfield Rifle Grenade for details. Bren LMG [Expand][Hide] Weapon Bren LMG See Weapon Bren LMG for details. Bren LMG Button [Expand][Hide] Weapon Bren LMG Button See Weapon Bren LMG Button for details. Retrieved from http //coh-stats.com/Infantry Infantry_Section
https://w.atwiki.jp/h_session/pages/7675.html
千夜月姫キャラクターシート TXT Ver1.0 キャラクター名:九郎・C・クロウ プレイヤー名:電波王 種族:ホムンクルス 職業:街娼 外見年齢/性別:幼い/美少年 髪の色:黒 瞳の色:金 肌の色:白 身長/体重:ちんまい㎝/軽い㎏ 所属コミュニティ:魔術協会 クラス1:咎なし クラスレベル:03 クラス2:-- クラスレベル:-- クラス3:-- クラスレベル:-- 使用経験点: キャラクターレベル:-- スタイル:起源:食べる 背反律:肉食獣の本能 分類:セットアップ 代償:HP20回復 効果:白兵+6 獲得感情:獲物 ■基本能力値 ※能力ボーナスは基本値の3分の1 体力 10 【3】 知覚 09 【3】 理知 09 【3】 意思 09 【3】 ■戦闘値 ベース クラス修正 特殊 合計 【白兵】(【体力】+【知覚】) 06 02/--/-- -- 08 【射撃】(【知覚】+【理知】) 06 02/--/-- -- 08 【精神】(【理知】+【意志】) 06 01/--/-- -- 07 【行動】(【体力】+【意志】) 06 02/--/-- -- 08 【生命力】(【体力】+【理知】)×5 30 06/--/-- -- 36 【集中力】(【知覚】+【意志】)×5 30 05/--/-- -- 35 【防御点】 0 02/--/-- -- 02 属性値 地:-- 水:-- 火:-- 風:-- 空:-- ■特技・装備アイテム ※TB=テンションボーナス 分類:消耗品のアイテムは(基本的に)シナリオ中一回まで。 名称 : 分類 : 代償 :TB:効果 獣型 : 常時 : : :生命力+2、体力+1 人型 : 常時 : : :集中力+2、理知+1 兵装所持/破魔刀 : 常時 : : :破魔刀所持 作られた美 : 常時 : : :情報判定+1 同調 :セットアップ : : 2:行動完了。対象の判定全て+1し、スキルを使用可能にする。 変形 :セットアップ : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : ■所持アイテムリスト ・ ・ ・ ■インフィニティブレイク ※サーヴァント以外はEXスキルは登録不可 レベル3-5: レベル6-8: レベル9- : ■キャスティングボード キャラクター名 :感情 :絆値:備考 : : : : : : : : : : : : : : : : : : 絆値合計: ■設定 「うふふ。僕を食べたい?僕に食べられたい?」 c.v(任意) レギュ http //www2.atwiki.jp/h_session/pages/7488.html
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U.S.N.編 Mission01|Mission02|Mission03|Mission04|Mission05|Mission06|Mission07|Mission08|Mission09|Mission10|Mission11|Mission12|Mission13|Mission14|Mission15|Mission16|Mission17|Mission18|Mission19|Mission20|Mission21|Mission22|Mission23 Ex.Mission01|Ex.Mission02|Ex.Mission03|Ex.Mission04|Ex.Mission05 インターミッション|2ndハフマンハイウェイ Mission07|マップ|入手アイテム|味方|敵 インターミッション 移動可能地域 ペセタ前線基地(前半)|2ndハフマンハイウェイ(Mission07) 2ndハフマンハイウェイ 会話イベント 出撃Mission07 Mission07 クリア条件 10ターンの経過か全敵の撃破 ゲームオーバー ケビンの撃破 作戦の報酬 H$3000 最大出撃数 5 出撃可能パイロット 必ず出撃 Kevin 選択出撃 Sanders / Matthew / Halle / Wong ターン経過と全敵の撃破とで、クリア時及びフリーダム前線キャンプの台詞が変化する マップ 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 進入不可 0% - - - - 岩地 5% 3 2 4 4 コンクリート 10% 3 2 3 2 地形 名称 地形効果 ノーマル ホバー タンク タイヤ 砂漠 3% 4 2 2 3 道路 10% 3 2 2 2 補給車は道路を右下へ移動し、4ターン目に離脱する 増援が2度現れる6ターン目に3機(敵9~11)出現 8ターン目に3機(敵12~14)出現 上へ 入手アイテム なし 上へ 味方 No. PILOT MACHINE WEAPON ITEM 修理費用 Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Kevin Lynx - 2 3 4 5 6 Carrier(NPC) 4 --------------- Supply Car 100 --- - 9 0 -Large Unit-(No Parts) RAPTOR - 1-1 9 190 --- 10 320 --- 10 300 14 --- 7 Carrier(NPC) 4 --------------- Supply Car 100 --- - 9 0 -Large Unit-(No Parts) RAPTOR - 1-1 9 190 --- 10 320 --- 10 300 14 --- 8 Carrier(NPC) 4 --------------- Supply Car 100 --- - 9 0 -Large Unit-(No Parts) RAPTOR - 1-1 9 190 --- 10 320 --- 10 300 14 --- 上へ 敵 No. PILOT MACHINE WEAPON 敵撃破ボ|ナス Name Level Skill Name HP Body Body Bullet Range State Fight Exp. Fight L. Arm L. Grip Short Short R. Arm R. Grip Long Long Leg L. Shoulder Agility Agility Move R. Shoulder 1 Attacker 4 --------------- GIZEH 45 --- 270 9 0 26 WINEE - 1-1 10 500 26 GIZEH PUNCH - 1-1 9 200 34 BONE 3 3-5 9 100 12 WS-Ⅱ - - 2 Attacker 4 --------------- GIZEH 45 --- 270 9 0 26 WINEE - 1-1 10 500 26 GIZEH PUNCH - 1-1 9 200 34 BONE 3 3-5 9 100 12 WS-Ⅱ - - 3 Helicopter 4 --------------- SCOUT HELI 70 --- 450 9 0 -Large Unit-(No Parts) CEMETERY - 1-1 10 500 --- 9 200 --- 9 200 20 --- 4 Helicopter 4 --------------- SCOUT HELI 70 --- 450 9 0 -Large Unit-(No Parts) CEMETERY - 1-1 10 500 --- 9 200 --- 9 200 20 --- 5 Attacker 4 --------------- LIGHT TANK 80 --- 475 9 0 -Large Unit-(No Parts) GRAVE - 1-1 10 500 --- 9 200 MGR-IB 2 3-5 9 100 14 MGR-IB 2 3-5 6 Attacker 4 --------------- LIGHT TANK 80 --- 475 9 0 -Large Unit-(No Parts) GRAVE - 1-1 10 500 --- 9 200 MGR-IB 2 3-5 9 100 14 MGR-IB 2 3-5 7 Attacker 4 --------------- LIGHT TANK 80 --- 475 9 0 -Large Unit-(No Parts) GRAVE - 1-1 10 500 --- 9 200 MGR-IB 2 3-5 9 100 14 MGR-IB 2 3-5 8 Attacker 4 --------------- LIGHT TANK 80 --- 475 9 0 -Large Unit-(No Parts) GRAVE - 1-1 10 500 --- 9 200 MGR-IB 2 3-5 9 100 14 MGR-IB 2 3-5 9 Attacker 4 --------------- GALVO 42 --- 270 9 0 25 GRAVE - 1-1 10 500 25 WINEE - 1-1 9 200 32 --- 9 100 15 --- 10 Attacker 4 --------------- GALVO 42 --- 270 9 0 25 GRAVE - 1-1 10 500 25 WINEE - 1-1 9 200 32 --- 9 100 15 --- 11 Attacker 4 --------------- GALVO 42 --- 270 9 0 25 GRAVE - 1-1 10 500 25 WINEE - 1-1 9 200 32 --- 9 100 15 --- 12 Attacker 4 --------------- GALVO 42 --- 270 9 0 25 GRAVE - 1-1 10 500 25 WINEE - 1-1 9 200 32 --- 9 100 15 --- 13 Attacker 4 --------------- GALVO 42 --- 270 9 0 25 GRAVE - 1-1 10 500 25 WINEE - 1-1 9 200 32 --- 9 100 15 --- 14 Attacker 4 --------------- GALVO 42 --- 270 9 0 25 GRAVE - 1-1 10 500 25 WINEE - 1-1 9 200 32 --- 9 100 15 --- 上へ
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[編集]、原文リンク(外部) 『開発記録:防御系の強化とモンスターダメージに関して』(Dev Journal - Defensive Bonuses and Monster Damage) 01.jpg We re taking a close look at defensive skills vs. incoming monster damage in 1.0.5. 我々は「防御スキル」と「モンスターから受ける被ダメージ」のバランスを1.0.5において均衡なものにする。 We’re going to be changing a few defensive skills for each class, including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity. 我々は各職業における幾つかの防御スキルに対し変更を行います、それはスキルの弱体も含みます、たとえばウィザードの「Energy Armor」、バーバリアンの「War Cry - Impunity」など。 However, we re also reducing incoming damage in Inferno, so players will actually come out ahead. しかしながら、我々は同時にインフェルノにおける被ダメージの軽減を行う為、実際にはプレイヤーは積極的に前に出るようになるだろう。 In short the plan is つまり次のようなプランです: 1. Reduce the effectiveness of select defensive skills 1. 選択式の防御スキルの効果を低下 2. Reduce monster damage by more than the mitigation lost by these skills 2. この修正による損失以上に、モンスターから被ダメージを軽減 3. Putting both changes together, players actually take less damage than before 3. これらを同時に導入する事により、プレイヤーが実際に受けるダメージは以前より少ないものとなる 02.jpg "High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory." 『高性能の防御スキルを持ちながら、高いダメージを与えてくるモンスターによって、幾つかのスキルが必須(強制)となっている。』 Why are we doing this? The reason is not complicated. 何故このようなことを行うのか?その理由は難しくありません。 High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. 高性能の防御スキルを持ちながら、高いダメージを与えてくるモンスターによって、幾つかのスキルが必須(強制)となっています。 Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forego these "mandatory" skills will find themselves more survivable than what you would currently experience on live. 我々が目指すところは、防御スキルと被ダメージを同時に調整することにより、これら必須としたスキルを使用しているプレイヤーは総合的にダメージが少なくなり、これら事実上の【必須】とされているスキルを選択していないプレイヤーの生存率を高めるためです。 Overall, these changes result in a huge buff in the player’s favor. Just how mandatory are these skills? 結果として、これらの変更はプレイヤーにとって大きなバフ(強化)となります。では実際にこれらの必須とされているスキルの現状はどのようなものか? As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians 現状では、「Energy Armor」はレベル60のウィザードのその83%が利用しています。同様にレベル60バーバリアンの「War Cry」の利用分布はこのようになっています: 03.jpg In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. ディアブロ3の開発において、防御系スキルは重要性を高く設計されています、何故ならそれらこそが魅力的であるべきと我々が考えるからです。 In some regards, we were too successful. 幾つか(のスキル)において、我々は成功しすぎたと言える。 Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options. 多くのプレイヤーが別のビルド(スキル構成)を試すものの柔軟性からは欠け、結局防御スキルの選択をある程度余儀無くされています。 This also creates problems for a class that may have less defensive skills. これはつまり、防御系スキルを多く持たないクラス(職業)に問題があります。 When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. あるクラス(職業)が強力な防御の強化を行えば、【Mortar】【Arcane Enchanted】【Plagued】は些細なものとなるが、それは同時にそれらが無い職業にとっては過度な難所となってしまします。 We’re all in favor of people being able to build their character for survivability, but there needs to be a balance. 我々はプレイヤーが生存率を考慮したビルド(スキル構成)を組み立てる事ができる、という点に置いては大いに賛成だが、それはバランスと共にあるべきだと考えている。 04.jpg So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. それゆえに目標とするのは、防御系スキルのネルフ(弱体)とモンスターからの被ダメージの軽減を同時に行うことによる、プレイヤーのバフ(強化)です。 Let s bust out some math! それでは幾つかの計算をお伝えしましょう! As previously mentioned, Energy Armor is one of the skills being impacted. 前もってお伝えしますが、Energy Armorは多大な影響を受けるスキルのうちの1つです。 The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%. 具体的にはEnergy Armorの基本Armorが65%から35%に低減、またPrismatic ArmorによるResistanceの向上率を40%から25%に低減します。 The benefit of these skills is greater at higher levels of Armor and Resistance, so let’s assume very high numbers of each. これらのスキルの利点はハイレベルのArmorとResistanceを持っている時に、それぞれ更に高い数値を得る事ができるという事です。 Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy ウィザードが6000Armor、800ResistをPrismatic Armor以前に持っていて、Lv63の敵を想定した場合です: In 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70% 1.0.4では、Prismatic Armorを使用することにより9900Armor(75.86%のダメージ軽減)、1120Resist(78.05%のダメージ軽減)、トータルで94.70のダメージ軽減を得ています In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29% 1.0.5では、Prismatic Armorを使用することにより8100Armor(72.00%のダメージ軽減)、1000Resist(76.05%のダメージ軽減)、トータルで93.29のダメージ軽減を得ます If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage. 仮にモンスターによる攻撃により50,000ダメージを受けるとすると、ウィザードが受けるダメージは2650ダメージから3355ダメージに変わります This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5. 結果として、1.0.5で同様のダメージを受けるように、このケースでいえば被ダメージを79%(2650÷3355)以下に軽減します Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. これに基づき1.0.5のウィザードにおいては、モンスターから受ける被ダメージを少なくとも21%軽減するようなバフが必要であることは明らかです。 Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5). Prismatic Armorは依然として生存性に多大な効果を発揮しますが、それは必須とされるようなものでは無くなり、他の選択肢、例えばStorm Armor(1.0.5で強化されます)を選べるようになります。 Let’s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%. では他の、バーバリアンの例を見てみましょう。War Cry ImpunityはResitanceを50%から20%に低減されます。 A barbarian with 800 resist before War Cry against a level 63 enemy translates to 1200 Resist (79.21% mitigation) with Impunity in 1.0.4 1.0.4では、バーバリアンが800ResistをWar Cry以前に持っていると、Lv63の敵に対して1200Reist(79.21%のダメージ軽減)をImpunityによって得ていました In 1.0.5 this will be 960 Resist (75.29% mitigation) with Impunity 1.0.5では、960Resist(75.29%ダメージ低減)をImpunityによって得ます If a monster hits for 20,000 damage after Armor, then the damage taken by the Barbarian will go from 4158 damage to 4942 damage 仮にArmorによる補正後のモンスターのダメージを20,000とすると、バーバリアンが受けるダメージは4158ダメージから4942ダメージとなります This means incoming damage would have to be less than 84% of the current value on live (4158/4942) in order for the game to feel the same. つまり、これが今後同様となるように、被ダメージを84%(4158÷4942)以下に低減することを意味します "we re going to reduce all damage in Inferno by at least 25%" 『我々はインフェルノ難易度において全てのダメージを最低でも25%減少させる』 As it happens, we’re going to reduce all damage in Inferno by at least 25%. これらがそうなるように我々はインフェルノにおける全てのダメージを少なくとも25%低減します。 Players who want to be the toughest damage mitigators in the game can continue to use defensive skills and get a sizable bonus for doing so. もっとタフになりたいと考えるプレイヤーは、防御系スキルを使い続けることで更なる防御力を得る事ができるようになります。 Players who want to use other skills can do so without sacrificing such a massive amount of survivability. 他のスキルを使いたいプレイヤーは、生存力を過度に失わないまま可能となります。 Class builds that don t currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage. 現状では大きな軽減が行われないクラスビルド(スキル構成)、例えばSmoke Screen重視のデーモンハンターや、Gargantuanで盾役を担うウィッチドクターは、敵から受けるダメージを大いに軽減できるようになるでしょう。 05.jpg Here s a quick rundown of what s changing in terms of defensive skills in 1.0.5. それでは1.0.5で防御スキル面の変更内容を説明しましょう。 bb.jpgBarbarian War Cry - Impunity Bonus resistance reduced from 50% to 20%. War Cry - Impunity Resitance(耐性)ボーナスを50%から20%に減少 Leap - Iron Impact We’re adjusting the design of this skill.Rather than providing 300% armor for 4 seconds, it’s going to provide 100% armor per target hit for 3 seconds.So if you don t hit any targets, you won t get any armor.If you hit 5 targets, you ll actually get 500% armor.We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough.The way the skill plays out on live it is essentially an Ignore Pain that can also move you.For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes.In 1.0.5, if you want a defensive cooldown - grab Ignore Pain.If you want to leap into the thick of battle and be super tough, take Iron Impact. Leap - Iron Impact 我々はこのスキルの調整を行っています。4秒間300%Armorを得るよりも、3秒間ヒット毎に100%Armorを得させます。つまり、攻撃をしなければArmor値は上がらなくなります。5ヒットしたのなら、500%Armorを得ます。この変更理由は、Iron Impactを向上させ、戦闘の只中に飛び込み驚異的にタフにさせることです。スキルの使い道は本質的にダメージを受けずに移動する事です。ダメージを無視することは魅力的ではなく、他のLeapルーンがそれ以上に優れているという事。1.0.5において防御系のクールダウンが欲しいとき、ダメージ無視をつかみ(選び?)ましょう。もし戦闘の只中に飛び込み驚異的にタフになりたいのなら、Iron Impactを選びましょう。 dh.jpgDemon Hunter In the case of the demon hunter, the class is a bit too binary.If you re playing a glass cannon Smoke Screen build, then you re invulnerable most of the time, and when you make a mistake, you die instantly.If you re using Shadow Power - Gloom with a legacy Natalya s set, then you have near constant uptime of 65% damage reduction, but if you re not using the legacy Natalya s set, Shadow Power - Gloom is a luxury. デーモンハンターにおいては、その方向性が極端に2つしかありません。もしグラスキャノン(防御力が紙で、攻撃力が極大)であるSmokeScreenビルドであるならば、無敵時間が全てであり、ちょっとしたミスで即、死に至ります。もしShadow PowerのGloomルーンを旧ナタリアセットアイテムで使用するビルドでは、ほぼ65%ダメージ軽減を得られるものの、旧ナタリアセットを持っていない人にとってはShadow PowerのGloomルーンは手の届かない高級品となります。 Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer.The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life.Unfortunately the 3-second duration makes this awkward to use.We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds.This should be a modest buff to the skill as well as making it a lot more pleasant to use.All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds.Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect. 基本的防御スキルのネルフ(弱体)に依存しないこと、それはShadow Powerの持続時間をバフ(強化)する事と我々は決めていた。Shadow Powerの基本目的はダメージを減らし、ライフを得る僅かな時間(機会)を作る事にあります。残念ながら現状の持続時間3秒では使いづらいという問題があります。我々はShadowPowerの『3秒間、20%ライフ吸収』から『5秒間、15%ライフ吸収』に変更します。このスキルをもっと使用して貰う為に、これらの強化は欠かせないでしょう。全てのルーンは似たような修正が入ります、たとえばBlood Moonでは『3秒間、30%ライフ吸収』を『5秒間、25%ライフ吸収』に変更します。各ルーンの効果はやや小さめですが、しかし効果時間は3秒から5秒になっています、結果として効果時間を強化することで効果をバフ(強化)しています。 Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds. 総合的な防御スキルのネルフ(弱体)を考慮し、Gloomは『5秒間、35%ダメージ軽減』となります。 This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles.Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options.More importantly, demon hunters would like some different play styles, and we agree!Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play この開発記録は防御形スキルのプライマリ(ルーンではない)に焦点を置いていますが、Gloomの変更は重要な意味があり、デーモンハンターに新しいプレイスタイルを提示させるものだとお伝えいたします。多くのプレイヤーがGloomなしでは、デーモンハンターは防御面において欠損があると言及しています。そして重要な事はデーモンハンターは新たなプレイスタイルを希望し、我々はその意見に同意する!以下の幾つかの変更により、1.0.5においてデーモンハンターに新たな道を提供する: We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances. 我々は幾つかのルーンとパッシヴに、ライフ・Armor・Resitance等の生存力の向上を付加する We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog. 我々はペットの蜘蛛・熊・狼に(ウィッチドクターの)Gargantuanや、Zombie Dogのようなタンク(盾)役を担わせるような変更を行う We are putting a short cooldown on Sentry, but you can have two out simultaneously.On top of that, the Custom Engineering passive will let you have a third Sentry turret!This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into. 我々はSentry(自動砲台)に短いクールダウンを設定する、しかし今後は同時に2つ設置できるようになります。それに加えパッシヴスキル『Custom Engineering』は3つ目の設置を可能とさせます!これはデーモンハンターを使用するプレイヤーに敵の只中にトラップの巣を作るような新しいプレイスタイルを確立させます。 mk.jpgMonk The strongest monk defensive skill is One With Everything.We ve mentioned it before and it bears repeating - this is something we would like to fix someday, but we re going to take our time.Changes to One With Everything heavily impact existing monk gear.We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in. モンクにおける最高の防御スキルは『One With Everything』です。我々が以前から繰り返しお伝えしています――このスキルは後日修正するが、その為には時間が必要だ、と。『One With Everything』に大きな変更を加える事は、既存のモンクビルドに多大な影響を及ぼします。将来的に更に調整を行う予定はあるものの、このモンクビルド行ってきた投資が無駄にならないように配慮します。 Resolve Damage reduction reduced from 25% to 20%. Resolve ダメージ軽減を25%から20%に低減 Seize the Initiative Changed to grant 50% of your Dexterity as Armor.This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes.The reduction to Resolve and Seize the Initiative should mean if you want to be a “super-tanky monk” you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you’re going to blow up at the first Elite pack you encounter. Seize the Initiative DEXの50%をArmorとして得るように変更します。これは他職業で失われた値に匹敵するように、DEX依存の殆どのモンクのその値を750~1250の範囲内に収める結果となっています。ResolveとSeize the Initiativeの弱体化は以下のようなことを意味するでしょう。つまり、"鉄壁モンク"になりたい人は3つの防御的スキル全てを使うことができ、また、最初に出くわしたエリートにボコボコにされそうに感じること無く気軽に他のパッシブスキルを選べるようにもなります。(難しい。翻訳下手でごめん。修正ご協力ありがとうございました。) wd.jpgWitch Doctor Jungle Fortitude is being reduced from 20% to 15% damage reduction. 『Jungle Fortitude』は20%のダメージ軽減から、15%に低下。 wz.jpgWizard Energy Armor Armor increase reduced from 65% to 35%. Energy Armor Armor値の増加を65%から35%に低下。 Energy Armor - Prismatic Armor Resistance increase reduced from 40% to 25%. Energy Armor - Prismatic Armor Resistanceの増加を40%から25%に低下。 It’s worth noting that we’re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration. 我々がウィザードに代替の防御の選択肢を追加するつもりがあることを覚えておいてください、それは近接ダメージの軽減をIce Armorに、Familiarには常時ライフ自動回復、などと言ったものです。 06.jpg Alright, so let s recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. さて、まとめて見ましょうか。防御スキルは1.0.5で弱体されるものの、モンスターから受けるダメージは減少します。 Taken together, the changes mean Inferno is going to be easier. と言う事は、インフェルノはより簡単なものへとなります。 For some of you this is totally cool; you welcome an easier Inferno because it’s about efficiency and not difficulty. これを好ましいと思う人たち; インフェルノが簡単になることを歓迎する、それは難易度はそのままに効率がよくなる故に。 For others, you may be skeptical but you re at least intrigued at the possibility that you ll be able to drop some defensive skills and discover some new builds. そうでない人たち; 内容に懐疑的かもしれないが、少なくとも可能性、防御スキルを減らし新しいビルドを発見する可能性に興味を得るでしょう。 However, for others, Inferno is currently already too easy. しかしながら、『インフェルノはすでに簡単すぎる』と感じている人たちも居る。 Maybe you don t use any defensive skills; maybe your gear is so good you dropped War Cry - Impunity weeks ago. 如何な防御スキルも一切使用していないのなら;あなたのギア(ビルド)はWar Cry - Impunityを外す事で数週間前よりも良くなるでしょう。(ここも自信なし) For this last group you may be wondering "Another Inferno nerf? But I crave more of a challenge, not less!" この最後の人達は次のように思うでしょう 『他にインフェルノの弱体があるのではないか?だが私は現状以上の挑戦を続けたいのだ!』 と。 "1.0.5 is bringing the "Monster Power" system...in short this is callback to the Diablo II "players X" option" 『1.0.5では【モンスター・パワー】システムが導入されます...簡単に言えばディアブロ2における【player X】オプションの様なものです』 For people in this last group, 1.0.5 is bringing the "Monster Power" system. 最後のグループの人達の為に、1.0.5において【Monster Power】システムを導入します。 The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II ”players X” option, allowing you to increase the level of challenge for increased rewards. そのシステムの詳細は1.0.5が間近になったときにお伝えしましょう、ここで言える事は、ディアブロ2における【players X】機能を再現したものだと言えます、それは難易度を調整する事で報酬を増やすといったシステムです。 Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways. 我々が望むところは、インフェルノを簡単にしつつ、同時にトッププレイヤー達の活力を増やすような新たな仕組みを提供するという事です。 We’re going to lock comments here, and ask that you instead head to this forum thread to let us know what you think. このコメントはロック(返答ができない)しますが、代わりにこちらのフォーラムスレッドでご意見をお聞かせ下さい。 Wyatt Cheng is a Senior Technical Game Designer for Diablo III, and he’s annoyingly excited about Netrunner being re-released as a Living Card Game.It’s really starting to get on everyone’s nerves. このジャーナルの執筆者Wyatt ChengはDiablo3のシニア・テクニカル・ゲームデザイナーですが、最近の彼はAndroid用カードゲームとして再公開された「Netrunner」に大興奮しています。…開発チームの皆は、いい加減このウザイ親父を黙らせるべきだと考え始めています。(「Netrunner」1996年にWizards of the Coast社が開発したカードゲーム。最近まで絶版していた) (?)(ここ翻訳難しい。重要じゃないので放置。上手な翻訳をして頂いた方、ありがとうございました。)
https://w.atwiki.jp/h_session/pages/6690.html
【絶対隷奴 サフィー=ラーティ PL名 八神のぞみ】 【パーソナリティ】 名前:サフィー=ラーティ 愛称:サフィー 性別:男 外見年齢:10 階級:魔人★ PL名:八神のぞみ 【魔族特性】 獣人 (運動+1/調教-1) 再生能力 (体力+1/魔力-1) 傾国の美 (誘惑+1/情報-1) 【魔王特性】 【能力値】 (要:記入例参照。基本値+アイテム補正値です。コピー時この()内は消すこと) 戦闘:7+0 調教:5+0 体力:7+1 運動:7+0 奉仕:6+0 魔力:5+0 情報:5+0 誘惑:7+0 自尊:6+1 【データ算出】 運動7 戦闘6 DMG12 回避6 装甲10 魔力5 魔抗5 自尊7 HP = 35 MP = 25 PP = 30 ○:装甲を通ったダメージはHPではなくPPに与えられる。 DP:19 ★:0/0 【所持アイテム】 >装備 22 鋭い爪 両手 ダメージ+5の鋭い爪。装甲を通ったダメージはHPではなくPPに与えられる。 26 暗黒甲冑 衣装 闇でできた重厚なる甲冑。装甲10、自尊+1 36 鬼神の腕輪 装飾 体力+1する凶悪な意匠の腕輪。 -- 闇の牢獄 装飾 亜空間結界の宝珠がついた指輪。奴隷化した存在を閉じ込めておき、任意に呼び出せる。 >未装備 UC 混沌の刃 片手 ダメージ±0の武器。装甲無効。 >配下 -- 魔奴隷 配下 少女や少年の姿をした下級魔族の奴隷。1セッションに1度だけHP・MP・PPのいずれかを10点だけ回復する。 所持金: 12ソウル 【呪文】 43 デストリア 10 デストリア1体をシナリオ終了まで、召喚支配する。 33 バーサーク 8 狂戦士化の強化呪文。以後1時間、対象の戦闘を+2する。 【奴隷】まで [] 星数:() 【モンスター奴隷】 氷雨 ★★ スノウレディ オーク ☆ オーク×3 【領地】 【キャラクター設定】 「…オレは、戦い続ける。この身朽ちるまで。」 とことん、戦闘を好むタイプの魔族。 しかしその姿は反してショタ系の出で立ちで、身につけている闇の甲冑もどこか可愛らしいデザインとなっている。 外見は狼の耳としっぽを生やしており、体格もまた男の娘らしく安産型のお尻に、ぺったんこな胸と引き締まったお腹となっている。 【PL嗜好/NG】 http //www2.atwiki.jp/h_session/pages/6683.html ここ参照で。