2015.06.09 12:00 alexrohan How to stop smoking weed
2009.11.06 07:38 redtaboo redditors helping redditors to quit smoking
2008.01.25 04:52 Ask Reddit...
2024.05.17 12:05 Acceptable_Egg5560 Of Giants and Journalists [51 Final]
2024.05.17 12:05 Sea_Programmer_7649 Cigarettes. Help! Help!
submitted by Sea_Programmer_7649 to u/Sea_Programmer_7649 [link] [comments] |
2024.05.17 11:55 CommanderRoku Fully Explained: Star Cards for Blaster Heroes (Part III)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last… submitted by CommanderRoku to StarWarsBattlefront [link] [comments] Star Cards for Blaster Heroes (Part III) · Boba Fett o Quick Refill: The 8.3% per second refill rate for jetpack fuel is faster when not being used. At EPIC rarity, it is 12.3% per second. Normal Refill Time: 12 seconds; EPIC Rarity: 10.5 seconds. (S1) § Refill Rate per Second: ? / ? / ? / 12.3% o Born to Fly: Reduces the cooldown times of CONCUSSION ROCKET, FOR THE HUNT, and ROCKET BARRAGE when flying with a jetpack. Health regeneration is delayed from 5 seconds to 6.5 seconds as a result. FOR THE HUNT’s Duration: 8 seconds. “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; Normal Cooldown Times by order of mention (And “Intense Barrage”): 15 seconds; 10 seconds; 20 seconds; 13 seconds. Hypothetical EPIC Rarity: 12 seconds; 8 seconds; 16 seconds; 10.4 seconds. § Reduced Cooldown Time: 5% / 10% / 15% / 20% https://preview.redd.it/orm1dg8jly0d1.jpg?width=225&format=pjpg&auto=webp&s=d5ecaf78692ae925016f53d99afdbb2f2933ceee o Extended Exposure: Enemies stay revealed for additional seconds after FOR THE HUNT’s 8-second duration ends. Ability Cooldown Time: 10 seconds; Total Reveal Time: 10 / 11 / 12 / 14 (S1) § Additional Seconds: 2 / 3 / 4 / 6 o Acute Concussion: Adds seconds to the 5-second duration of the concussive effect caused by CONCUSSION ROCKET. Extended Effects: blurring of vision; disabling of lightsaber attack target lock-on. Duration in Seconds: 5.5 / 6.0 / 6.5 / 7.0 § Added Seconds: 0.5 / 1.0 / 1.5 / 2.0 o Augmented Gear: If CONCUSSION ROCKET hits the number of enemies stated below, flying with a jetpack can be used without fuel consumption. Normal “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; New “Fuel Efficiency” Jetpack Flight Time in Seconds: 9.00 / 9.25 / 9.40 / 9.55 / 9.75; FOR THE HUNT Duration: 8 seconds; “Quick Refill” Refill Time: 12 seconds / 10.5 seconds. § Number of Enemies: 5 / 4 / 3 / 2 § No Fuel Consumption Time in Seconds: 2 / 2 / 3 / 4 o Fuel Efficiency: Decreases the consumption rate of jetpack fuel, increasing the 5-second flight time. Jetpack Flight Time in Seconds: 5.25 / 5.40 / 5.55 / 5.75 § Decreased Consumption Rate: 5% / 8% / 11% / 15% o Intense Barrage: If 500 damage points are dealt to enemies within a single use of ROCKET BARRAGE, the following 20-second cooldown time is reduced. “Focalize” Rocket Damage: 75 / 79 / 81 / 83 / 85; “Focalize” on Two Enemies: 150 / 158 / 162 / 166 / 170; “Focalize” Five Rockets on One Enemy: 375 / 395 / 405 / 415 / 425; Cooldown Time: 16 / 15 / 14 / 13 § Seconds Removed from Cooldown Time: 4 / 5 / 6 / 7 o Death From Above: Damage reduction is received when using ROCKET BARRAGE while flying with a jetpack. “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; Health Points: 600 / 648 / 660 / 672 / 690 § Damage Reduction: 8% / 10% / 12% / 15% o Focalize: ROCKET BARRAGE rockets deals bonus damage within a 1-meter radius of the center of the explosion. Rocket Damage: 75 / 79 / 81 / 83 / 85; On Two Enemies: 150 / 158 / 162 / 166 / 170; Five Rockets on One Enemy: 375 / 395 / 405 / 415 / 425 § Bonus Damage: 4 / 6 / 8 / 10 · Bossk o Name Your Poison: Health is regained each in-game tick within DIOXIS GRENADE’s cloud of gas. Ability Duration: 6 seconds. Total Health Regained: 90 / 120 / 150 / 180 § Health regained per Second: 15 / 20 / 25 / 30 o Trap Arming Speed: PROXIMITY MINES arm faster when deployed, reducing activation time. At EPIC rarity, it reduces by 65%. Arming Speed in Seconds: 4 / 2.8 / 2.4 / 2 / 1.6 (S1) § Reduced Activation Time: ? / ? / ? / 65% OR 30% / 40% / 50% / 60% o Spreading The Disease: This card does nothing. (BF1; R1) o Sniper Expert: A headshot defeat with the sniper scope resets removes blaster heat. Blaster Overheat: 8 shots. § No Blaster Heat Time in Seconds: 1.0 / 1.5 / 2.0 / 2.5 o Unrelenting Predator: For every enemy defeated while PREDATOR INSTINCTS is active, the 20-second cooldown times of DIOXIS GRENADE and PROXIMITY MINES are reduced. Ability Duration: 25 seconds; Cooldown Times in Seconds: 19.0 / 18.4 / 17.8 / 17.2 § Reduced Cooldown Time: 5% / 8% / 11% / 14% o Predator Resilience: Damage Reduction is received while PREDATOR INSTINCTS is active. Ability Duration: 25 seconds; Health Points: 600 / 660 / 678 / 696 / 720 § Damage Reduction: 10% / 13% / 16% / 20% o Multi-Traps: Adds two additional PROXIMITY MINES. All mines also have an extended detonation radius. Mine Damage: 76; All Five Mines: 380; Detonation Radius: 6 / 6.5 / 6.9 / 7.2 / 7.5; Inner Detonation Radius: 5 / 5.5 / 5.75 / 6 / 6.25 § Extended Detonation Radius: 10% / 15% / 20% / 25% o Ultimate Predator: For every enemy defeated with micro-grenades or proximity-mines and while active, PREDATOR INSTINCTS’s 25-second duration is extended. (S1) § Extended Duration: 15% / 20% / 25% / 30% o Lingering Dioxis: Adds seconds to DIOXIS GRENADE’s 6-second duration. At EPIC rarity, it deals up to 238 damage. Duration: 8 / 9 / 10 / 12 (R4) § Added Seconds: 2 / 3 / 4 / 5 · Chewbacca o Bonus Health: Increases maximum base health. Maximum Base Health: 700 / 750 / 775 / 800 / 850 § Health Added: 50 / 75 / 100 / 150 o Echoing Roar: For every enemy defeated with FURIOUS BOWCASTER, its 25-second duration is extended. Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (S1) § Extended Duration: 15% / 20% / 30% / 40% o Extended Shock: Extends SHOCK GRENADE’s duration of 1.1 seconds. The 15-second cooldown time is extended by 50% as a result. At EPIC rarity, the shock duration is extended 20%. EPIC Rarity: 1.3 seconds; New Cooldown Time: 22.5 seconds. (S1) § Extended Shock Duration: ? / ? / ? / 20% o Charging Frenzy: Even more damage reduction is added to the 30% damage reduction received while sprinting with CHARGE SLAM. Cooldown Time: 10 seconds; Total Damage Reduction: 50% / 60% / 70% / 80%; Health Points: 910 / 1050 / 1120 / 1190 / 1260; And “Bonus Health”: 850 / 1105 / 1275 / 1360 / 1445 / 1530; And “Impervious” Only: 938 / 1219 / 1407 / 1501 / 1595 / 1688; “Bonus Health” And “Impervious”: 1139 / 1481 / 1709 / 1822 / 1936 / 2050; “Bonus Health” And “Furious Resilience”: 1020 / 1326 / 1530 / 1632 / 1734 / 1836; “Impervious” And “Furious Resilience”: 1126 / 1464 / 1689 / 1802 / 1914 / 2027 (S1) § Additional Damage Reduction: 20% / 30% / 40% / 50% o Multi-Shock: SHOCK GRENADE splits into even more missiles, increasing area of affect. Missiles: 5 / 6 / 7 / 8 / 9 § Added Missiles: 1 / 2 / 3 / 4 https://preview.redd.it/1j4npupply0d1.jpg?width=225&format=pjpg&auto=webp&s=edb83a0b5c986b492d6ec259e6ae715fd7dca063 o Impervious: Every 200 damage points dealt to enemies while any ability is active permanently adds damage reduction by 2%. As a bonus, if an enemy hero is thrown off a ledge using CHARGE SLAM and they die from the void within 3 seconds, the additional damage reduction received will be set to the maximum value possible. The effect resets after being defeated. Maximum Health Points Possible: 700 / 854 / 882 / 910 / 938; And “Bonus Health”: 850 / 1037 / 1071 / 1105 / 1139 (S1) § Maximum Damage Reduction: 22% / 26% / 30% / 34% o Shocked And Vulnerable: Enemies shocked by SHOCK GRENADE receive Damage Vulnerability for the shock duration of 1.1 seconds. § Damage Vulnerability: 3% / 5% / 7% / 9% o Slammed: CHARGE SLAM deals bonus damage to enemies within half of its 8-meter radius. Cooldown Time: 10 seconds; Total Damage to Troopers: 200 / 220 / 230 / 240 / 250; Heroes: 150 / 170 / 180 / 190 / 200 (BF1) § Bonus Damage: 20 / 30 / 40 / 50 o Furious Resilience: Blaster damage reduction is received while FURIOUS BOWCASTER is active. Ability Duration: 25 seconds. Health Points: 700 / 735 / 770 / 805 / 840; And “Bonus Health”: 850 / 893 / 935 / 978 / 1020; And “Impervious Only: 938 / 985 / 1032 / 1079 / 1126;“Bonus Health” And “Impervious”: 1139 / 1196 / 1253 / 1310 / 1367 § Blaster Damage Reduction: 5% / 10% / 15% / 20% · Han Solo o Broad Shoulders: Damage reduction is received while sprinting with SHOULDER CHARGE. Cooldown Time: 10 seconds; Health Points: 650 / 813 / 845 / 878 / 910 § Damage Reduction: 25% / 30% / 35% / 40% o Sharpshooter's Calm: Decreases SHARPSHOOTER’s time reduction per blaster shot. Cooldown Time: 15 seconds; Duration in Seconds: 3 / 3.3 / 3.45 / 3.6 / 3.75 § Decreased Time Reduction: 10% / 15% / 20% / 25% o Keep Your Head Cool: Every headshot defeat removes all blaster heat. Blaster Overheat: 8 shots. § No Blaster Heat Time in Seconds: 1.0 / 1.5 / 2.0 / 2.5 o Big Bang: After 5 seconds of being attached, DETONITE CHARGE’s 10-meter outer blast radius is extended. Unknown if the 5-meter inner blast radius remains the same or extends as well. Inner Blast radius Damage: 200; Outer Blast Radius Damage: 60; Inner Blast Radius in Meters: 5.5 / 5.75 / 6 / 6.25; Total Blast Radius in Meters: 11 / 11.5 / 12 / 12.5 (BF1; S1) § Extended Blast Radius: 10% / 15% / 20% / 25% o All In: A defeat with SHOULDER CHARGE reduces the cooldown times of all abilities. The effect is permanent until the ability is used again or when defeated. At EPIC rarity, SHOULDER CHARGE’s cooldown time reduces by 75%, while DETONITE CHARGE and SHARPSHOOTER reduces by the values stated below. Without Card by order of mention: 10 seconds; 18 seconds; 15 seconds. EPIC Rarity: 5 seconds; 9 seconds; 7.5 seconds; And “Smuggler’s Wits”: 6 seconds; 10 seconds; 8.5 seconds. (BF1; R1) § Reduced Cooldown Time: 20% / 30% / 40% / 50% o Air Burst: DETONITE CHARGE’s damage increases if it is detonated in the air before attaching itself to a surface. Damage: 200 / 220 / 226 / 232 / 240 § Increased Damage: 10% / 13% / 16% / 20% o Smuggler's Wits: An extra dodge is ready for use. Seconds are added to the cooldown times to DETONITE CHARGE, SHARPSHOOTER, and SHOULDER CHARGE as a result. Without Card by order of mention: 10 seconds; 18 seconds; 15 seconds. EPIC Rarity: 12 seconds; 20 seconds; 17 seconds. § Added Seconds: 3.5 / 3.0 / 2.5 / 2.0 o Heavily Modified Blaster: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 8 / 9 / 9 / 10 / 11 § Blaster Heat Reduction: 10% / 14% / 18% / 25% · Iden Versio o Pulse Cannon Mastery: PULSE CANNON reveals enemies that are hit by it. § Reveal Time in Seconds: 1 / 2 / 3 / 4 o Sturdy Shield: Increases DROID SHIELD’s health. Health: 750 / 825 / 848 / 870 / 900 § Increased Health: 10% / 13% / 16% / 20% o Alternative Methods: Decreases the cooldown time of the main weapon’s alternative fire. Cooldown Time: 2.3 / 1.8 / 1.7 / 1.6 / 1.5 § Reduced Cooldown Time: 10% / 15% / 20% / 25% o Shock Reach: Extends STUN DROID’s 25-meter area of effect for searching for viable targets. (BF1; R1) § Extended Area of Effect: 15% / 20% / 25% / 30% o Shield Sustain: Adds seconds to DROID SHIELD’S duration. Duration: 12 / 16 / 17 / 18 / 22 § Added Seconds: 4 / 5 / 6 / 10 o Acquiring Targets: Extends STUN DROID’s area of effect that shocks enemies. (BF1; R1) § Extended Area of Effect: 25% / 30% / 35% / 40% o Shocking Weakness: STUN DROID reveals enemies within 25 meters. § Reveal Time in Seconds: 4 / 6 / 8 / 10 o Droid Batteries: Reduces the cooldown times of STUN DROID and DROID SHIELD. STUN DROID Cooldown Time in Seconds: 20 / 18 / 17 / 16 / 15; DROID SHIELD Cooldown Time in Seconds: 12.0 / 9.0 / 8.5 / 8.0 / 7.5 § Reduced Cooldown Time: 10% / 15% / 20% / 25% o Cooled Blaster: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 48 / 52 / 53 / 55 / 57 § Blaster Heat Reduction: 8% / 10% / 12% / 15% · Lando Calrissian o Disabler Lifetime: Adds seconds to the 25-second duration of DISABLER. Area of Effect: 20 meters; Duration in Seconds: 33 / 35 / 37 / 40 § Added Seconds: 8 / 10 / 12 / 15 o Hot and Cold: Increases maximum base health. Maximum Base Health: 700 / 725 / 750 / 800 § Health Added: 50 / 75 / 100 / 150 o Welcome To Cloud City: This card does nothing. (BF1; R1) o Maximized Efficiency: If three enemies or more are targeted, SHARP SHOT’s cooldown time is reduced. Cooldown Time in Seconds: 12 / 9 / 8.4 / 7.8 / 7.2 § Reduced Cooldown Time: 25% / 30% / 35% / 40% o Buckle Up, Baby: Every enemy trooper defeated or 100 damage points dealt to enemy heroes permanently reduces the main weapon’s blaster heat by 2%. The effect resets after being defeated. Maximum Blaster Shots Possible: 15 / 17 / 18 / 19 / 20 § Maximum Blaster Heat Reduction: 10% / 18% / 26% / 34% o Lingering Smoke: Adds seconds to the 10-second duration of SMOKE GRENADE. Duration in Seconds: 12 / 13 / 14 / 16 § Added Seconds: 2 / 3 / 4 / 6 o Disabler Growth: After 5 seconds of being attached, DISABLER’s 20-meter area of effect is extended. At EPIC rarity, it extends by 25%. Area of Effect in Meters: 23 / 24 / 25 / 26 (S1; YB1) § Extended Area of Effect: ? / ? / ? / 25% OR 15% / 20% / 25% / 30% o Quick Shock: After 5 seconds of being attached, DISABLER’s shock duration of 1.1 seconds is extended. At EPIC rarity, it extends by 20%. Shock Duration in Seconds: 1.265 / 1.32 / 1.375 / 1.43 (S1; YB1) § Extended Shock Duration: ? / ? / ? / 20% OR 15% / 20% / 25% / 30% o Wide Eyed: Extends SHARP SHOT’s 40-meter targeting reach distance. At EPIC rarity, it extends by 40%. Reach Distance in Meters: 50 / 52 / 54 / 56 (S1) § Extended Reach Distance: 25% / 30% / 35% / 40% · Leia Organa o Optimized Shield Deployment: Decreases SQUAD SHIELD’s 20-second cooldown time. At EPIC rarity, it reduces 25%. Ability Duration: 30 seconds. EPIC Rarity: 15 seconds. (S1) § Reduced Cooldown Time: ? / ? / ? / 25% o High Spirit: More health can be regenerated. Health Regeneration: 200 / 225 / 250 / 275 / 300 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Fearless: This card does nothing. (BF1; R1) o Rebel Heart: Damage reduction is received when RAPID FIRE is active. Duration: 8 to 25 seconds; Health Points: 650 / 715 / 748 / 780 / 812.5; And “Stay Together”: 660 / 726 / 759 / 792 / 825 § Damage Reduction: 10% / 15% / 20% / 25% o Stay Together: If two allies or more are within 15 meters, damage reduction is received. Allies also receive this damage reduction. Health Points: 600 / 625 / 636 / 648 / 660 § Damage Reduction: 4% / 6% / 8% / 10% o Handy Device: Removes seconds from THERMAL DETONATORS’ cooldown time. Cooldown Time in Seconds: 13.00 / 12.50 / 12.00 / 11.75 / 11.50 § Removed Seconds: 0.50 / 1.00 / 1.25 / 1.50 o Laser Brain: The main weapon’s alternate fire deals extra damage. Alternate Fire Charge-Up Time: 1.5 seconds; Total Damage: 145 / 165 / 170 / 175 / 180 § Extra Damage: 20 / 25 / 30 / 35 o Relentless Firing: Decreases RAPID FIRE’s time reduction per blaster shot. Cooldown Time: 15 seconds; Duration in Seconds: 8.0 / 10.0 / 10.8 / 11.6 / 12.4 § Decreased Time Reduction: 25% / 35% / 45% / 55% o Shield Durability: Increases SQUAD SHIELD’s health. Health: 3000 / 3300 / 3450 / 3600 / 3750 § Increased Health: 10% / 15% / 20% / 25% · Finn o In Charge: For every enemy trooper defeated or 100 damage points dealt to enemy heroes while UNDERCOVER TEAM is active, 2% damage reduction is permanently received whether UNDERCOVER TEAM is active or not. Any ally within 15 meters also receives this damage reduction. The effect resets after being defeated. Health Points: 600 / 696 / 744 / 780 / 816; With BIG DEAL: 930 / 1079 / 1153 / 1209 / 1265 § Damage Reduction: 16% / 24% / 30% / 36% o Beacon Of Hope: Extends BIG DEAL’s 15-meter radius if two allies are affected. Radius in Meters: 17.25 / 18 / 19.5 / 21 (S1) § Extended Radius: 15% / 20% / 30% / 40% o No More Running: DEADEYE deals extra damage. Minimum Damage: 20 / 25 / 28 / 30 / 22; Maximum Damage: 30 / 35 / 38 / 40 / 42 (R1) § Extra Damage: 5 / 8 / 10 / 12 o Come Get It: Headshots extend BIG DEAL’s duration. Normal Duration: 10 seconds. § Extended Duration: 5% / 9% / 12% / 15% o I Can Do This: Enemies stay revealed for additional seconds after UNDERCOVER TEAM’s duration ends. Area of Effect: 15 meters; Ability Duration: 5 to 25 seconds; Ability Cooldown Time: 15 seconds; Minimum Reveal Time Possible: 8.0 / 9.0 / 9.5 / 10.0; Maximum Reveal Time Possible: 28.0 / 29.0 / 29.5 / 30.0 (S1) § Additional Seconds: 3.0 / 4.0 / 4.5 / 5.0 o Stay Calm: For every enemy defeated and while active, DEADEYE’s duration is extended. Cooldown Time: 15 seconds; Normal Duration: 5 to 25 seconds (S1) § Extended Duration: 15% / 20% / 30% / 40% o One Resistance: If used on three or more allies, BIG DEAL’s cooldown time is reduced. § Reduced Cooldown Time: 15% / 20% / 30% / 40% o Never Going Back: For every enemy defeated and while active, UNDERCOVER TEAM’s duration is extended. Normal Duration: 5 to 25 seconds (R1) § Extended Duration: 15% / 20% / 30% / 40% o Raised To Do One Thing: This card does nothing. (YT6, Timestamp: 6:37-8:48) · Captain Phasma o The More the Better: FIRST ORDER SENTRY DROID’s motor capacity is improved, decreasing the time it takes to make a 6-second full rotation. At EPIC rarity, motors are used at 150% capacity, making the full rotation now 4.5 seconds, a 25% decrease in time. Full Rotation in Seconds: 5.4 / 5.1 / 4.8 / 4.5 (S1, Comment: ajschefflerbackup) § Increased Motor Capacity: 20% / 30% / 40% / 50% o Blaster Inspection: Every enemy defeated permanently reduces the main weapon’s blaster heat by 3%. Any ally within 15 meters also receives this blaster heat reduction. The effect resets after being defeated. Maximum Blaster Shots Possible: 58 / 68 / 72 / 75 / 79; And “Easy Shots”: 77 / 91 / 95 / 100 / 105 § Maximum Blaster Heat Reduction: 18% / 24% / 30% / 36% o Easy Shots: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 48 / 62 / 67 / 72 / 77 (S1) § Blaster Heat Reduction: 30% / 40% / 50% / 60% o Finish Them Off: This card does nothing. (S1; YB1) o Safety First: SURVIVOR gives even more bonus health. Total Bonus Health: 200 / 220 / 240 / 250 / 260; Total Health: 700 / 900 / 920 / 940 / 950 / 960 § Extra Bonus Health: 20 / 40 / 50 / 60 o Laser Wall Durability: Card’s Actual Name: “All for Myself”. After defeating four enemies with STAFF STRIKES, the 20-second cooldown times of SURVIVOR and FIRST ORDER SENTRY DROID are permanently reduced. At EPIC rarity, they reduce by 30%. The effect resets after being defeated. New Cooldown Time: 14 seconds. (S1) § Reduced Cooldown Time: ? / ? / ? / 30% o Come Closer: After defeating three enemies or more while FIRST ORDER SENTRY DROID is active, the shock area of effect is extended. The effect is permanent until the sentry droid is disassembled or destroyed. Total Shock Duration: 0.8 seconds; Shock Area of Effect in Meters: 15.0 / 18.0 / 19.5 / 21.0 / 22.5 (S1) § Extended Shock Area of Effect: 20% / 30% / 40% / 50% o There's No Escape: After shocking an enemy, the next unique individual to get shocked by the FIRST ORDER SENTRY DROID will suffer an extended shock duration. The seconds added are permanent until the sentry droid is disassembled or destroyed. Total Shock Duration in Seconds: 0.8 / 1 / 1.05 / 1.1 / 1.15 (S1) § Seconds Added to Shock Duration: 0.20 / 0.25 / 0.30 / 0.35 o Not Hard Enough: Damage Reduction is received while SURVIVOR is active. Health Points: 900 / 1080 / 1170 / 1260 / 1350; And “Safety First”: 960 / 1152 / 1248 / 1344 / 1440 § Damage Reduction: 20% / 30% / 40% / 50% · BB-8 o Self Repairs: More health can be regenerated. Health Regeneration: 300 / 325 / 350 / 375 / 400 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Shielded Roll: Damage reduction is received while ROLLING CHARGE is active. Cooldown Time: 10 seconds; Health Points: 650 / 845 / 910 / 975 / 1040 § Damage Reduction: 30% / 40% / 50% / 60% o Headfirst: ROLLING CHARGE deals extra damage. Cooldown Time: 10 seconds; Damage to Troopers: 200 / 220 / 225 / 235 / 240; Damage to Heroes: 150 / 170 / 175 / 180 / 190; With RESISTANCE BACKING to Troopers: 210 / 231 / 236 / 247 / 252; With RESISTANCE BACKING to Heroes: 158 / 179 / 184 / 189 / 200; And “Uncover” to Troopers: 235 / 259 / 264 / 276 / 282; And “Uncover” to Heroes: 176 / 200 / 206 / 212 / 223 § Extra Damage: 20 / 25 / 35 / 40 o Whirlwind: CABLE SPIN deals extra damage. Area of Effect is also extended. Ability Duration: 8 seconds; Damage per 0.3 Seconds: 45 / 47 / 49 / 51 / 53; Total Damage: 1170 / 1222 / 1274 / 1326 / 1378; With RESISTANCE BACKING per 0.3 Seconds: 47 / 49 / 51 / 54 / 56; With RESISTANCE BACKING Total: 1229 / 1283 / 1338 / 1392 / 1447; And “Uncover” per 0.3 Seconds: 53 / 55 / 58 / 60 / 62; And “Uncover” Total: 1375 / 1436 / 1497 / 1558 / 1619; Area of Effect in Meters: 5 / 5.5 / 6.0 / 6.5 / 7.0 § Extra Damage per 0.3 Seconds: 2 / 4 / 6 / 8 § Extended Area of Effect in Meters: 0.5 / 1.0 / 1.5 / 2.0 https://preview.redd.it/4he3tdhsly0d1.jpg?width=225&format=pjpg&auto=webp&s=15df742a6722d8ab68dbf6db1dc239b3029a5e6f o Spared Batteries: For every three enemy troopers defeated or 300 damage points dealt to enemy heroes, 1 damage point is permanently added to basic attack damage. As a bonus, if an enemy hero is thrown off a ledge using ROLLING CHARGE and they die from the void within 3 seconds, the extra attack damage will be increased to the maximum value possible. The effect resets after being defeated. Basic Attack Damage: 29 / 31 / 33 / 35 / 36; With RESISTANCE BACKING: 30 / 33 / 35 / 37 / 38; And “Uncover”: 34 / 36 / 39 / 41 / 42 (S1) § Maximum Extra Damage: 2 / 4 / 6 / 7 o Spinner: Hitting the number of enemies stated below with CABLE SPIN removes seconds from the following cooldown time. Cooldown Time in Seconds: 25 / 21 / 19 / 17 / 15 § Number of Enemies: 4 / 3 / 2 / 2 § Removed Seconds: 4 / 6 / 8 / 10 o Trusty Droid: If an enemy revealed by RESISTANCE BACKING is defeated, allies nearby will regenerate health. [Unknown if it is health regeneration per second or health gained as bonus health] § Area of Effect in Meters: 1 / 2 / 3 / 4 § Extra Health: 5 / 7 / 10 / 12 o Uncover: Even more damage weakness is received to enemies revealed by RESISTANCE BACKING. Area of Effect: 20 meters; Duration: 12 seconds; Cooldown Time: 18 seconds; Damage Weakness: 5% / 10% / 12.5% / 15% / 17.5%; Basic Attack Damage per 0.3 Seconds: 29 / § Additional Damage Weakness: 5% / 7.5% / 10% / 12.5% o Roll Together: Adds additional percentage reduction to the already 6% reduced cooldown time of allies' abilities through SWIFT REACTION. Total Reduced Cooldown Time: 11% / 15% / 18% / 21% (R1; S1) § Additional Reduced Cooldown Time: 5% / 9% / 12% / 15% · BB-9E o Full Reconstruction: More health can be regenerated. Health Regeneration: 250 / 275 / 300 / 325 / 350 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Hearty Exhaust: SMOKE SCREEN’s area of effect is extended. Duration: 12 seconds; Cooldown Time: 18 seconds; Area of Effect: 30 / 31 / 31.3 / 31.6 / 32 § Extended Area of Effect in Meters: 1.0 / 1.3 / 1.6 / 2.0 o I See You: Enemies stay revealed for additional seconds after SMOKE SCREEN’s 12-second duration ends. Area of Effect: 30 meters; Cooldown Time: 18 seconds; Reveal Time: 14.5 / 15.0 / 15.5 / 16.0 (S1) § Additional Seconds: 2.5 / 3.0 / 3.5 / 4.0 o Spin Me Round: SHOCK SPIN pushes enemies 4 meters away. Seconds are added to its cooldown time as a result. Initial Damage: 90 damage; Normal Cooldown Time: 25 seconds; New Cooldown Time in Seconds: 25 / 31 / 30 / 29 / 28 § Added Seconds: 6 / 5 / 4 / 3 o Linked Systems: For every four shocks with shock prod, 1 damage point is permanently added to basic attack damage. The effect resets after being defeated. Basic Attack Damage per 0.3 Seconds: 24 / 26 / 28 / 30 / 32 (S1) § Maximum Extra Damage: 2 / 4 / 6 / 8 o Faster, Faster!: If SHOCK SPIN hits the number of enemies stated below, its damage will be doubled. Duration: 8 seconds; Cooldown Time: 25 seconds; Normal Damage per 0.8 Seconds: 30; Total Damage: 270; Double: 540. § Number of Enemies: 5 / 4 / 3 / 2 o Supercharged: CHARGE UP’s Area of Effect is extended. Duration: 5 Seconds; Cooldown Time: 15 seconds; Area of Effect in Meters: 20 / 24 / 25 / 26 / 27 § Extended Area of Effect in Meters: 4 / 5 / 6 / 7 o Swift Power: Removes seconds from CHARGE UP’s cooldown time. Duration: 5 Seconds; Cooldown Time in Seconds: 15 / 13 / 12 / 11 / 10 § Removed Seconds: 2 / 3 / 4 / 5 o Potent Bacta: BACTA SUPPORT’s Area of Effect is extended. Seconds are added to its cooldown time as a result. Area of Effect in Meters: 7 / 8 / 8.5 / 9 / 9.5; Seconds Health Is Gained: 0.8 / 3.8 / 3.8 / 2.8 / 2.8 § Extended Area of Effect in Meters: 1.0 / 1.5 / 2.0 / 2.5 § Added Seconds: 3 / 3 / 2 / 2 CATEGORIZED BY COLOR https://preview.redd.it/1pk441gyky0d1.png?width=809&format=png&auto=webp&s=1459b21033cf7a8b3fd549122f11c70f2e1e80ad NOTES · The EPIC rarity is only stated in the card description if it is a different value than shown in-game. · All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided. · Clearer antonyms are used: increased/decreased; extended/reduced. o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed). o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat). · Damage Reduction is received; health points are regained. · To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values. · Extra damage is damage added to ability; bonus damage is situational. · Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested. · Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second. · Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them. · Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best. · I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront. · Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them. · Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find! REFERENCES BF1 BF2 Community on Fandom [Most stats taken from here] https://battlefront.fandom.com/wiki/Heroes_and_Villains R1 These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/ R2 Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/ R3 Hero Star Card Guide (u/ MAshby1001 on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/ R4 Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats] https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox R5 Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect] https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/ S1 All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam) https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483 YB1 SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version] https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/ YT1 Star Cards Breakdown (@KillerDebit on YouTube) https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88 YT2 Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube) https://www.youtube.com/watch?v=EZb-iNSpFrM YT3 Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION] https://www.youtube.com/watch?v=CQNIOHv-yxA YT4 SammyBoiii: Star Wars Hero Guides [Stats also taken from here] https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm YT5 Every Broken Hero Card In Battlefront 2 https://www.youtube.com/watch?v=V0H70XpXI24 YT6 Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work! https://www.youtube.com/watch?v=kBF4kRo6Y88 |
2024.05.17 11:54 Senzo_53 Healing stats counting method uther and others healers
2024.05.17 11:52 FuturoInfo Cutting-edge Ultrasonic Sludge Density Meter WESS Global
https://preview.redd.it/xwxbsqu8ly0d1.jpg?width=608&format=pjpg&auto=webp&s=79bea59269bc473deaa9fe279b2d48ffe6acc922 submitted by FuturoInfo to u/FuturoInfo [link] [comments] WESS GLOBAL's ultrasonic sludge density meter is used to determine the density or concentration of sludge in a wide range of industrial and environmental applications. WESS Global technology is largely concerned with measuring flow, level, and water quality in the environmental protection industry, using well-known ultrasonic, light, and microwave principles. They provide cutting-edge sludge measurement meters, such as the Ultrasonic Sludge Blanket Level Meter (ENV120) and the Ultrasonic Sludge Density Meter (ENV200 Series). Ultrasonic Sludge Density Meter (ENV200 Series) The ENV200 series is a type of ultrasonic instrument used to measure the density of suspended solids in liquids. It consists of sensors, a controller, and a junction box.
Click here to contact WESS GLOBAL. View more: Cutting-edge Ultrasonic Sludge Density Meter |
2024.05.17 11:46 Terrible-Juice-3350 Stop smoking oxygen
submitted by Terrible-Juice-3350 to NANIKPosting [link] [comments] |
2024.05.17 11:45 Terrible-Juice-3350 Stop smoking oxygen
submitted by Terrible-Juice-3350 to NANIKPosting [link] [comments] |
2024.05.17 11:40 OkScience8140 I'm (33M) convinced my SO (28F) is on drugs.
2024.05.17 11:40 chucknorris21 OPBR is ending facebook account linking. Make sure to link your account with a gmail if it is still linked to a facebook account.
Also does anyone have any idea why this is happening? submitted by chucknorris21 to OPBR [link] [comments] |
2024.05.17 11:32 CommanderRoku Fully Explained: Hero Descriptions (Part I)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last… submitted by CommanderRoku to StarWarsBattlefront [link] [comments] Hero Descriptions (Part I) · Boba Fett o Base Health: 600 health o Health Regeneration: 150 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 105 / 75 o Head Shot Attack Damage: 198 / 141 (R4) o Blaster Range: 20 / 40 meters o Blaster Spread: Tight o Rate of Fire: 360 shots/minute o Blaster Overheat: 10 bursts (28 shots) o Flamethrower Melee Damage: 100; damage doubles within outer 5% of reach distance. o Jetpack Flight Speed: 12.5 meters/second o Jetpack Flight Time: 5 seconds (20%/second) (YB1) o Jetpack Refill Time: 12 seconds (8.3%/second) (YB1) o CONCUSSION ROCKET § Launches a rocket that breaks on impact. The 1st explosion obscures vision and prevents lightsaber target locks for 5 seconds, canceling weapon-centered abilities as well; the 2nd explosion disables affected weapons for 1.2 seconds. Area of Effect: 25 meters; Cooldown Time: 15 seconds. (YT3, Comment: u/macggnore) o FOR THE HUNT § Modifies jetpack to be used without fuel consumption while being undetected by enemy radars. Enemies nearby are also revealed. Area of Effect: ?; Duration: 8 seconds; Cooldown Time: 10 seconds. o ROCKET BARRAGE § Launches five rockets dealing 75 damage each. Five Rockets on One Enemy: 375 damage; Area of Effect: 3 meters; Duration: 2.4 seconds; Cooldown Time: 20 seconds. · Bossk o Base Health: 600 health o Health Regeneration: 600 health o Health Regeneration Rate: 25 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 6 meters o Body Shot Attack Damage: 126 / 45 o Head Shot Attack Damage: 126 / 45 o Charged-up Shot to Body: 156 / 156 o Charged-up Shot to Head: 296 / 296 o Blaster Range: 8 / 22 meters o Blaster Spread: Medium o Rate of Fire: 100 shots/minute o Blaster Overheat: 8 shots o Melee Damage: 65 o DIOXIS GRENADE § Releases a 10-meter cloud of dioxis gas dealing up to 118 damage to enemies within it for 6 seconds. Damage is per in-game ticks and not seconds, dealing more damage per second at times. Damage per tick: 5 to 6; Cooldown Time: 20 seconds. (R4) o PREDATOR INSTINCTS § Modifies the primary weapon into a micro-grenade launcher with each grenade dealing 80 / 40 damage. Thermal vision and faster sprint speed are also gained. Area of Effect: 3 meters; Duration: 8.5 to 25 seconds; Cooldown Time: 25 seconds. o PROXIMITY MINES § Deploys three sticky mines that after being armed for 4 seconds, detonate when triggered and deal 76 damage each. Three Mines on One Enemy: 228; Explosion Radius: 6 meters; Cooldown Time: 20 seconds. · Chewbacca o Base Health: 700 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 90 / 50 o Head Shot Attack Damage: 144 / 48 o Explosion Radius: 1 meter o Zoomed-in Body Shot Damage: 100 / 96 o Zoomed-in Head Shot Damage: 145 / 126 (R4) o Zoomed-in Explosion Radius: 2 meters o Rate of Fire: 66 shots/minute o Bowcaster Overheat: None o Bowcaster Range: 20 / 25 meters o Zoomed-in Range: 35 / 45 meters o Bowcaster Spread: Wide / Tight o Melee Damage: 90 o Melee Speed: Fast o SHOCK GRENADE § Throws a grenade that breaks on impact and splits into five missiles that shock enemies for 1.1 seconds; Area of Effect: ?; Cooldown Time: 15 seconds. (S1) o FURIOUS BOWCASTER § Modifies the bowcaster to fire fully charged shots. Body Damage: 182 / 166; Head Damage: 291; Zoomed-In Body: 217 / 191; Zoomed-In Head: 343; Range: 25 / 50 meters; Zoomed-In: 30 / 50 meters; Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (R4) o CHARGE SLAM § A sprint attack that by sprinting forward and slamming onto the ground, enemies are knocked down, 150 damage to enemies within 4 meters. 30% damage reduction is received while sprinting. Base Health: 700; Health Points: 910; Area of Effect: 8 meters; Sprint Duration: ?; Cooldown Time: 15 seconds. (R4) · Darth Vader o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 1.7 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 2121 damage o Deflection Spread: 0.2 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 2.25 seconds o LIGHTSABER THROW § Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 130 damage. Damage dealt reduces by 50% if used alongside CHOKE. Cooldown Time: 8 seconds. o FOCUSED RAGE § Basic lightsaber attacks deal 15 extra damage, 200 bonus health is gained, and stamina drain decreases by 50%. Duration: 10 seconds; Cooldown Time: 15 seconds. o CHOKE § Force chokes multiple enemies for 1.5 seconds, dragging them up into the air and dropping them, dealing 126 damage. Reach Distance: ?; Cooldown time: 25 seconds. (YT1) · Emperor Palpatine o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 75 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o One-handed Attack Damage: 14 damage/0.3 seconds (60/sec) o Two-handed Attack Damage: 28 damage/0.3 seconds (110/sec) o One-handed Stamina Drain: 10% stamina/second (10 seconds) o Two-handed Stamina Drain: 15% stamina/second (6.5 seconds) o Attack Reach Distance: 14 meters o Melee Damage: 80 o CHAIN LIGHTNING § Throws a burst of force lightning hits an enemy target selected then bounces up to six different enemies. Each hit deals 120 damage. Reach distance: 18 meters; Cooldown Time: 14.5 seconds. o DARK AURA § First dealing 15 damage at startup, force energy deals 15 damage per in-game tick to enemies, slowing them down as well. Total Damage: 135; Area of Effect: 10 meters; Duration: 8 seconds; Cooldown Time: 25 seconds. o ELECTROCUTE § Force lightning hits the ground, shocking enemies and disabling their blasters for 1 second. Reach Distance: 15 meters; Cooldown Time: 20 seconds. · Han Solo o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 80 / 55 o Head Shot Attack Damage: 152 / 104 o Blaster Range: 20 / 50 meters o Blaster Spread: None o Rate of Fire: 108 shots/minute o Blaster Overheat: 8 shots o Melee Damage: 65 o DETONITE CHARGE § Throws a sticky charge that is detonated remotely. When detonated, damage is dealt and enemies are knocked down. Damage: 200 / 70; Explosion Radius: 10 meters; Cooldown Time: 18 seconds. o SHARPSHOOTER § Modifies the primary weapon to fire rapidly for the next few seconds. Body Damage: 65 / 40; Head Damage: 123 / 76; Range: 35 / 15 meters; Rate of Fire: 350 shots per minute; Duration: 3 to 25 seconds; Cooldown Time: 15 seconds. (R4) o SHOULDER CHARGE https://preview.redd.it/e7mmvg8s7y0d1.png?width=225&format=png&auto=webp&s=ee82e4140a3fe621d584b025ae64ab1b99f2d43d § A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds. · Iden Versio o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 20 / 10 o Head Shot Attack Damage: 38 / 19 o Alternate Fire Attack Damage: 150 o Alternate Blast Radius: 6 meters o Blaster Range: 30 / 50 meters o Blaster Spread: Tight o Rate of Fire: 780 shots/minute o Blaster Overheat: 48 shots (YB1) o Melee Damage: 65 o STUN DROID § Sends out the droid to search for an enemy target up to 25 meters away, the droid then shocks the target and those around it for 1.5 seconds. The enemy shocked is also dealt 40 damage. Shock Area of Effect: ?; Cooldown Time: 20 seconds. (R4; YB1) o PULSE CANNON § Modifies the primary weapon into a long-range rifle. Using the scope deals more damage if used at a farther distance. The first bar in the charge-up indicates the maximum damage input; the second bar is the timer for automatic fire. Body Damage: 40 / 35; Head Damage: 76 / 63; Charged-Up Body Damage: 89 / 207; Charged-Up Head Damage: 164 / 376; Cooldown Time: 1 second. (R4) o DROID SHIELD § Generates a personal bubble shield that protects against blaster damage. Using the primary weapon deactivates it. Unable to be used while STUN DROID is active. Shield Health: 750 health; Duration: 12 seconds; Cooldown Time: 10 seconds. · Kylo Ren o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 125 damage o Rear Attack Damage: 165 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o PULL § Force pulls enemies, dealing 10 damage. Reach Distance: 20 meters; Cooldown Time: 20 seconds. o FRENZY https://preview.redd.it/x3d1m1cz7y0d1.png?width=225&format=png&auto=webp&s=05070933116fc641176058b7344c12cdb47b1510 § A frenzy of 3 to 4 lightsaber attacks by leaping towards an enemy target, either attacking the same enemy or leaping again to another. 50% damage reduction is received during the frenzy. The last attack of a three-hit frenzy and the last two attacks of a four-hit frenzy goes through blocks. A four-hit frenzy is activated by using the ability while looking away from the enemy target, immediately after a dodge, a jump hop, a lightsaber attack, or using PULL. Each frenzied lightsaber strike deals 160 damage to troopers and 115 damage to heroes. Leap Distance: 10 meters; Total to Troopers: 480 damage; Total to Heroes: 345 damage; Base Health: 750; Health Points: 1125; Cooldown Time: 10 seconds. o FREEZE § Force freezes enemies for 2.5 seconds. Reach Distance: 15 meters; Cooldown Time: 24 seconds. · Lando Calrissian o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 40 / 25 o Head Shot Attack Damage: 76 / 47 o Blaster Range: 20 / 50 meters o Blaster Spread: Medium o Rate of Fire: 420 shots/minute o Blaster Overheat: 17 shots (YB1) o Melee Damage: 65 o SMOKE GRENADE § Releases a 10-meter cloud of smoke that obscures vision and prevents lightsaber target locks. Duration: 10 seconds; Cooldown Time: 14 seconds. (YB1) o SHARP SHOT § Selects up to five enemy targets and fires a flurry of shots dealing 200 to 240 damage. Headshots deal 380 damage. Reach Distance: 40 meters; Cooldown Time: 12 seconds. (R4) o DISABLER § Throws a sticky device that reveals enemies nearby and scrambles enemy radars. In addition, enemies can be shocked for 1.1 seconds through remote activation. Area of Effect: 20 meters; Duration: 25 seconds; Cooldown Time: 19 seconds. · Leia Organa o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 80 / 40 o Head Shot Attack Damage: 152 / 76 o Alternate Fire Attack Damage: 145 o Alternate Fire Charge-Up Time: 1.5 seconds o Alternate Fire Explosion Radius: 1 meter o Blaster Range: 20 / 40 meters o Blaster Spread: Tight o Rate of Fire: 340 shots/minute o Blaster Overheat: 17 bursts o Melee Damage: 65 damage o THERMAL DETONATORS § Throws detonators that each deal up to 250 damage. Up to three detonators are ready for use, all of which must be used for the cooldown timer to begin. Cooldown Time: 15 seconds. o RAPID FIRE § Swaps the primary weapon for an E-11 dealing 350 damage per second. Rate of Fire: 600; Body Damage: 36 / 19; Head Damage: 68 / 36; Duration: 8 to 25 seconds; Cooldown Time: 15 seconds. (R4; YB1) o SQUAD SHIELD § Deploys a 10-meter squad shield with 3000 health that protects against blaster fire and regenerates 5 health per in-game tick to allies. Duration: 30 seconds. Cooldown Time: 20 seconds. · Luke Skywalker o Base Health: 750 health o Health Regeneration: 200 health o Health Regeneration Rate: 100 health/second o Health Regeneration Delay: 2.7 seconds o Sprint Speed: 8.6 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 2.1 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 1.00 second o PUSH § Force pushes enemies 10 meters away, dealing 150 damage to troopers and 90 damage to heroes. Reach Distance: 12 meters; Cooldown Time: 20 seconds. o REPULSE § Knocks down enemies using the Force, dealing 130 damage to troopers and 75 damage to heroes. Area of Effect: 12 meters; Cooldown Time: 17 seconds. o RUSH § A lightsaber dash attack dealing 100 damage by leaping forward. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Darth Maul o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 120 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.9 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 810 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o FURIOUS THROW § Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 85 damage. Cooldown Time: 8 seconds. o CHOKE HOLD § Force chokes multiple enemies, dragging them up into the air and launching them several meters away, dealing 77 damage. Reach Distance: 15 meters; Cooldown time: 18 seconds. o SPIN ATTACK § A lightsaber dash attack dealing 100 damage by leaping forward 15 meters. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Rey o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 120 damage o Rear Attack Damage: 140 damage o Swing Speed: 2.0 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 1.65 seconds o Stamina Regeneration Delay: 1.00 second o DASH STRIKE § A sprint attack that knocks down enemies hit by it, dealing 130 damage. Cooldown Time: 10 seconds. o INSIGHT § Basic lightsaber attacks deal 10 extra damage and stamina drain is decreased by 50%, all while being undetected by enemy radars. Enemies nearby are also revealed. Basic Attack: 130 damage; Rear Attack: 150 damage; Lightsaber Swings: 20 swings; Lightsaber Blocks: 28 blocks; Blaster Deflections: 2224 damage; Area of Effect: 30 meters; Duration: 8 seconds; Cooldown Time: 10 seconds. o MIND TRICK § Confuses enemies with the Force for 4 seconds. Player controls will be inverted and cursor sensitivity will be lowered. Reach Distance: 18 meters; Cooldown Time: 20 seconds. · Yoda o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o Basic Attack Damage: 125 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.6 swings/second o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 blocks o Blaster Absorption: 2121 damage o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 1.00 second o UNLEASH § Force pushes enemies, pushing them away several meters more, dealing 110 damage. When absorbing force attacks or blaster fire, both reach distance and damage are increased. Force attacks stay absorbed for longer. Damage Increase: 110 / 130 / 160 / 190; Area of Effect: ?; Cooldown Time: 12 seconds. o PRESENCE § 150 bonus health is gained while breaking free out of any immobilizing effect. Allied troopers within several meters also gain 75 bonus health, while allied heroes gain 150 bonus health. Duration: 8 seconds; Cooldown Time: 20 seconds. o DASH ATTACK https://preview.redd.it/9tht28a38y0d1.png?width=225&format=png&auto=webp&s=123050e1934ba22f4c5f2326ead6a05ccd957ce1 § A lightsaber dash attack dealing 85 damage by leaping forward. The damage goes through blocks. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Finn o Base Health: 600 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 52 / 45 o Head Shot Attack Damage: 98 / 85 o Blaster Range: 25 / 50 meters o Blaster Spread: Tight o Rate of Fire: 240 shots/minute o Blaster Overheat: 24 shots o Melee Damage: 65 o DEADEYE § Auto-locks blaster fire onto a single enemy. Reach Distance: 30 meters; Body Damage: 30 / 20; Head Damage: 57 / 38; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4) o BIG DEAL § 120 to 150 bonus health is gained, 25% to 55% damage reduction is received, ability cooldowns are reduced by 50%, and all blaster heat is removed. Any ally within 15 meters receives the same effects alongside 100 to 130 bonus health and 15% to 45% damage reduction. The number of allies also improves the ability’s effects. Total Number of Allies Needed: ?; Base Health: 600; Health Points: 930; Duration: 10 seconds; Cooldown Time: 18 seconds. o UNDERCOVER TEAM § Primary weapon is swapped for a GLIE-44 while revealing enemies nearby, making allies nearby undetected from enemy radars, giving them faster sprint speed. Cancels BIG DEAL when activated. Body Damage: 42 / 30; Head Damage: 79 / 57; Area of Effect: 15 meters; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4) · Captain Phasma o Base Health: 700 health o Health Regeneration: 150 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 19 / 15 o Head Shot Attack Damage: 36 / 28 o Blaster Range: 35 / 60 meters o Blaster Spread: Becomes Tight o Rate of Fire: 660 shots/minute o Blaster Overheat: 48 shots (YB1) o STAFF STRIKES § The default melee attack. For troopers, the 1st hit deals 160 damage, the 2nd 190, the 3rd hit 220. For heroes, the 1st hit deals 120 damage, the 2nd 150, the 3rd hit 200. The 3rd hit also knocks enemies down. Only 30 damage is dealt to heroes hit from behind. (S1; R4; YB1) o SURVIVOR § 200 bonus health is gained. Duration: 15 seconds; Cooldown Time: 20 seconds. o FIRST ORDER SENTRY DROID § Deploys a sentry droid that constantly rotates, always looking out for a target. When an enemy target is spotted, it stops rotating and fires, dealing 24 damage per shot. It also shocks enemies for 0.8 seconds. If destroyed, the explosion damage deals 150 damage. Shock Area of Effect: 15 meters; Cooldown Time: 20 seconds. (R4) · General Grievous o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 7 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 swings o Blaster Deflections: 222 damage o Deflection Spread: 20 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 2.00 seconds o THRUST SURGE § A lunge attack where an enemy is stabbed and knocked down, dealing 160 damage. Reach Distance: 15 meters; Cooldown Time: 13 seconds. o UNRELENTING ADVANCE § A slow moving forward attack that deflects all blaster shots or lightsaber attacks from the front that lasts for 5 seconds. Any enemy standing in the way is dealt with 110 damage every 0.45 seconds. Cooldown Time: 11 seconds. o CLAW RUSH https://preview.redd.it/keas1vq58y0d1.png?width=225&format=png&auto=webp&s=5566fccf2f8f48cc92f97414d748fd9b141ff679 § A crawl attack that knocks down enemies hit by it, dealing 130 damage. 40% damage reduction is received during the attack. Enemies hit during the initial 0.2 seconds of the attack can be hit again during the last 0.2 seconds of the attack. Base Health: 800; Health Points: 1120; Duration: 3.2 seconds; Cooldown Time: 13 seconds. · Obi-Wan Kenobi o Base Health: 750 health o Health Regeneration: 300 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 25 blocks o Blaster Deflections: 2121 damage o Deflection Spread: 0.2 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 1.00 seconds o ALL-OUT PUSH § Force pushes enemies, dealing 170 damage to troopers and 150 damage to heroes. Charging it up for 1.2 seconds increases the reach distance up to 22 meters. Damage also increases, dealing 200 damage to troopers and 180 damage to heroes. 80% damage reduction is also received while charging up the force push. Base Health: 750; Health Points: 1350; Reach Distance: ?; Cooldown Time: 14 seconds. o RESTRICTIVE MIND TRICK § Restricts enemies from using their abilities for 5.5 seconds using the Force. An enemy being knocked down cancels the effect. Reach Distance: 20 meters; Cooldown Time: 21 seconds. o DEFENSIVE RUSH § A sprint attack that damages enemies hit by it, dealing 140 damage. The final lightsaber strike deals 60 extra damage, 200 damage in total. It also deflects all blaster shots or lightsaber attacks from the front. Cooldown Time: 10 seconds. · Count Dooku o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 2.0 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o LIGHTNING STUN § Force lightning shoots forward, knocking enemies down and dealing 160 damage to a single trooper and 120 damage to a single hero. Damage is decreased by 10 for every additional enemy caught in the lightning, to a maximum of 50 less damage. Reach Distance: 9 meters; Cooldown Time: 14 seconds. o DUELIST § Basic lightsaber attacks deal 25 extra damage and swing speed is increased to 2.4 swings per second. New Basic Attack: 155 damage; New Rear Attack: 185 damage; Duration: 10 seconds; Cooldown Time: 13 seconds. o EXPOSE WEAKNESS § For 5.5 seconds, an enemy target receives 20% damage weakness, is inflicted with slower movement, and has their bonus health removed. The cooldown timer is replenished if the enemy target is defeated. Normal Basic Attack: 130 damage; Normal Rear Attack: 160 damage; New Basic Attack: 156 damage; New Rear Attack: 192 damage; LIGHTNING STUN: 192 damage; Reach Distance: 11 meters; Cooldown Time: 16 seconds. · Anakin Skywalker o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 170 damage o Swing Speed: 2.2 swings/seconds o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 1392 damage o Deflection Spread: 0.3 o Stamina Regeneration Time: 1.65 seconds o Stamina Regeneration Delay: 2.00 seconds o PULL DOMINANCE § Force pulls enemies, dealing 120 damage to troopers and 80 damage to heroes. Reach Distance: 18 meters; Cooldown Time: 15 seconds. o HEROIC MIGHT § Force pushes enemies, dealing 100 damage to troopers and 90 damage to heroes. 90% damage reduction is received when holding the ability while the area of effect is increased up to 20 meters, depending on the amount of damage taken during the ability. Base Health: 800; Health Points: 1520; Area of Effect: 10 meters; Cooldown Time: 18 seconds. o PASSIONATE STRIKE https://preview.redd.it/p423a4b88y0d1.png?width=225&format=png&auto=webp&s=7d7db348d0288704496ec8209a8b1271dc046a68 § Two heavy lightsaber attacks. The 1st attack deals 70 damage to troopers, 180 damage to heroes. The 2nd attack deals 40 damage to troopers, 130 damage to heroes. The damage goes through blocks. Cooldown Time: 13 seconds. o RETRIBUTION § Force chokes enemies for 2 seconds, every second dealing 100 damage to troopers and 75 damage to heroes. Afterwards, they are force pushed away, dealing 100 damage to troopers and 75 damage to heroes. 90% damage reduction is received during the ability. Rather than a cooldown, the ability charges up when 2500 damage is taken. Damage taken by allies nearby charges it up as well. Base Health: 800; Health Points: 1520; Total Damage to Troopers: 296; Total Damage to Heroes: 222; Area of Effect: 15 meters. · BB-8 o Base Health: 650 health o Health Regeneration: 300 health o Health Regeneration Rate: 65 health/second o Health Regeneration Delay: 4 seconds o Shock Prod Damage: 29 per 0.3 seconds o Rate of Fire: 216 shocks/minute o Shock Prod Overheat: 10 seconds o Shock Prod Range: 5 meters o RESISTANCE BACKING § Scrambles enemy radars, revealing enemies nearby. Enemies within 20 meters receive 5% damage weakness. Normal Basic Attack per 0.3 Seconds: 29 damage; New Basic Attack: 30 damage; CABLE SPIN per 0.3 Seconds: 47 damage; Total CABLE SPIN: 1229 damage; ROLLING CHARGE to Troopers: 210 damage; ROLLING CHARGE to Heroes: 158 damage; Duration: 12 seconds; Cooldown Time: 18 seconds. o CABLE SPIN § An attack that by spinning cables by a 5-meter radius, 45 damage is dealt to enemies every in-game tick. 30% damage reduction is also received. Base Health: 650; Health Points: 845; Total Damage: 1170 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds. PURPLE: HIDDEN ACTION/EFFECT o ROLLING CHARGE § A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds. o TECHNICAL SUPPORT § Objectives are captured faster. Will be counted as two units when capturing a point. o SWIFT REACTION § Any ally within 7 meters will have their cooldown times reduced by 5%. · BB-9E o Base Health: 600 health o Health Regeneration: 250 health o Health Regeneration Rate: 60 health/second o Health Regeneration Delay: 3 seconds o Shock Prod Damage: 24 per 0.3 seconds o Rate of Fire: 216 shocks/minute o Shock Prod Overheat: 10 seconds o Shock Prod Range: 5 meters o SMOKE SCREEN § Deploys a 30-meter cloud of smoke obstructing vision and reveals enemies nearby. Duration: 12 seconds; Cooldown Time: 18 seconds. o SHOCK SPIN § Knocks down enemies with an electric pulse dealing 90 damage. Then, enemies within 15 meters will have their blasters overheated, and enemies within 5 meters will be dealt 30 damage every in-game tick. Total Damage: 270 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds. o CHARGE UP § Removes shock prod’s heat. Any ally within 20 meters will also have their blaster heat removed and their ability cooldown times reduced by ?. Duration: 5 seconds; Cooldown Time: 15 seconds. o TECHNICAL SUPPORT § Objectives are captured faster. Will be counted as two units when capturing a point. o BACTA SUPPORT § Any ally within 7 meters are healed 3 health per second. CATEGORIZED BY COLOR https://preview.redd.it/u4dwuqkcey0d1.png?width=809&format=png&auto=webp&s=8655571ca286e70362a8575daa4b53554b97db78 NOTES · The EPIC rarity is only stated in the card description if it is a different value than shown in-game. · All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided. · Clearer antonyms are used: increased/decreased; extended/reduced. o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed). o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat). · Damage Reduction is received; health points are regained. · To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values. · Extra damage is damage added to ability; bonus damage is situational. · Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested. · Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second. · Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them. · Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best. · I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront. · Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them. · Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find! REFERENCES BF1 BF2 Community on Fandom [Most stats taken from here] https://battlefront.fandom.com/wiki/Heroes_and_Villains R1 These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/ R2 Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/ R3 Hero Star Card Guide (u/ MAshby1001 on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/ R4 Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats] https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox R5 Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect] https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/ S1 All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam) https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483 YB1 SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version] https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/ YT1 Star Cards Breakdown (@KillerDebit on YouTube) https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88 YT2 Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube) https://www.youtube.com/watch?v=EZb-iNSpFrM YT3 Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION] https://www.youtube.com/watch?v=CQNIOHv-yxA YT4 SammyBoiii: Star Wars Hero Guides [Stats also taken from here] https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm YT5 Every Broken Hero Card In Battlefront 2 https://www.youtube.com/watch?v=V0H70XpXI24 YT6 Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work! https://www.youtube.com/watch?v=kBF4kRo6Y88 |
2024.05.17 11:26 Dusayanta Failing to generate image
2024.05.17 11:24 RiverThaddeusVictor I've figured out what THE ONE PIECE is!
2024.05.17 11:08 DMOSGentics96 After smoking CripXmas A2 Please I beg you stop stop the cray cray intensity
😈 submitted by DMOSGentics96 to OldSchoolCannabisSeed [link] [comments] |
2024.05.17 11:07 apsetup88 Firmware update for Loom Wireless Extender
2024.05.17 11:04 petwife_nondles scuffed nurse boothill
2024.05.17 11:01 Impossible_Fig4937 EaseAdo: The Best Digital Marketing Services in Mira Road
2024.05.17 11:00 AutoModerator May 17, 2024 - Weekly FAQ and Beginner Q&A Thread If you are new to Neville, please post your questions here! How do I manifest X? What does Y mean?
After you have decided on the action which implies that your desire has been realized, then sit in your nice comfortable chair or lie flat on your back, close your eyes for the simple reason it helps to induce this state that borders on sleep. The minute you feel this lovely drowsy state, or the feeling of gathered togetherness, wherein you feel- I could move if I wanted to, but I do not want to, I could open my eyes if I wanted to, but I do not want to. When you get that feeling you can be quite sure that you are in the perfect state to pray successfully.
Neville Goddard, 1948 Lecture Series, Lesson 4
The whole vast world is no more than man's imagining pushed out. I must qualify that by saying that the world outside of man is dead, but Man is a living soul, and it responds to man, yet man is sound asleep and does not know it. The Lord God placed man in a profound sleep, and as he sleeps the world responds as in a dream, for Man does not know he is asleep, and then he moves from a state of sleep where he is only a living soul to an awakened state where he is a life-giving Spirit. And now he can himself create, for everything is responding to an activity in man which is Imagination. "The eternal body of man is all imagination; that is God himself." (Blake)
Neville Goddard, The Law lecture
\5. Question: Is it possible to imagine several things at the same time, or should I confine my imagining to one desire?
Answer: Personally I like to confine my imaginal act to a single thought, but that does not mean I will stop there. During the course of a day I may imagine many things, but instead of imagining lots of small things, I would suggest that you imagine something so big it includes all the little things. Instead of imagining wealth, health and friends, imagine being ecstatic. You could not be ecstatic and be in pain. You could not be ecstatic and be threatened with a dispossession notice. You could not be ecstatic if you were not enjoying a full measure of friendship and love.
What would the feeling be like were you ecstatic without knowing what had happened to produce your ecstasy? Reduce the idea of ecstasy to the single sensation, "Isn't it wonderful!" Do not allow the conscious, reasoning mind to ask why, because if it does it will start to look for visible causes, and then the sensation will be lost. Rather, repeat over and over again, "Isn't it wonderful!" Suspend judgment as to what is wonderful. Catch the one sensation of the wonder of it all and things will happen to bear witness to the truth of this sensation. And I promise you, it will include all the little things.
2024.05.17 11:00 AutoModerator Physique Phriday
2024.05.17 10:57 ikeepgetinglemons Trouble quitting for the third time
2024.05.17 10:52 Ok_Worldliness_6896 Crying when rocked to sleep
2024.05.17 10:51 CoffeeandRevolution [M32] Lung collapse required surgery, biopsy shows emphysema - what now?
2024.05.17 10:47 patrickjquinn Trying to get an app that plays music to update a Live Activity...
import Foundation import Capacitor import ActivityKit import AVFoundation import BackgroundTasks u/available(iOS 16.2, *) u/objc(MusicActivityPlugin) public class MusicActivityPlugin: CAPPlugin { private var activity: Activity? = nil private static var lastContentState: MusicWidgetAttributes.ContentState? override public func load() { super.load() NotificationCenter.default.addObserver(self, selector: #selector(applicationWillTerminate), name: UIApplication.willTerminateNotification, object: nil) } u/available(iOS 16.2, *) u/objc func start(_ call: CAPPluginCall) { guard let title = call.getString("title"), let emoji = call.getString("emoji"), let songTitle = call.getString("songTitle"), let artistName = call.getString("artistName"), let nextSongTitle = call.getString("nextSongTitle"), let nextArtistName = call.getString("nextArtistName"), let likeActionEnabled = call.getBool("likeActionEnabled"), let dislikeActionEnabled = call.getBool("dislikeActionEnabled"), let artworkImageURL = call.getString("artworkImageURL") else { call.reject("Missing parameters") return } let contentState = MusicWidgetAttributes.ContentState( emoji: emoji, songTitle: songTitle, artistName: artistName, nextSongTitle: nextSongTitle, nextArtistName: nextArtistName, likeActionEnabled: likeActionEnabled, dislikeActionEnabled: dislikeActionEnabled, artworkImageURL: artworkImageURL ) MusicActivityPlugin.lastContentState = contentState let activityAttributes = MusicWidgetAttributes(name: title) let activityContent = ActivityContent(state: contentState, staleDate: Date().addingTimeInterval(60*60*5), relevanceScore: 100) do { activity = try Activity.request(attributes: activityAttributes, content: activityContent) print("Live activity: Starting and scheduling - \(activity!.id)") call.resolve([ "activityId": activity!.id ]) } catch { print("Live activity: Error requesting \(error.localizedDescription)") call.reject("Error requesting Live Activity: \(error.localizedDescription)") } } u/available(iOS 16.2, *) u/objc func update(_ call: CAPPluginCall) { guard let activity = self.activity, let emoji = call.getString("emoji"), let songTitle = call.getString("songTitle"), let artistName = call.getString("artistName"), let nextSongTitle = call.getString("nextSongTitle"), let nextArtistName = call.getString("nextArtistName"), let likeActionEnabled = call.getBool("likeActionEnabled"), let dislikeActionEnabled = call.getBool("dislikeActionEnabled"), let artworkImageURL = call.getString("artworkImageURL") else { call.reject("Missing parameters") return } let updateState = MusicWidgetAttributes.ContentState( emoji: emoji, songTitle: songTitle, artistName: artistName, nextSongTitle: nextSongTitle, nextArtistName: nextArtistName, likeActionEnabled: likeActionEnabled, dislikeActionEnabled: dislikeActionEnabled, artworkImageURL: artworkImageURL ) MusicActivityPlugin.lastContentState = updateState let updatedContent = ActivityContent(state: updateState, staleDate: Date().addingTimeInterval(60*60*5), relevanceScore: 100) print("Live activity: Updating direct") Task { await activity.update(updatedContent) } } u/objc func stop(_ call: CAPPluginCall) { guard let activity = self.activity else { print("Live activity: not found") call.reject("Live Activity not found") return } Task { await activity.end(dismissalPolicy: .immediate) } } u/available(iOS 16.2, *) static func updateLiveActivity() { guard let activity = Activity .activities.first, let lastContentState = MusicActivityPlugin.lastContentState else { print("Live activity: No activity or last content state found") return } print("Live activity: updating bg \(lastContentState.songTitle)") let updatedContent = ActivityContent(state: lastContentState, staleDate: Date().addingTimeInterval(60*60*5), relevanceScore: 100) Task { await activity.update(updatedContent) } } u/objc private func applicationWillTerminate() { let semaphore = DispatchSemaphore(value: 0) guard let activity = self.activity else { print("Live activity: No activity found during termination") return } Task { await activity.end(dismissalPolicy: .immediate) for activity in Activity .activities{ await activity.end(dismissalPolicy: .immediate) } print("Live activity: Ended during termination") semaphore.signal() } semaphore.wait() } }