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Seven Years of War 第一回クラン対抗戦(仮称) 10月中旬~下旬に行う予定のクラン大会のまとめサイトです。 現時点で占領MAPによるクラン対抗戦を行う予定です。 現在、参加クラン・大会運営者激しく募集中です。 多分gdgdなネトラジをアヒトイナザワがやるかもです。 主 催 ガッポイの森 発案者 アヒトイナザワ 管理人
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Scholar of the SeasはDivination Cardの一種 交換可能アイテム 入手方法 関連リンク Scholar of the Seas 必要枚数 7枚 Mao Kun I ve never come upon a ship I could not command. I have however met sailors that were not willing to be led. 交換可能アイテム 変換先 Mao Kun 入手方法 このカードがドロップするエリア The Brine King s Reef • Coves Map • Reef Map カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Gambler 5 Stacked Deck 1 関連リンク 英wiki https //pathofexile.gamepedia.com/Scholar_of_the_Seas Divination Card
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Juggernaut Frail Hades Juggernaut ※画像は God of war 2 のものです Fates Juggernaut Large Grunt ※画像は God of war 2 のものです
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Tips 元記事 Dawn of War 2 Tip of the Week - GameReplays.org - Dawn of War 2 Portal - GameReplays.org Tips of the Week #1 カバー カバープレイはDoW2では重要な役割で、ほとんどのMapで意識していくべきです。このTipsではカバーがどんな感じで見えてどう使えばよいかについて説明します。 ゲーム内のカバーポイントのほとんどはライトカバーです。ライトカバーは高い草や芝、低い岩やタルや柵などの計量の人工物が該当します。ゲーム内でマウスを合わせると黄色いドットで表示されるポイントがライトカバーです。ユニットを動かすときはカバーポイントに入るように調整しましょう。 ライトカバーは敵の攻撃に対する少しの防衛能力があり、ユニットが受けるサプレス状態のダメージを減らし、サプレス状態からの回復を早めます。 次にヘビーカバーを説明します。ヘビーカバーは名前が示すようにコンクリートの壁や大きな岩、防衛陣地や鉄の仕切り、というようなもので構成されます。緑のドットで表示されるポイントがヘビーカバーです。 ヘビーカバーはライトカバーのようにダメージ軽減やサプレス状態への防衛ボーナス効果が持ち、ライトカバーよりも効果が高くなります。 Map内にはライトカバーとヘビーカバーが混ざっているカバーが存在します。それらはミックスカバーと言って、黄色と緑のドットが混ざったポイントとなります。 紹介してきたカバー以外には建物を使ったビルディングカバーがあります。建物に入ったユニットは敵からのダメージを軽減することができます。しかしmelee攻撃はできなくなります。大抵、ユニットが全滅するより建物が壊れる方が早いです。 大きい建物には複数のユニットを駐留させることができます。
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Arathorn Ability Passive 考察 Arathorn Stats Class Warrior Basic Attack Type Ranged Attack Max Health 336 Basic Attack Damage 36.9 Basic Attack Resistance% 14 Ability Resistance% 8 Move Speed % 14.7 Ability 名称 効果 Staggering Shot 遠距離攻撃で75/110/145/180のAbility Damageを与え、1.0/1.3/1.6/1.9秒間Stunさせる。 対象はGuardiansのみだが、遠距離攻撃で追加効果がStunと優秀なAbility。対Guardiansはこれを当ててから他のAbilityに繋げるのが吉。 Dunedain Blade 範囲内の敵に対して秒間10/18/32/48のAbility Damageを与える。この効果は5秒間続く。加えて30%/35%/40%/45%のSlow効果を与える。この効果は3秒間続く。 唯一の範囲攻撃 複数攻撃であり、Structure対象の攻撃でもある。地味に威力が高く、レベル関係無しにSlow時間が3秒固定と中々に凶悪。Structure狩りから対GuardiansもこなせるAbility。 Chieftans Focus 敵に40/66/106/170のAbility Damageを与える。加えて自身の攻撃速度を20%/30%/40%/50%上げる。この効果は5秒間続く。 やはり対象はGuardiansのみであるが、強力なのはAttack SpeedアップのBuff効果である。対象がいなくとも空撃ちで発動出来るのでBuff目当てで出すのも良い。対Guardians戦直前やTowerを一気に削る際に発動しておくのも有り。 Rangers Strike 敵1体に130/180/270/400のAbility Damageを与える。さらに25%のSlow効果を与える。この効果は3.5秒間続く。攻撃が成功すると自身はStealth状態となる。この効果は3秒間続く。 近距離並の射程でやや短いが、大ダメージを与えるAbility。敵にはSlow、こちらはStealthと非常に有利な状況に持っていくことが可能。使えるようになり次第、ガンガン使っていきたい。 Passive 名称 効果 Heir of Isildur 10回Basic Attackを成功させると次の攻撃がCritical Hitとなる。 確定でCritical Hitを出せる数少ないキャラクター。これを見込んでCritical型ビルドにしても面白い。なお、Tower等建造物に関してはCritical Hitが発動しないので無駄撃ちになる点に注意。 考察 どちらかと言うと対Guardians向きなタイプ。 範囲攻撃はいまいちなもののAbilityがどれも強力で、Slow効果を与えるものが2個、Stunが1個、自身のBuffが1個と、 全てに何かしら追加効果が付いているため、どれからレベルを上げても使い易い。 弓系のAbilityは発動が遅かったりするが、一度発動すれば相手が射程外に出ても確定でヒットするのも強み。 Basic Attack特化、Critical特化、AP特化どのビルドでも活躍出来るので好みに合わせて選ぼう。
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What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/tyrant/pages/272.html
Lord of Tartarus 種族:Bloodthirsty パック:Reward レア度:Rare 体力:12 能力:Heal Bloodthirsty 1Rally Bloodthirsty 1 アチーブメント「Blight Conqueror」を達成すると入手できるカード。 同種族へのHealとRallyを持つ司令官。 Bloodthirstyを主体とするデッキなら、間違いなく活躍してくれることだろう。 後にこのカードのXeno版とも言えるAnzixが登場した。
https://w.atwiki.jp/supurigan/pages/21.html
リスト SHI10 エリーン 霊烏 ハイエルフ けい雄 キャスタニック imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (nage.png) Nageanna キャスタニック ぼー ポポリ イルミ アーマン ふぁん茶 エリーン sA1vArE エリーン 幼女A エリーン 工事中 ただいま作成中です。
https://w.atwiki.jp/starknights/pages/54.html
Warlock視点による各クラス対応 ■War 開幕のチャージは何としてでも阻止する。 なので、Talentでスペルのレンジを増やすヤツを取っておくか、 ペットを突撃させる等の手段を使ってWarをInCombat状態にする。 Interceptは仕方ないのでCoil使って凌ぐ。 Humされたら神に祈りながらDotをバラまくしかない。 ■Pal Curse of Agony じゃなく、Curse of Tongueを使う。これ絶対! ペットがImp以外なら、ペットスキルでキャスト妨害が可能なので、積極的に狙っていく。 無敵を早めに使わせる。PalはUnstable Afflictionが大嫌いなので隙を見て使っていく。 Palが使ってくるスタンは時間が長いので、トリンケットは惜しみなく使って良い。 やけに殴ってくるPalだなぁ、コイツはNoobか?と思ったらRetPalかもしれないので要注意! ■Rog Warlockの天敵。ウザすぎる・・・。 スタンロックをいかに回避するかが最大の問題。 開幕はほぼ100%チープショットから入ってくる。 そしてTalentにより、この時点でコンボが3ポイントあるだろう。 一発Sinisterかまして4ポイント。Talentによってはこの時点で5ポイントある場合もある。 次はKidny Shotがくるわけだが、この5秒スタンの間にほぼ瀕死、悪ければそのまま死亡という流れが基本。 トリンケットを使うタイミングだが、理想はKidnyを使ってきた瞬間なのだが、 Kidnyを使ってこないで、Evisでダメージ稼いできてそのままCoSという流れが最悪なので、 チープショットの時点で使っていきたい。 とはいえ、食らって一秒くらいで使わないと意味がない。そしてそんな超反応はなかなかできない。 幸い、ペットに犬を連れながらDetect Invisibilityを使ってると、比較的ステルスを看破しやすくなるので こちらから先制DoTをかませるチャンスがある上、もしDoTが間に合わなかったとしても チープショットを食らう前に、トリンケットを使うぞ!という心構えをもてるので、超反応でトリンケットが使える。 そしてトリンケットを使った後は、AFFならインスタントフィアで距離をとる。 DemoならFel Guardのインターセプト。どちらも無ければCoilしかない・・・。 チープショットの時点でCoS使ってくる場合もあるので、一瞬で相手の状態を見極めることが大事。 Death CoilをCoSでかわされたときの絶望感は異常なので、とにかく見極める!無理でもやる! ■Shm こいつもWarlockの苦手クラス。 とにかくトーテムがウザい。Grouding Totemが立っていると、 フィア、各種DoT、Curseが全てImmuneになるという高性能。 これがあるうちは、Warlockの80%は封じられてるのと同じ。 幸いCoolDownが15秒ほどなので、見かけたら速攻で破壊していきたい。 これはチームメイトにも把握しておいてもらいたいところ。 破壊はWandかペットに攻撃させるのだが、状況によって使いわければ良いだろう。 Tremor Totemはせっかくかましたフィアを速攻で解除してしまうのでぜひ破壊したいが、 Grouding Totemほど凶悪ではないことと、このトーテムにはCDがないので、 破壊してもすぐに置かれてキリがないので、余裕があれば破壊という感じか。 Shm本体にはCurse of Tongueを使っていく。 ほとんどのShmはElementalかRestorationなので、詠唱を遅くしておくことは非常に大事。 Elemental特化してるShmの攻撃力は異常なので、ペットを上手く使って詠唱を妨害することが大事。 Nature s SwiftnessからのChain Lightningは仕方ないとしても、 それ以外の詠唱スペルはCoTかけてペットに攻撃させていれば、後出しフィアでも十分間に合う。 ペットが犬ならスペルロックかます。Nature系統のスペルがほとんどのShmにとってこれは涙目になる。 たまにRogueギアで固めてるEnhance Shmがいるが、Melee攻撃が異常に痛いので注意! 幸いめったに出会わないことと、見た目ですぐにEnh Shmと分ることから注意しやすい相手ではある。 ■Hunt 大きく2系統いるが、WarlockにとってウザいのはBMhunt。 やはりBeast Withinが高性能。 もう一つウザいスキルにScatter shotがあるが、Talent Treeの関係上、 Beast Withinを取りながらScatter Shotは取れないようになっている。 Scatterを使ってきたらBeast Withinは無いということ。その反対もまた然り。 ただ、両方ともIntimidationというペットによる3秒スタンは使ってくるので、 各スキルのCDを把握しておくことが大事。 Intimidationは1分CD Scatterは30秒CD Beast Withinは知らん・・・。ただ、連続で使ってこないところを見ると2分以上はありそう。 とにかくDotかましながら近づくしかない。 開幕ならMount乗って速攻で距離を詰めてもいいが、相手チームに囲まれてボコられる危険性もあるので注意。 相手のペットにはCurse of Weaknessをかけておく。これ大事。これでペットによる被ダメをかなり軽減できる。 Death Coilは当然有効だが、Beast Withinには効かないので無駄弾を撃たないようにしよう。 ■Druid ネコによるDPSよりもステルスで隠れながらヒールしてくることのほうが多い気がする。 Tree Formはまず見ない。ヒールするにしても人間状態で使ってくる。 Druidはフィアが苦手なので、見つけたら積極的にフィアをかましていく。 Curse of Tongueは自前でディスペルしてくるのであまり効果的ではない。 また、Cyclon Spamが激烈にウザい。 Dotかましてフィアで放置しとくのが基本。 Balanceドルの場合はトレアント召還がムカツクので、さっさと範囲フィアしたほうがいい。 とにかくフィアに始まってフィアに終わるという感じ。 ■Priest 強敵。HolyでもShadowでも凶悪な強さ。 Fel Guard出すか犬連れじゃないと厳しすぎる。 さっさと倒したいのになかなか沈まない。シールドとHoTにより非常にタフ。 ヘタするとこっちのマナが空になっても倒せないこともある。 犬連れだとDevour Magicで相手からのDotを消せるので、きっちり消していくべき。 ■Mage 相手はこっちの詠唱をCCするのを狙ってることを前提にして動かないといけない。 詠唱できるときは限られている。 犬によるスペルロック効果中 デスコイル効果中 インスタントフィア効果中 しかしチーム戦なので、毎回この3つのスキルを使えるわけではない。Mageが2匹いることもある。 ■Warlock WarlockはWarlockが最も嫌いなのです。
https://w.atwiki.jp/adx992/pages/14.html
製作発表・ティザーサイトオープン 2010年11月23日、リリカルなのはBD/DVD発売記念イベント「リリカルパーティIV」にて、正式に本作の製作発表がされた。 キャッチコピーは「時と運命を駆ける、魔法対戦バトルはじります。」 前作「BATTLE OF ACES」をベースに、さらにバトル・演出をブラッシュアップした続編となる。ディレクターは前作に引き続きウィッチクラフトの金子彰史、脚本はシリーズ原作者の都築真紀が担当する。 1分ほどのムービーが上映され、なのは・フェイト・はやての3人が新システムで動いている様子を見る事ができた。 新キャラクター2名の参戦が明かされた。 発売時期未定 24日0時、公式ティザーサイトがオープンした。 11月末日発売雑誌での情報 新キャラクター2名の名前が判明。「アミティエ・フローリアン」と「キリエ・フローリアン」の2人。 2人は姉妹で、本作「GEARS OP DESTINY」の主人公とのこと。