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Warhammer Online - Melee Combat Mechanics こちら INTRODUCTION Based on my experiences in WoW, I developed a passion for simulating combat, especially melee combat. Finding the gear combinations for attaining my character’s maximum Damage Per Second (DPS) was the foundation of those exercises on both my rogue Discoepfeand and my shaman Disquette. The information in this post is intended to be the foundation for those people who wish to do the same in Warhammer Age of Reckoning (WAR). DPS AND THEORYCRAFTING IN WAR WAR, for better or worse, is primarily a PvP (or RvR, actually) game at heart. As a result, sustained DPS is often not going to be the concern of the players, who will instead be focused on burst damage as much as sustained damage. There are, however, some high-end PvE aspects that the developer (Mythic Entertainment) has alluded to. I don’t particularly care how useful this information is to the “average RvR player”, to be quite frank. My desire in this game isn’t to gain knowledge for the purpose of using it as Mythic intended, but simply to know and explain it for those who might care about the PvE portions of the game. As might be evident from my writing style, I’m getting older and am finding happiness in different things than I used to. As such, this blog is here for my own edification, and if you don’t like it or my motivations, feel free to stop reading - I’ll never know the difference ;-) So, with that all out of the way… BASIC STATS TO KNOW 1. Strength - this increases your auto-attack melee dps, all other things remaining the same, by 0.1 dps per strength. 2. Toughness - this stat, which both players and mobs have as a characteristic, is the inverse of strength (with respect to damage - your strength also effects your target’s chance to parry your attacks. That’s irrelevant for this post). Explicitly, it reduces the dps done to you by 0.1 dps / toughness. 3. Weapon DPS - the damage per second inherent in every weapon. It’s interesting to note that WAR is not like WoW - there is no variability from hit to hit. It’s all a mathematical formula with no randomness to the outcome of each hit. Crits may be an exception (I haven’t started work on them yet). 4. Weapon Speed - how many seconds it takes for each auto-attack swing of your weapon. OTHER BASICS TO KNOW Your combat log will show not only the damage you did, but also how much was mitigated by armor. As an example, you might see the following Your attack hits Evil Ogre for 80 damage. (20 mitigated) Very Important Disclaimer!!! So far the formulas I’m comfortable sharing in this post have proved to be accurate within 1 point of damage in all the testing I’ve done. I cannot, however, say without a doubt that these are the formulas being used. The best thing we can do is test for ourselves and draw our own conclusions. Having other people confirm these formulas via in-game testing would be nifty, so drop me a line if you do so. ON TO THE SHOW! Basic Attack Damage when single-wielding Your auto-attack damage is calculated by a fairly simple formula. We’ll use some of those stats we covered earlier. I’ll use the following variable names Strength Str Target’s Tougness Tou Strength Bonus StrBon (I’m going to use this so as to simplify the way the formulas look. So far I haven’t found any damage calculations which use Str but not Tou, or vice versa, and when they’re used together, so far they’ve always been seen in the form Str-Tou). Weapon DPS Wdps Weapon Speed Wspeed Armor Mitigation % Armor Please note - throughout this whole post I’ll just be using a single term for armor. Weapon Skill affects armor penetration. That’s a very uninteresting stat for me, as it’s essentially a linear effect. A fully accurate formula would use (ArmorMitigation = TargetArmor%*(1-WeaponSkillArmorPenetration%). If you’re writing a calculator, be sure to include that term, but this thing is complicated enough without that uninteresting term to further expand these large formulas. Thanks to Wodin and Hermit for pointing out that I shouldn’t leave this out all together without and explanation! Damage per Attack Dmg (I’m specifying this so that it’s not confused with Damage per Second). Dmg = ((StrBon/10) + Wdps)*(Wspeed)*(1-Armor) Let’s do an example! Let’s say you’re a White Lion, fighting a Vicious Spider (made up name) and the actors have the following stats White Lion Str 350 Spider Tou 250 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing (thanks for catching this labeling error, DPS_squared) Spider Armor Mitigation 15% (Incidentally, this is about half of what is typical for even con’d mobs) Using our formula above, each melee auto-attack will do… Dmg = (((Str - Tou)/10) + Wdps)*(Wspeed)*(1-Armor) Dmg = (((350-250)/10) + 25)*2.0*(1-15%) Dmg = ((100/10) + 25)*2.0*85% Dmg = (10+25)*2*0.85 Dmg = 59.5 This will appear in your combat log as Your attack hits Vicious Spider for 59 damage. (11 mitigated) Ok, so what’s happening here? Lots of interesting things! To wit 1. Rounding - It should come as no surprise that WAR, like other MMOs, rounds abilities to whole numbers for display purposes. This does not mean that the game doesn’t process fractions - I’ve seen one of my HoTs tick for varying amounts, sometimes 268, sometimes 267, which I can only imagine is the game keeping track of the fractions internally in the server (or perhaps the client, I don’t know). 2. There are two forms of damage mitigation, but you’re only seeing one explicitly - Only the armor mitigation shows up in the display window, but remember that the target’s toughness is also factoring in to reduce the damage. Calculating Mob Damage Reduction You might ask how to figure out the opponent’s armor and toughness values. I sure needed to know that in order to reverse-engineer the more complicated attack types. Let’s go through that process (Hey, I spent the hours to figure out how to calculate these, so you’re gonna read about it p ) Armor - this was the easy one. For every auto attack, on every character, it was pretty straightforward to see that comparing the amount mitigated in the combat log to the damage done always had the same ratio when all else remained the same (target mob, your str, weapon, etc). And that’s that! Ok, except for crits, which I keep coming back to as being special. Other blogs or articles will probably cover how that is working in game at the moment. Toughness - this was the harder one. The first thing is to realize that mobs have this! Coming from WoW where the only mitigation stat against physical attacks was armor, I had to expand my horizons a bit to understand that this was not only present, but was *invisible* (ooooh, ahhhhh). What I mean by that is that it doesn’t show in the mitigation portion of the combat log. However, if you do a few tests on mobs, you find that regardless of your weapon dps, your strenght, your weapon speed, etc, you are constantly hitting the mob for a consistent amount less than you would expect if you used just strength in a simple calculation.You might find it helpful, if you want to do dps testing for yourself, to have a set of guidelines to follow for calculating a mob’s toughness. Here’s what you do - look at your stats, auto attack a mob, and back into the toughness using the following procedure 1. Record your Str, Wdps, and Wspeed 2. Auto attack the mob, and add the mitigated and non-mitigated portions together. For instance, for the combat log entry Your attack hits Vicious Spider for 59 damage. (11 mitigated), The number you would want to record is 59+11 = 70. We’ll call this number TDmg (for Total Damage, including armor mitigation) 3. Use the formula below, which you can re-create yourself by undoing the process we used above if you like to prove things out to yourself tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) That might need an example to make sure I got my parentheses right! Let’s use the spider example from above. Remember from before, that White Lion Str 350 White Lion Wdps 25 White Lion Wspeed 2.0 seconds / swing Spider Armor Mitigation 15% (this is completely unnecessary information for this calculation) Add to that our two new data points Mitigated Damage 11 Final Actual Damage to Mob 59 TDmg = 70 (the 2 lines above added together) Let’s calculate it out using the formulas shown above tou = 10*((((0.1*Str + Wdps)*Wspeed)-TDmg)/Wspeed) tou = 10*(*1)/Wspeed) tou = 10*((((35+25)*2.0)-70)/2) tou = 10*((120-70)/2) tou = 250 Yay, it works! It matches the toughness we had in the assumptions used for the first example. If you’re theorycrafting/testing dps on mobs, build this formula into a spreadsheet - you’re going to use it a lot ;-) Calculation Damage of Special Attacks (Note I haven’t looked at special attack damage while dual-wielding. This only works for single wielding at the moment) (Edit for Update! Erdrick figured out the Dmg for special attacks while dual-wielding, yay!) Unlike DAoC, and like some classes in WoW, WAR intertwines special attacks with your auto attack, as opposed to having a queue’ing system. As a result of not using a queue system, Mythic did something very smart for calculating special attack damage - they treat the weapon speed for the damage calculations as if it were the speed of the ability. Most special abilities are instant. Since each instant attack invokes the global cooldown of 1.5 seconds, 1.5 is the speed value used for most specials, whether you’re using a big 2 hander or a quick dagger. This is in contrast to WoW in which weapon speeds are normalized for instant attacks by their type (2.4 for swords, 1.7 for daggers, 3.something for 2 handers). Another wrinkle thrown into the special attack calculations is that strength counts for twice as much! Above we noted that, per the character screen, each point of Str added 0.1 dps to your attacks. Also per the character screen, you will see that for special abilities, each point of Str adds 0.2 dps. What the character screen does not tell you is that your opponent’s toughness mitigation is also doubled per point. This makes things very convenient for us, as that doubling for both means that we can continue using our meta-stat StrBon (Your strength - Your target’s toughness) Now we have two facts that help us calculate the damage - weapon speed of 1.5 (usually) and StrBonus doubling - but we need more. MORE BLOOD FOR THE BLOOD GOD! First, we have the ability’s damage itself. An ability may something like “A cruel blow which does 63 damage to your target and causes it to hate you greatly”. Second, we have the special attack weapon dps modifier. This modifier, from my testing, is set to 150%. This means that if your weapon was 100dps, the damage of your special attack would be increased by 150 due to its weapon dps. As noted by EasymodeX in the comments section, that’s equal to the multiplier for strength, which is a pleasing number - it again is the swing time of an instant attack. So, let’s put that all together into a formula that captures these different facts. We’ll use the term Admg to refer to any extra damage you get from the special attack, per its tooltip, and we’ll use the term Sdmg to refer to the total damage of your special attacks after all the calculations are done. Sdmg = (((StrBon/10)*2 + Wdps)*1.5 + Admg)*(1-armor) (single wield only) (note that Wspeed doesn’t factor in here - the special ability damage calculation is completely weapon-speed-free. You’ll be seeing this fact referred to again later in this post.) As usual, let’s do an example so you can see it working. Assume the following White Lion Str 323 Spider Tou 264 White Lion Wdps 51 White Lion Admg 62 Spider Armor Mitigation 15% Sdmg = ((StrBon/10)*2*1.5 + Wdps*150% + Admg)*(1-Armor) Sdmg = (((323-264)/10)*3 + 51*150% + 62) * (1 - 15%) Sdmg = (5.9*3 + 76.5 + 62) * 0.85 Sdmg = 156.2 * 0.85 Sdmg = Your special attack hits Vicious Spider for 133 damage. (23 mitigated) Update as indicated above, big thanks to Erdrick for figuring out special damage while single *or* dual wielding. That dude has more patience than me, that’s for sure D Here it is Sdmg = ((StrBon/10)*2*1.5 + MHdps*150% + OFdps*52.5%+ Admg)*(1-Armor) (Update on 9/18/08 - OFdps coefficient may be 67.5% now. I’ll have to check when I have a reasonably high level dual-wielder. Right now I only have a WP) Alrighty, I hope that’s all clear, because the next formula (the last in this article) is the real doozy. Or maybe it’s not. But the fact is, it was horrible trying to figure it the next formula, and I had a victory beer when I finally got it working. However, even though it has so far been within 1 damage of actual tests each time I’ve done this, it looks so odd that I don’t have 100% confidence in its accuracy. I do have enough confidence in it to post it, and hopefully it stands up to further testing. If it doesn’t, so be it, and I’ll be very open to seeing a more accurate formula. So then, without further ado, let’s talk about… Off-Hand Damage, when it happens, and how it’s calculated Mythic has taken a novel (to me at least) approach to the mechanics of dual-wielding melee weapons. Instead of the off-hand weapon always swinging as it does in WoW, the chance for the off-hand weapon to swing is a simple proc from the main hand. A certain percentage of the time when the main hand hits, the offhand will also hit as an auto-attack. I don’t know what that percentage is. It’s probably documented somewhere, and if not, that’s a trivial task to empirically determine the proc chance (probably, who knows if they threw in something odd in the determination). The part that I cared about was how to calculate how much damage each off-hand swing would cause when one did happen. So then why go into the proc-chance explanation? It is because that concept is intrinsic to understanding how and why the off-hand damage is what it is. In contrast to the other sections, I’m going to start us off with the damage formula, and then explain it after the fact. First, however, we need some new terminology to add to our stable of stats Our current familiar stats Strength Str Target’s Tougness Tou Strength Bonus StrBon Armor Mitigation % Armor Off-Hand Damage per Attack OHDmg Our new stats Off-Hand Weapon DPS OHWdps Off-Hand Weapon Speed OHWspeed Main-Hand Weapon Speed MHWspeed Off-Hand Weapon DPS penalty OHWPen Off-Hand Strength penalty OHSPen Alrighty, so here’s the formula OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen) ZOMG! I thought I was going to cry figuring that out. 4 seriously. At this point, you have to take on faith that through trial and error and a few beers, I figured out the following constant values, and that they’re correct OHWPen = 0.9 OHSPen = 0.5 By now, you know what comes next - An Example! Let’s lay out the relevant stats… Str 391 Tou 291 StrBon 100 (Remember, this is just Str - Tou) Armor 15% OHWdps 38.0 OHWspeed 2.2 MHWspeed 2.6 OHWPen 0.9 OHSPen 0.5 OHDmg / (1 - Armor) = (StrBon*OHSPen/10)*OHWSpeed (MHWSpeed-OHWSpeed)*OHWdps OHWdps*OHWSpeed*OHWPen OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (1 - 0.15) = (100*0.5/10)*2.2 (2.6-2.2)*38.0 38.0*2.2*0.9 OHDmg / (0.85) = 5*2.2 + 0.4*38.0 + 38.0*2.2*0.9 OHDmg / (0.85) = 11 + 15.2 + 75.2 OHDmg = 101.4 * 0.85 OHDmg = Your special attack hits Vicious Spider for 86 damage. (15 mitigated) hey. HEY. HEY!!!!! Wake up! You still with me??? Ok, good, we’re almost done. I want to explain what’s happening with the formula above so you can have a sense of how well thought out Mythic’s offhand damage mechanic is. First, as we discovered before, note that your special attacks aren’t diminished by using a fast weapon since special attacks don’t factor weapon speed into the damage calculations. Since off-hand weapon swings are procs of main-hand attacks, Mythic wanted to make sure that people didn’t abuse this mechanic by having a really fast main-hand to proc a hard hitting slow off-hand. Thus, they prorate the damage of your off-hand attacks by the difference between it and your main-hand weapon speed. The part of the calculation where you see this is in the term (MHWSpeed-OHWSpeed)*OHWdps. The first term in the formula is also interesting in that you see Mythic halving the Strength bonus compared to a main-hand attack. Both that, and the last term of the formula (in which you see that Mythic has reduced the standard (weapon dps * weapon speed) by 10%) seem to be their attempt to tune the offhand damage to whatever internal goals they have. That’s my guess, at least, because it’s pretty damn complicated if that isn’t why they made this monstrosity of an off-hand-auto-attack-damage-calculation! Conclusion Melee DPS calculations in WAR are not nearly as simple as one might expect at first glance. While even these very primal calculations are relatively complex, there are even more complex formulas that will need to be developed to explain things such as off-hand crit damage. And finally, I must reiterate These formulas are my attempt at matching up mathematical formulas with observed results in WAR. I cannot guarantee that any of these are correct. However, they match up with my in game experiences so far. I guess this is then end of my first blog post EVAR! If you have any comments or questions, feel free to post them in the response section (assuming it works, we’ll see if i get this blog thing figured out or not) ;-) Disquette (Shaman, Disciple of Khaine, and ElitistJerks.com forum member)
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Infantry MG42 Heavy Machine Gun Contents 1 MG42 Heavy Machine Gun Veterancy 2 Tactics 3 History 4 Built From 4.1 Wehrmacht Quarters 5 Doctrinal Abilities 5.1 Zeal 5.2 For the Fatherland 5.3 Blitzkrieg 5.4 Inspired Assault 6 Squad Abilities 6.1 Medical Kit 6.2 Field Medical Kit 7 Squad Weapons 7.1 MG42 7.2 MP40 Sub Machine Gun Pioneer MG42 Heavy Machine Gun Squad Size 3 Capture Rate 1 Sup Threshold 0.2 Health 165 Sight 35 Pin Threshold 0.6 Cost 260.01 Detection 7/0 Recovery Rate 0.008 Hotkey H Population 3 Time 39.99 Retreat Modifier 0.5 Target Type infantry Upkeep 4.032 Reinforce Cost 0.5 Critical Type infantry Squad Slots Reinforce Time 1 MG42 Heavy Machine Gun Veterancy [Expand][Hide] Accuracy Reload 1.25 0.75 Upgrade to Infantry Elite Target Type Sight Radius +15 Tactics Consider the MG42 the center-pin of your tactics. It is what enables your other units to flank and attack more effectively. The MG42 has considerable firepower, but it can be flanked. The MG42 Team is best used when it can be supported with other infantry squads. Its main strength is not its considerable damage, but its suppression. Any infantry it shoots at will hit the ground, one way or another. Suppressed infantry squads are vulnerable to volksgrenadiers with or without MP40 s, mortars teams, halftracks and flame weapons. Volksgrenadiers can build sandbags to provide cover for your MG42 s. Don t fall in love with any one location. Move to advantageous positions as they become available. Sandbags you leave behind becoming a problem as the enemy use them. Place mines on them, or wire off the side away from your base. They are vulnerable to mortars, snipers and any infantry with fire-up, as they ignore suppression. Support vet 1 reduces reload, and improves accuracy by 25%. This is a great upgrade, and cheap. Get it if you like MG42 s. History Historically the MG42 was the centerpiece of German infantry tactics. Other nations included a light machine-gun into their rifle squads to add supporting fire, but in a German infantry squad the riflemen were intended to support the machine-gun. The MG42 (and the earlier MG34) fulfilled the role of light machine-gun and heavy machine-gun. Every infantry battalion contained one or two platoons of heavy machine-guns (MG42s equipped with tripods) with four teams per platoon. Each team consisted of several men dedicated to firing, resupplying, and barrel-changing their weapon. These platoons had their teams parceled out to infantry companies on the front-line. Used extensively in World War II, and of a design that is still in widespread use today, the MG42 is regarded as one of the best machine-guns of the war. Its legacy became the MG3 and other weapons by Heckler Koch, which was formed of the wartime Mauser factory, one of the manufacturers of the MG42. Though its air-cooled barrel required constant swaps, its high rate of fire increased casualties in the first few seconds of an ambush, in addition to intimidating enemy troops with its distinctive sound. An often cited anecdotal evidence of the sheer power of the MG42 is of after WW2, farmers and woodsmen used to use MG42 s to cut down many tree s with little effort. Built From Wehrmacht Quarters [Expand][Hide] Health 500 Target Type building Cost 22015 Critical Type building Time 60 Hotkey W Effects Deploys Volksgrenadier Squads, Snipers, Heavy Machine Gun teams and Motorcycles. ESee Structure Wehrmacht Quarters for details. Doctrinal Abilities Zeal [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Zeal for details. For the Fatherland [Expand][Hide] Cost 45 Activation timed Duration 30 Target tp_any Recharge 30 Hotkey Effects All Infantry are ideologically motivated, and fight better in their own Territory. ESee Ability For the Fatherland for details. Blitzkrieg [Expand][Hide] Cost 150 Activation timed Duration 30 Target tp_any Recharge 60 Hotkey Effects All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. ESee Ability Blitzkrieg for details. Inspired Assault [Expand][Hide] Cost 50 Activation timed Duration 20 Target tp_any Recharge 45 Hotkey Effects All infantry will unleash a fearsome assault for the Leader at the cost of their safety, increases rate of fire and damage, but more susceptible to being hit. ESee Ability Inspired Assault for details. Squad Abilities Medical Kit [Expand][Hide] Cost 35 Activation timed Duration 60 Target tp_any Recharge 60 Hotkey K Effects Use of the Medical Kit will heal your Squad over time. This Medical Kit can only be used in friendly territory. ESee Ability Medical Kit for details. Field Medical Kit [Expand][Hide] Cost 35 Activation timed Duration 60 Target tp_any Recharge 60 Hotkey K Effects Use of the Medical Kit will heal your Squad over time. This Medical Kit can be used anywhere. ESee Ability Field Medical Kit for details. Squad Weapons MG42 [Expand][Hide] Weapon MG42 See Weapon MG42 for details. MP40 Sub Machine Gun Pioneer [Expand][Hide] Weapon MP40 Sub Machine Gun Pioneer See Weapon MP40 Sub Machine Gun Pioneer for details. Retrieved from http //coh-stats.com/Infantry MG42_Heavy_Machine_Gun
https://w.atwiki.jp/gohongilab2/pages/85.html
tags economics standard Antonelli_C url ScienceDirect Google Scholar auther Antonelli, C. bibtex en @article{Antonelli1994localized, title={Localized technological change and the evolution of standards as economic institutions}, author={Antonelli, C.}, journal={Information Economics and Policy}, volume={6}, number={3-4}, pages={195--216}, year={1994}, publisher={Elsevier} } format for references * abstract memo Chap2 A first distinction stresses the difference between product standards, document standards and compatibility standards the former concern products, the second refer to information codes, the latter refer to processes (FarrellSaloner1986competition Besen1990european . @article{FarrellSaloner1986competition, title={Competition, Compatibility and Standards The Economics of Horses, Penguins and Lemmings}, author={Farrell, J. and Saloner, G.}, journal={Economics Working Papers}, year={1986}, publisher={University of California at Berkeley} } @article{Besen1990european, title={The European Telecommunications Standards Institute A preliminary analysis}, author={Besen, S.M.}, journal={Telecommunications policy}, volume={14}, number={6}, pages={521--530}, year={1990}, publisher={Elsevier} } mandatory standards are mandated by public authorities voluntary standards everge in the market process. De facto standards emerge ex-post in the market process as the result of the interaction of agents and can be eitherunsponsored or sponsored standards according to the role of sponsoring entities. De jure standards are elaborated ex-ante either by committees and agreements or mandated by standard setting authorities David1987some David, P. A. (1987). Some new standards for the economics of standardization in the information age. Economic policy and technological performance, 206-239. "new standards for the economics of standardization" - Google Scholar @incollection{David1987some, title={Some new standards for the economics of standardization in the information age}, author={David, Paul A}, booktitle={Economic policy and technological performance}, editor={Dasgupta, Partha and Stoneman, Paul}, pages={206--239}, year={1987}, publisher={Cambridge University Press Cambridge} } Elaborating upon the large literature, standards can be defined as institutions and more specifically non-pure private goods that (a) are vectors of technical, commercial and procedural information; (b) emerge in the process of selection and diffusion of technological and organizational changes as the result of the interactive cooperative behaviour of learning agents within clubs; (c) change the extent and context of the market and shape the competition process; and (d) affect radically the division of labour and the organizational setup of firms. This definition has many implications. It concerns (1) the role of information costs; (2) the scope of economic action of agents; (3) the notion of non-pure private and quasi-public goods; (4) the effects of standards on transaction costs; (5) the effects of standards on demand; (6) the effects of standards on market structure and competition; (7) the relationship betweenstandardization and regulation; (8) the role of standards as carriers of knowledge and externalities; and (9) the interplay between standards and technological change.  cited as
https://w.atwiki.jp/touhoukashi/pages/4950.html
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https://w.atwiki.jp/cohstatsjp/pages/237.html
Infantry Tank Buster Heavy Infantry Contents 1 Tank Buster Heavy Infantry Veterancy 2 Tactics 3 History 4 Requires 4.1 Kampfgruppe Kompanie Upgrade 5 Built From 5.1 Kampfgruppe Kompanie 6 Can Construct 6.1 Logistik Kompanie 6.2 Kampfgruppe Kompanie 6.3 Panzer-Jager Kommand 6.4 Panzer-Support Kommand 7 Doctrinal Abilities 7.1 Road Blocks 7.2 Scorched Earth 7.3 Booby Trap Building 7.4 Booby Traps 7.5 Tank Awareness 7.6 Teller Mines 7.7 Double Infantry AT Efforts 8 Squad Abilities 8.1 Repair 8.2 Throw Anti Tank Grenade 8.3 Throw Incendiary Grenade 8.4 Advanced Repair 8.5 Sprint 9 Squad Upgrades 9.1 Field Craft 9.2 Increase Squad Sizes 9.3 Advanced Repair 9.4 Anti Tank Grenades 9.5 Incendiary Grenades 9.6 Group Zeal 9.7 Veteran Sergeant 10 Squad Weapons 10.1 Panzer Elite Kar98K 10.2 Panzer Elite Panzerschreck 10.3 Incendiary Grenade 10.4 Anti Tank Grenade 10.5 Booby Trap 10.6 Teller Mine Tank Buster Heavy Infantry Squad Size 3 Capture Rate 0.75 Sup Threshold 0.2 Health 165 Sight 35 Pin Threshold 0.65 Cost 255 Detection 7/0 Recovery Rate 0.007 Hotkey G Population 3 Time 25.5 Retreat Modifier 0.5 Target Type infantry_soldier Upkeep 6.0048 Reinforce Cost 0.53 Critical Type infantry Squad Slots 5 Reinforce Time 1 Tank Buster Heavy Infantry Veterancy [Expand][Hide] Received Damage Received Suppression Maximum Health Health Regeneration 0.95 0.85 1.1 3.36/min Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 12 Vet-Exp Received Damage Received Suppression Maximum Health Health Regeneration 0.95 0.85 1.1 3.36/min Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 26 Vet-Exp Received Damage Received Suppression Maximum Health Health Regeneration Received Accuracy 0.95 0.85 1.1 3.36/min 0.95 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 40 Vet-Exp Tactics A Panzerschreck in an enemy s hands should be prevented at all costs. If a Panzershreck is dropped by your squad, make every effort to retrieve it. Tank Busters can be produced through the HQ also, it is a good idea on munitions heavy maps to build standard Panzer Grenadier s and use the Panzerschreck upgrade to save 105 manpower! When using the Tank Destroyer doctrine one of the end tree abilities gives your Tank Buster squads an extra panzershrek. History Panzergrenadiers were the infantry assigned to Panzer and Panzergrenadier divisions, and were the bulk of the fighting force in those formations. Transported either in trucks or SdKfz 251/1 half-tracks, the role of the Panzergrenadier was to support the tanks when in offense, or defend ground recently secured by the tanks. Their squads were armed with twice as many MG34 or MG42 light machine-guns than the regular Grenadiers, and their support weapons were nearly all towed or mounted in vehicles. The Panzergrenadiers in Company of Heroes appear to be from the Panzeraufklärungsabteilung (Mechanized Reconnaissance Battalion) of a Panzer or Panzergrenadier division, due to the SdKfz 250 light half-tracks they are using, and the reference to Spähtrupp in their speech (Spähtrupp means scout patrol). Requires Kampfgruppe Kompanie Upgrade [Expand][Hide] Cost 16035 Time 40 Hotkey U Effects Allows Grenadier Tank Buster squads to be built and unlocks the panzerschreck upgrade on Panzer Grenadier squads. ESee Upgrade Kampfgruppe Kompanie Upgrade for details. Built From Kampfgruppe Kompanie [Expand][Hide] Health 1000 Target Type building Cost 22020 Critical Type building Time 115 Hotkey K Effects Makes available the Infantry Halftrack, Mortar Halftrack, and Tank Buster Squads. Available upgrades can increase territory capture rate of Infantry squads and improve their repair skills. ESee Structure Kampfgruppe Kompanie for details. Can Construct Logistik Kompanie [Expand][Hide] Health 1000 Target Type building Cost 22020 Critical Type building Time 115 Hotkey L Effects Makes available the Scout Car, Munitions Halftrack and 250/3 Funkwagen Vampire Halftrack. Upgrades will equip squads with Anti Tank Grenades and increase the size of infantry squads. ESee Structure Logistik Kompanie for details. Kampfgruppe Kompanie [Expand][Hide] Health 1000 Target Type building Cost 22020 Critical Type building Time 115 Hotkey K Effects Makes available the Infantry Halftrack, Mortar Halftrack, and Tank Buster Squads. Available upgrades can increase territory capture rate of Infantry squads and improve their repair skills. ESee Structure Kampfgruppe Kompanie for details. Panzer-Jager Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey J Effects Initially produces Assault Grenadiers and a 20mm Armored Car. Can be upgraded to produce the Marder III Tank Hunter. Infantry can be improved via the Group Zeal upgrade. ESee Structure Panzer-Jager Kommand for details. Panzer-Support Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey S Effects Initially produces the 250/10 Light Anti Tank Halftrack and Bergetiger Repair and Recovery vehicle. Can be upgraded to produce the Panzer IV Infantry Support Tank. A Veteran Sergeant makes squads tougher, harder to suppress, and gain experience more rapidly. ESee Structure Panzer-Support Kommand for details. Doctrinal Abilities Road Blocks [Expand][Hide] Health 750 Target Type defenses Cost Critical Type defenses Time 20 Hotkey R Effects Road Blocks are extremely tough piles of junk material scraped together to block off an area. Roadblocks must be destroyed and cannot be crushed by any tank. ESee Structure Road Blocks for details. Scorched Earth [Expand][Hide] Cost Activation targeted Duration _ Target tp_entity Recharge 0 Hotkey C Effects Disable a Strategic Point so it cannot be captured. ESee Ability Scorched Earth for details. Booby Trap Building [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 10 Hotkey Effects Order this squad to prepare the target building with booby traps that will be triggered by enemy units. ESee Ability Booby Trap Building for details. Booby Traps [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 25 Hotkey Y Effects Wire strategic points and ambient buildings to explode when enemies begin capturing point, or enter building. ESee Ability Booby Traps for details. Tank Awareness [Expand][Hide] Cost 1 Time Hotkey Effects Panzer Elite infantry use their improved battlefield skills to detect enemy tanks at ranges beyond which they can see. ESee Upgrade Tank Awareness for details. Teller Mines [Expand][Hide] Cost 1 Time Hotkey Effects Panzer Elite infantry can deploy Teller Mines. These weapons require great mass to trigger, meaning only vehicles will cause the mine to explode. ESee Upgrade Teller Mines for details. Double Infantry AT Efforts [Expand][Hide] Cost 3 Time Hotkey Effects Panzerschreck upgrades now provide two Panzerschrecks, and AT grenade abilities now throw two AT Grenades. ESee Upgrade Double Infantry AT Efforts for details. Squad Abilities Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Repair a Structure or Vehicle for a nominal Resource cost. ESee Ability Repair for details. Throw Anti Tank Grenade [Expand][Hide] Cost 20 Activation targeted Duration _ Target tp_any Recharge 240 Hotkey K Effects Throw an effective Anti Tank Grenade. This Grenade is not effective against infantry units in cover. ESee Ability Throw Anti Tank Grenade for details. Throw Incendiary Grenade [Expand][Hide] Cost 15 Activation targeted Duration _ Target tp_any Recharge 240 Hotkey N Effects The squad will throw a chemical Incendiary Grenade that will burn the selected area for a period of time. ESee Ability Throw Incendiary Grenade for details. Advanced Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Repair a Structure or Vehicle for a nominal Resource cost. ESee Ability Advanced Repair for details. Sprint [Expand][Hide] Cost Activation timed Duration 15 Target tp_any Recharge 60 Hotkey S Effects Sprinting will make a squad move faster for a short time. ESee Ability Sprint for details. Squad Upgrades Field Craft [Expand][Hide] Cost 16020 Time 35 Hotkey C Effects Increase the Capture Rate of your Panzer Grenadier, Assault Grenadier, and Tank Buster squads. When static, these squads are also trained to spot enemy mines. ESee Upgrade Field Craft for details. Increase Squad Sizes [Expand][Hide] Cost 16025 Time 35 Hotkey I Effects Increase Panzer Grenadier, Assault Grenadier, and Tank Buster squad sizes. ESee Upgrade Increase Squad Sizes for details. Advanced Repair [Expand][Hide] Cost 22035 Time 35 Hotkey E Effects Upgrade the repair rate of your Panzer Grenadiers, Assault Grenadiers, and Tank Busters. ESee Upgrade Advanced Repair for details. Anti Tank Grenades [Expand][Hide] Cost 15020 Time 35 Hotkey A Effects Enables Anti Tank Grenades on your Panzer Grenadier, Assault Grenadier, and Tank Buster squads. ESee Upgrade Anti Tank Grenades for details. Incendiary Grenades [Expand][Hide] Cost 12020 Time 35 Hotkey N Effects Enables most Panzer Infantry with Incendiary Grenades that will burn an area for a period of time. ESee Upgrade Incendiary Grenades for details. Group Zeal [Expand][Hide] Cost 24040 Time 35 Hotkey Z Effects Panzer Grenadiers, Assault Grenadiers, and Tank Busters are tougher when grouped together. ESee Upgrade Group Zeal for details. Veteran Sergeant [Expand][Hide] Cost 24040 Time 35 Hotkey V Effects Upgrade your Panzer Grenadier, Assault Grenadier, and Tank Buster squads with a Veteran Sergeant who increases the rate squads receive veterancy and reduces the amount of suppression they receive. ESee Upgrade Veteran Sergeant for details. Squad Weapons Panzer Elite Kar98K [Expand][Hide] Weapon Panzer Elite Kar98K See Weapon Panzer Elite Kar98K for details. Panzer Elite Panzerschreck [Expand][Hide] Weapon Panzer Elite Panzerschreck See Weapon Panzer Elite Panzerschreck for details. Incendiary Grenade [Expand][Hide] Weapon Incendiary Grenade See Weapon Incendiary Grenade for details. Anti Tank Grenade [Expand][Hide] Weapon Anti Tank Grenade See Weapon Anti Tank Grenade for details. Booby Trap [Expand][Hide] Weapon Booby Trap See Weapon Booby Trap for details. Teller Mine [Expand][Hide] Weapon Teller Mine See Weapon Teller Mine for details. Retrieved from http //coh-stats.com/Infantry Tank_Buster_Heavy_Infantry
https://w.atwiki.jp/magiconline/pages/5.html
プレイヤーのアカウント情報に関する設定等を行います。 プレイヤーの個人情報の表示に関する設定Who can see your login history? Who can see your real name? Who can see your email address? 効果音等に関する設定Use sound effects durning game play Use interface sound effects Use room sound effects Ignore all chat requests except from users on my buddy list. プレイヤーの個人情報に関する設定 Change Password Prize Eligibility 関連項目 関連リンク コメント プレイヤーの個人情報の表示に関する設定 Player profile(右クリック→Information)で参照可能な、プレイヤーの様々な情報の表示を制限する為のオプションです。 Who can see your login history? 自分の「前回のログイン履歴」を他人が参照できるか否かを設定します。 Everyone 誰でも可能 Buddies only 「My Buddies(知り合い)」のリストに登録されているプレイヤーのみ可能 No one どのプレイヤーも不可能 Who can see your real name? 自分の本名を他人が参照できるか否かを設定します。 Who can see your email address? 自分のEメールアドレスを他人が参照できるか否かを設定します。 効果音等に関する設定 Use sound effects durning game play ゲームプレイ(デュエル)中の効果音(呪文や能力のプレイ・解決時のサウンド)を再生します。 Use interface sound effects インターフェイス効果音(マウスクリック音など)やポップアップウィンドウが開く時の効果音を再生します。 Use room sound effects ルーム(テーブルが並んでいるところ)での効果音(拍手・歓声など)を再生します。 特にスペックの低いPCにとっては、ほぼ完全に無意味な機能なので、チェックを外すことを推奨します。 Ignore all chat requests except from users on my buddy list. 「My Buddies」リストに登録されているプレイヤー以外のプレイヤーからのPM(プライベート・メッセージ)を拒否します。 Message Board上にトレードコメントを出している場合、客からPMされることがあるので、オンにしておくべきでしょう。 プレイヤーの個人情報に関する設定 Your real name あなたの本名 Email address あなたのEメールアドレス Comment ひとこと 入力は任意で、絵文字の使用が可能です。 Eメールアドレスは不必要に公開しない方が望ましいでしょう。英語が苦手ならば、ひとこと欄に「I can t speak English」などと記入しておけば、トレード時・対戦時などに相手が考慮してくれるかもしれません。 Change Password 「Change Password」をクリックすると、パスワードを新しいものに変更できます。ポップアップウインドウに、以下の情報を入力し、OKボタンをクリックします。 Type your current password 現在使用しているパスワード Type your new password 新たに使用するパスワード Type your new password again to confirm 新たに使用するパスワード(確認のためもう一度入力) セキュリティ面から、推測されにくいパスワードを使用した方が良いでしょう。また、定期的にパスワードを変更することによって、より安全になります。 Prize Eligibility 「賞品の受け取りの資格」の有無について設定します。「No」を選択すると、プレミアイベント・リーグ戦・8人トーナメントで上位入賞しても、賞品が送られてきません。通常は「Yes」を選択しましょう。 関連項目 ログインパスワードを変更する 関連リンク コメント 名前 コメント
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Code Geass 24. The Collapsing Stage Code-R... I see. You ve given me an abnormally high active electrical potential and boosted my neurofilaments. Oh, how understanding is such a happiness! You on me experimented in order to recreate it, didn t you? This affliction of hers... Stop it, Code-R isn t an invalid! Regardless, won t you please just calm down? Your brain cells were destroyed past the Circle of Willis, so-- Spare me excuses! You re the one who gave me like this because you hated me for sending you back to the homeland! Look, I promise I ll hear anything you have to say, but first let s return to the homeland! We can t carry on a proper conversation in this situation. Hear me, Britannia! This is Zero! Zero?! A rebel against oppressors who abuse their power! We will wait until midnight. You have until then to surrender to me. Through the entire settlement? He s on every communication channel. Do we have any communication to the outside? Use this opportunity to confirm the enemy s formation. Yes, Your Highness. I ll have vengeance for my sister Euphemia, and I ll take it right here and now, Zero! Fairly, out in the open, and face to face! A rebel against oppressors who abuse their power! We will wait until midnight. You have until then to surrender to me. Surrender at midnight... Hand over the whole settle to them... Hey, wh--wh--what re you doing?! Stop it! You know what ll happen if you do that?! Would you please not interfere? This is no time to be screwing around! If you don t stop it-- Are you ready to commence the air raid? Strike is synchronized. Good. Assume the position to fire! Cornelia, I m afraid a direct confrontation with me in battle will be your undoing. What?! An earthquake?! A layered structure, built to be earthquake resistant. But if you demolish all of the floor sections simultaneously, you won t find anything to be more fragile. By lining up the city s perimeter to engage the Black Knights, you sealed your fate. I m not beaten yet! Damn, you really are one amazing dude, Zero. Wow, did they destroy the entire settlement? I heard only the outer perimeter was affected. There are some facilities in it we re going to need later. Still, how were Zero s underground collaborators able to pull this off? I m guessing that Villetta and Jeremiah s theories must have been true. Heh, then this is magnificent. Yes... the world is a game and people are mere pawns! STAGE 24 THE COLLAPSING STAGE This will do. Once we broadcast images to the world of their government bureau falling to us, along with our declaration of independence, he ll be forced to face me. And if I can get him -- get the Britannian emperor to meet me one on one, then all the pieces will fall into my hands. How does the enemy s air power look? Our allied groups are concentrating on striking them hard in each sector. The rest are around the Izu Area, Sado, and Awaji Islands. Then the time is right, now s our chance! Attack! Third Squad, take the media sector! Sixth Squad, take the harbor! Special Forces, suppress the lower levels! All remaining, push in from the front, gather intelligence on the enemy forces that are left! All forces, hear me! Fall back to the Britannian Government Bureau! Yes, Your Highness! What s wrong? If you re having trouble controlling it, just detach the cockpit block. No, Princess Cornelia, forget about me and get to the bureau! Cornelia s been found! Surround her! Meet your fate! Tohdoh, you phantom...! No, Princess, stand aside! Leave him to me! Guilford! Well, that s the one from Narita! Get away while you can, Princess! Do you expect me to simply abandon my men and run away?! Your Highness, you must survive! For Princess Euphemia s honor as well! Go now, because, My Lady, I am the knight you chose to champion you! That sword s the same one as the Lancelot s! Therefore, I must be the one who stays and fights! So be it. Then, Guilford, your orders are to come back alive, my knight. Yes, Your Highness, I will return! The school area is a priority for the Special Force and the Zero Squad to take over. We ll use one of the buildings for our command center. What, at the school? Ohgi, you stand by out there as well. ...Ohgi! Uh... right. Understood, Zero. You re planning to go to the Tokyo Settlement, aren t you? However, you can t have it! The A.S.E.E.C. exists for research and development. It appears our duties here have wound to an end, and we haven t been ordered by the viceroy to go out there, either. Leaving would be a violation of orders, right? Suzaku, I know how you feel but... Oh, no, you don t! Listen to me, Zero s in Tokyo, and I m gonna finish him with my own hands! I won t let you stop me -- I m doing this! Colonel! Lt. Colonel, should we pursue? Where are the other units? They re approaching, climbing up from the side... Hm?! The Glaston Knights? Lord Guilford, we re holding a position just ahead of here. Please head back! I appreciate that. I m grateful! Think nothing of it, sir. Originally, we were all subordinates under Gen. Darlton s command. We still don t know if he s alive or dead, but our duty to Viceroy Cornelia comes first. Do you know the situation? The enemy s frontal assault is a diversion. But if we beat them here, the rest are simply militia forces. I mean, they re just rabble. Diethard, enemy air power s been taken care of. Kaguya will command the G1. Move to your assigned location immediately. Understood. Yoshida, get the Raikou ready! Yes, sir! Tamaki, do you know Rakshata s status? She s on the move! Kallen, go provide her group with backup! Right! Tohdoh, you know what to do if you see the target. Understood. Okay, now what s the name of the collaborator, Ohgi? Uh... I have it as Sayoko Shinozaki. Contact s been lost with Hiroshima Settlement! Uprisings have broken out in the Sapporo Settlement as well! And Chinese Federation naval fleets are massing in the East China Sea! The Chinese Federation, too?! That s all we need, with His Majesty still not present! He must be there again. Lord Odysseus, our troops are standing by ready for deployment. You need to choose a commander now! We mustn t be too hasty here, gentlemen. What Euphemia did was clearly an abominable blunder. Handle this rashly, and it may spread to every Area! My Lord, we must go to help Princess Cornelia! Brother, why don t I go? Send me there. Y--you re serious? Would you really go there?! Doesn t it sadden you to see those people killing each other? Super Electromagnetic Shrapnel Cannon, FIRE! First Special Forces, move in! They only seem to be defending the Government Bureau right now. As expected, they try not to scatter themselves while waiting for reinforcements. Don t move! We re the Black Knights! We ve taken over this building! Do exactly as we tell you to! No... it can t be! Hello, Chief, I ve brought you an exclusive. Shall we transmit this to the world? The moment when Zero changes everything in our lives. Now that s the scoop. Right. We ll give the public a spectacular show that ll exceed whatever they hope to see. Huh? That was it -- the last broadcasting station. They re all down. Hands up and turn around! The Black Knights control the school -- all of you are now our hostages! Lower the guns! Huh? That s a hell of a thing to say in this situation! Rivalz! C mon, lemme be cool for once, okay? I ll protect everyone! Is that a fact?! Stop! I expressly told you to avoid violence. Yeah, but you also told us this was gonna be our command center, didn t you? Your command center?! Why does it have to be Ashford, of all places...? Your academy is strategically useful for our purposes; therefore, we re turning it into a command center. We re in no position to refuse you? I guarantee none of you will be harmed. Nunnally, until the fighting has ended you ll be safe here... protected by the Black Knights. So please... Like we can believe you?! You guys are at war with us Britannians! We re enemies, remember?! Please, Rivalz, don t argue. Do what he says. Kallen!? Well, well, there s a surprise around every corner... Do I have your word that no one gets hurt? Not only us, but any of the student body, faculty, or staff; anywhere on the campus? As long as nobody tries to leave the dorms or administrative offices, they ought to be fine. I want-- I want to know what you did to me! I was so terrified, you have no idea! Both of you did something to me -- tell me the truth! -- didn t you?! Huh? How could you? How could you?! Zero, it s the Lancelot! I knew he d come! Out of my way! When I find you Zero... I M GOING TO KILL YOU!!! Geass? That s correct. Zero possesses a supernatural power. Impossible. Then how do you explain Princess Euphemia s sudden and drastic change? What about you -- the one who always follows the rules? How do you account for your actions on Shikine Island? In short... The power to control people and erase their memories... When you think about it, it makes sense and explains everything that s happened till now. And as a result of its aftereffects, I fell in love with a damned Eleven! That student -- Lelouch Lamperouge, he s responsible for all of it! Suzaku! Kallen! We meet in battle once again! I m sorry, but this time you re going to die! You re all fools! You, the Japanese... he s lying to all of you! I can t put up with that ignorant dribble, and what do you even know about Zero anyway?! Well, tell me what you know about him, then! TELL ME WHERE ZERO IS NOW! Come on, answer me! Where is Zero?! Like I d tell that to a filthy traitor like you! Then let s finish this here! Don t think you have an edge because you can fly! Now I gotcha! DIE! Tell me! Where is Zero! You know, I really hate pushy guys. Okay... then die here. If you have any last words, say them now. Wait! Suzaku Kururugi, my belief that you and I could be allies was incorrect. I m no longer gullible about our would-be partnership. Let s resolve this one-on-one. Works for me, let s do it! Colonel? Asahina. What about Urabe? He s moving on the energy filler depository right now, sir. All right, then let s go rendezvous with Senba and Chiba. Once we recharge, we ll surround the Government Bureau, then we as the main force will push in from the front! Roger! Order Lord Crane to fall back. Set up a defense line on the railway station grounds. Yes, right away, Your Highness. Princess Cornelia, I ve completed our formation. What about the line of defense around the bureau? You are to hold your position, Guilford. If we can just drag this battle out, it ll only go badly for the Black Knights. Yes, Your Highness. Well, what did my older brother say? He said the Pacific Fleet should arrive in approximately 75 hours. Also, the Sado and Torishima Air Divisions have already been deployed within Area 11. Meaning that they should be here in about 30 minutes. Leak this information to the Black Knights. Huh?! After that, you ll join Lord Guilford in the defense line protecting the Government Bureau. And you, My Lady? Oh, I ll be preparing the party. ZEROOOOOO!!! Can t you calm him down?! I can t! His resistance is just too strong! We ve mounted the radiator fins! T4 s headed for the Government Bureau? Are the enemy air divisions too already? No, only one unit so far. Well, it shouldn t affect too many of us then. We re holding the school and Diethard s group are holding the media area. Miss Kaguya s forces are standing by at our rear. All we need is to push in on them from behind and we ve won. We have to, for Yoshida and all the others who died. Deputy Commander, we ve captured someone. Is it one of the students? Don t worry, let him go. We haven t got a reason to hold him here. No, this one was caught sneaking in through the rear gate. Sneaking in? Chigusa! Sh--she s a collaborator who reports directly to me. Take her into one of the unoccupied rooms, and I ll hear her report there. Oh, Nina... I wonder if she s still in the Ganymede hangar. And Kallen s a part of this whole thing? Man, that sucks. What re we gonna do? It s all right. Huh? The Black Knights -- or Zero, rather -- they absolutely won t do anything to harm us. But how can you be so sure of that? COWARD! You ve taken them as your hostages?! Some one-on-one fight this is! You brought this all on yourself when you rejected my bids to join me as my ally. Now you ll regret these foolish moral standards you cling to! Hey, isn t that the black Knightmare that s been all over the news lately?! No way... Zero s not targeting this building, is he?! He can t be, he can t! Because, if he does--! If I can get close enough to him to use the Harkens... ZEROOOO!!! Now! What the--?! I anticipated they wouldn t have adequate time to come up with a countermeasure for this. Zero, remember your promise. Yes. You may do with the machine as you wish. ZERO! You deceive the people who trust you to the very end! You betray her! Hmph... I ve no time to argue which of us is the bigger hypocrite. Farewell, Suzaku Kururugi. DAMN YOU! Their defenses are as strong as expected. Should you really be treating this so casually? Enemy reinforcements are arriving. If they start bombing us, it s all over. Humph... but we have a replenished energy filler, haven t we? Tohdoh, I m going to move in on the Government Bureau from above. Hmm? Isn t it risky to rely on the abilities of that machine? I know that. I m just going to create some confusion. It appears to be... Yes. Aries Villa. What?! How do you know that? I ll tell you some day, when the time is right. Welcome, Zero. I figured you would show up here as soon as you learned about the air raid. Now... join us for your welcome soirée! Care for a dance? Chigusa, why did you come to this battlefield?! We need to find someplace safe for you. Stay with me for now... Look... I m sorry I hid this from you, but everything I m doing is for the sake of peace! If Zero succeeds in freeing Japan from Britannia, then we can finally be together! Oh, stop before I puke! Me together with an Eleven like you? What a horrible thought. Hah... My name is Villetta Nu, and I am a Knight of Honor of Britannia. So, I see, Chigusa... you ve gotten your memory back... Is it true? Ohgi s been shot?! Yeah, the medic s with him now. And was it the woman who did it? We re still not sure. We re searching for her as we speak! Wait! Huh? Don t tell anybody else about Ohgi -- the news will only rattle people. Just find the girl and bring her back here! Yes, sir! Oh... now they ve even got Suzaku! I wonder what s going on out there. Now s your chance. Please, go! Huh?! Suzaku needs your help -- go to him, please! And we need his help. He s the best hope we ve got! It s pitch black! You d never know if the culprit was hiding in here. Where s the light switch? Dunno. Zero... Princess Euphemia -- WILL BE AVENGED!!! What s wrong, Zero?! The specs on this thing are far superior than hers! You re just a weakling! I have you-- I have you right where I want you! Your life is now IN MY HANDS! Cornelia! THIS IS YOUR JUDGMENT! Princess, it s me, Darlton. Why... Darlton, why...? Don t be afraid -- I haven t come to kill you, My Lady. Well, he made it. I m here to deliver you to Zero, Your Highness. What have I done?! Why, Princess?! Thank you, Darlton. PRINCEEEEEESS!!! Hello? Oh, who s there? Is that you, C.C.? No, it s not. Hm? But... Nunnally... I ve come to take you with me. Cornelia, the second princess of the empire, has fallen into my hands. After I ve questioned her about the identity of my mother s killer, I only need to hold her hostage and I ve won. At last, for Nunnally s sake as well, I will obliterate Britannia, the country that abandoned us both!
https://w.atwiki.jp/bfgmatome/pages/305.html
ゲーム情報(登録されているタグ) アワード>2010 ジャンル>アーケード&アクション ジャンル>タイムマネージメント ジャンル>戦略系 製作会社>GameFools 製作会社>未確認 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/7765/my-life-story/index.html 日本語 紹介文 2nd Runner-Up Best Sim Game of 2010! Survive the ordeals of modern day life as you strive toward the career of your dreams in My Life Story, a fun Builder game! As a recent high school graduate living in your parents basement, life is just getting started. It s time to find a job, move into an apartment and work your way through the collegiate ranks. As you explore the town, you ll uncover special events, intriguing encounters and even home furnishings that improve your weekend. Quirky characters Dozens of jobs to choose from Find the career of your dreams 画像 « » var ppvArray_0_3603e475d117a75dc91b5813bf84c798 = new Array(); ppvArray_0_3603e475d117a75dc91b5813bf84c798[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=My+Life+Story&file=en_my-life-story-screen1.jpg ; window.onload=function(){ ppvShow_0_3603e475d117a75dc91b5813bf84c798(0); }; function ppvShow_0_3603e475d117a75dc91b5813bf84c798(n){ if(!ppvArray_0_3603e475d117a75dc91b5813bf84c798[n]){ alert( 画像がありません ); return; } ppv_0_3603e475d117a75dc91b5813bf84c798$( ppv_img_0_3603e475d117a75dc91b5813bf84c798 ).src=ppvArray_0_3603e475d117a75dc91b5813bf84c798[n]; ppv_0_3603e475d117a75dc91b5813bf84c798$( ppv_link_0_3603e475d117a75dc91b5813bf84c798 ).href=ppvArray_0_3603e475d117a75dc91b5813bf84c798[n]; ppv_0_3603e475d117a75dc91b5813bf84c798$( ppv_prev_0_3603e475d117a75dc91b5813bf84c798 ).href= javascript ppvShow_0_3603e475d117a75dc91b5813bf84c798( +(n-1)+ ) ; ppv_0_3603e475d117a75dc91b5813bf84c798$( ppv_next_0_3603e475d117a75dc91b5813bf84c798 ).href= javascript ppvShow_0_3603e475d117a75dc91b5813bf84c798( +(n+1)+ ) ; } function ppv_0_3603e475d117a75dc91b5813bf84c798$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } ボリューム レス一覧 447 名前: 名無しさんの野望 [sage] 投稿日: 2010/05/04(火) 22 20 16 ID hOEc9sPP ライフクエスト、面白いね。 絵もアメリカンで奇麗だし。 マイライフストーリーも同じタイプのゲームだけど。 日本語版でこんな感じのゲームないかな? コメント 名前 コメント トップページに戻る
https://w.atwiki.jp/vst_prog/pages/41.html
VST(エフェクター)作成例 VSTの初期化 createEffectInstanceの記述 ホストアプリケーション(Cubase、Sonar等)が今回作成するVST(クラスの宣言でAudioEffectXを継承したクラス)のインスタンスを作成ために必要な関数。 なぜこのような関数が必要かの詳細は説明できるほどの知識がないため省略する。(どうもDLLファイルはC++のクラスをエクスポートできないらしい。苦肉の策としてこのような関数がある模様。) とりあえず、今回作成するVSTのインスタンスをnewで生成してreturnで返すとよい。 // ============================================================================================// このVSTのを生成するための関数// ============================================================================================AudioEffect* createEffectInstance (audioMasterCallback audioMaster){//newでこのVSTを生成したポインタを返すreturn new MyTremoloVST (audioMaster);} VSTの初期化 VSTの初期化はコンストラクタで行わなければならない。 サンプルエフェクターのコンストラクタは以下のようにしている。 MyTremoloVST MyTremoloVST (audioMasterCallback audioMaster) AudioEffectX (audioMaster, MY_VST_PRESET_NUM, MY_VST_PARAMETER_NUM){//VSTの初期化を行う。 //以下の関数を呼び出して入力数、出力数等の情報を設定する。//必ず呼び出さなければならない。setNumInputs (MY_VST_INPUT_NUM); //入力数の設定setNumOutputs (MY_VST_OUTPUT_NUM); //出力数の設定setUniqueID (MY_VST_UNIQUE_ID); //ユニークIDの設定 isSynth (false); //このVSTがSynthかどうかのフラグを設定。 //Synthの場合…true、Effectorの場合…false canProcessReplacing (); //このVSTが音声処理可能かどうかのフラグを設定。 //音声処理を行わないVSTはないので必ずこの関数を呼び出す。 //このVSTのパラメータを初期化する。fTime = 0.0f; fTremoloSpeed = 1.0f / 4.0f; //トレモロの周期 0.25秒fTremoloDepth = 0.5f; //トレモロの振幅 0.5倍} VSTの初期化では初めにコンストラクタでは継承元であるAudioEffectXのコンストラクタを呼び出し、audioMasterCallbackとプリセット数とパラメーター数を設定しなければならない。(2行目) AudioEffectX(audioMasterCallback audioMaster, VstInt32 numPrograms, VstInt32 numParams) audioMasterCallbackは作成するVSTの引数をそのまま渡せばよい。プリセット数とパラメーター数は作成するVSTにあわせて値を設定する。 サンプルエフェクターでは以下のとおりとしている 引数 値 audioMasterCallback audioMaster audioMaster VstInt32 numPrograms MY_VST_PRESET_NUM((宣言部で定義済み。1) VstInt32 numParams MY_VST_PARAMETER_NUM((宣言部で定義済み。2) 次に以下の関数を呼び出して、音声の入力数や出力数、ユニークID等の情報を設定している。(8~16行目) なお、以下の関数に関しては必ず呼び出さなければならず、また設定した情報はプログラムが終了するまで変更してはならない。 関数名 戻り値 引数 概要 setNumInputs なし VstInt32 inputs エフェクターの入力数の情報を設定する。サンプルエフェクターではMY_VST_INPUT_NUM(宣言部で定義済み。2)としている。 setNumOutputs なし VstInt32 outputs エフェクターの出力数の情報を設定する。サンプルエフェクターではMY_VST_OUTPUT_NUM(宣言部で定義済み。2)としている。 setUniqueID なし VstInt32 iD エフェクターのユニークIDを設定する。サンプルエフェクターではMY_VST_UNIQUE_ID(宣言部で定義済み。2)としている。 isSynth なし bool state 作成するVSTがシンセかどうかを設定する。今回はエフェクターなのでfalseとしている。 canProcessReplacing なし bool state 32ビット浮動小数点で音声処理できるか設定する。サンプルエフェクターでは32ビット浮動小数点で音声処理を行うのでtrueとしている 上記関数を呼び出した後、作成するVST固有の変数初期化やバッファの確保等を行う。 サンプルエフェクターでは各パラメーターの変数にエフェクターのデフォルトの値を代入している。(21~25行目) VSTの終了処理 VSTの終了処理はデストラクタで行わなければならない。 サンプルエフェクターでは特に何もしていないが、コンストラクタで確保したメモリを開放したりする。 MyTremoloVST ~MyTremoloVST (){//VSTの終了処理をする。//このVSTでは特に実行する処理はなし。} 次へ 合計: - 今日: - 昨日: -