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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 Stats and Abilities (Part I) LEGEND https://preview.redd.it/6o5h7aa1c91d1.png?width=454&format=png&auto=webp&s=cf6fc1842e3de7fec4a16c7054836824a6c07a18 · Boba Fett https://preview.redd.it/kwbw9zj2c91d1.png?width=176&format=png&auto=webp&s=cb9622cb00c81a5da70063398f2ee5068b530b5b 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 https://preview.redd.it/xx1j3mw4c91d1.png?width=165&format=png&auto=webp&s=b9b2cade239a0f288b4186f76e52645407545341 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 https://preview.redd.it/17w2vrg6c91d1.png?width=179&format=png&auto=webp&s=379f961d563ba232a0d9dde96f77fc17b8860b3e 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 https://preview.redd.it/5ex6fxl7c91d1.png?width=173&format=png&auto=webp&s=6e96cd4e9e186508a893e24595652d1caab7bc12 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 https://preview.redd.it/q9xsudi8c91d1.png?width=155&format=png&auto=webp&s=70c8de4687a58523e9d5b2f51c124e1942d61662 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 https://preview.redd.it/7jk4cqbac91d1.png?width=162&format=png&auto=webp&s=1e7e5ac1d6cccf362c551c72dec9f385331da440 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 § 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 https://preview.redd.it/afmrnmwbc91d1.png?width=125&format=png&auto=webp&s=7867b255d11b8063bd3f2e36a037183a77e5b45b 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 https://preview.redd.it/b3qn6v2dc91d1.png?width=81&format=png&auto=webp&s=17b5bcaebd85ade9cb868fc3013662f42cbb2fd7 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 § 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 https://preview.redd.it/ukmu6izfc91d1.png?width=144&format=png&auto=webp&s=3d1018a840f42064ed3a0517b2acf863c164a8ec 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 https://preview.redd.it/5qp2kudhc91d1.png?width=180&format=png&auto=webp&s=7543adeddf4b39c2258d5974f78365a0e87fda9a 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 https://preview.redd.it/qodegriic91d1.png?width=112&format=png&auto=webp&s=8d60f7dde7621ed70c6be9e0905d369c0a34bcaf 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 https://preview.redd.it/iy3h4q8jc91d1.png?width=149&format=png&auto=webp&s=9ebb0ea6ee59230ec3f9398a8686a8f99e5a72d6 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 https://preview.redd.it/1gurswckc91d1.png?width=123&format=png&auto=webp&s=c9146ab9e4670f90325de788c76839fea2bdcafb 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 https://preview.redd.it/0caug7alc91d1.png?width=124&format=png&auto=webp&s=c18405ab06c178911b27f5f7662122c901ad0b3c 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 § 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 https://preview.redd.it/b14z851nc91d1.png?width=160&format=png&auto=webp&s=8e596be32bbac450650583405a6f6c3a892fde49 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 https://preview.redd.it/0j3cy8hpc91d1.png?width=201&format=png&auto=webp&s=e1e3767b683ccc9c550fe9ccccb95dabd7817a92 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 https://preview.redd.it/o891r1vqc91d1.png?width=193&format=png&auto=webp&s=1abcce1f19eef36a72b6814c92ab5c139eeb07a3 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 § 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 https://preview.redd.it/ptsull4sc91d1.png?width=182&format=png&auto=webp&s=59b92dfd53201477b0f1655ce01d3bac82c11ea2 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. vvv PLACED HERE DUE TO IMAGE ATTACHMENT LIMIT vvv https://preview.redd.it/xxeqep34d91d1.png?width=339&format=png&auto=webp&s=72e943a59468d8bc0166e74931bff9b8c09cd04b ^^^ PLACED HERE DUE TO IMAGE ATTACHMENT LIMIT ^^^ · 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 § 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. 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 |
2024.05.16 22:29 HaykakanTxa Daily News Report: 05/16/2024
2024.05.16 21:50 Hereforabrick Why did Kuzan join BB?
2024.05.15 01:31 ThinSpring6424 2021 Meme Gains Approaching Before Rate Cuts? Lets Dive In 🐳
2021 was a magical time where the standard for turning 100's into 6 figures and thousands into millions required a smartphone, Robinhood Options account and 4th grade reading level to change your life. It looks like we may be seeing another round of life changing money being made in the markets behind some similar names as well. The meme stock craze stems from a stocks value being held in social media mentions despite how bad the business may be. submitted by ThinSpring6424 to VoiceofRetail [link] [comments] "Roaring Kitty" the man behind the original frenzy resurfaced on "X" this last week and this sent people into a frenzy where Gamestop & AMC has made life changing money for a lot of people on the timeline this week. Today alone GameStop saw a 72% surge on Monday's trading session. The PeloSwing Trading group was able to capture a 1600% bagger on AMC 3.5C on the 5/17 EXP, as AMC also flew 31% in the trading session. There are plenty of other companies that have fallen into this category and in some cases are truly undervalued companies that still have some upside potential, just with WAY more risk and a potential LONG wait time to see the fruits of an investment. Other players in this space that have seen a recent surge are BlackBerry with a 12% run up in the market recently as well, more than 44 million shares were exchanged in Tuesdays trading session, when the average volume is 8.8 million. This recent rise back into the meme stock industry is showing that gains from 2021 might be on the table again for 2024. Here are some other companies that you can also have on your "Meme Stock WatchList":
https://preview.redd.it/fmr5tsvl8h0d1.png?width=2678&format=png&auto=webp&s=ed29e52e09d602713ec5d4042ad3e69713a247f3 https://preview.redd.it/4fb0kuvl8h0d1.png?width=2676&format=png&auto=webp&s=7ecc9ab076cfaea784cd154a45435e2375898f46 https://preview.redd.it/xnm6uuvl8h0d1.png?width=2682&format=png&auto=webp&s=292c5ed99e4a33f67100131e2baff2a0ad9538e2 Here are some of the current hottest contracts in the market currently for the above tickers provided by Unusual Whales "Hottest Contracts" Feature. |
2024.05.13 23:52 IronMan1238 A Massive Custom Franchise (this is fun to me, lol)
The main goal or purpose of this was I just wanted to add in some of the best Baseball players I've grown up with and I wanted to create my own ratings/abilities based on performance/analytics(numbers) over a certain period of time to see how different eras of players stack up and so I started my journey... submitted by IronMan1238 to SuperMegaBaseball [link] [comments] HUGE disclaimer - I did this for fun probably spent over 200+ hours offline researching, spreadsheeting, Googling and 100 hour-ish adding/tinkering in game. I didn't think I would ever enjoy something like this as much as I did, but man did I get some immense enjoyment and dopamine spikes partaking, ha. That being said AGAIN this is all just for fun and I tried to rely just on the numbers I've captured and biases aside; SO if you think someone is better than x or if you think this is wrong good for you. I'm just trying to share my experience because none of my friends wanna play with me, haha. I started by grabbing all my favorite nostalgic players ie Barry Bonds, Strawberry, Thome, Griffey Jr, ARod, Derek Jeter, Greg Maddox, Chipper Jones, Sammy Sosa, Mark McGwire, John Smoltz, etc. After this I just started going through MVPs and All Stars over the last 50 years just to see who was this shit and who wasn't (tried to stay away from 1 hit wonders). I wanted to keep it somewhat narrow, but tried to grab like the best 15 players from each position give or take. Batters - Main Tab https://preview.redd.it/vwucjcdrzd0d1.png?width=2560&format=png&auto=webp&s=d107a11860094e927a94c1d9a4d364f0ee6bb2fc Pitchers - Main Tab https://preview.redd.it/01ijpzpxzd0d1.png?width=2560&format=png&auto=webp&s=808f498decda8dd45f1824227ce25769f86ee304 I started by grabbing about 5-10 or all years of a players main stats categories from FanGraphs:
Batter - Actual Stats So after entering these years(rows) of data for each player into a Excel Spreadsheet I setup many formulas to give me an idea of what was high, avg and low for each stat category I wanted to capture. Example - I took a few of the best years Barry Bonds and Babe Ruth had and figured out what their ISO, wOBA, wRAA, wRC+, Off, BABIP, AVG, BsR, SBs(for speed) was. (I did the same concept for Pitchers trying to assign different stat categories to ability points ie K/9/FIP = Velocity, BABIP/FIP = Junk, B/9, FIP = Accuracy... Pitchers were much harder to find good stat categories for comparison so take it as it is.) (Fielding was also difficult, but I found a few stat categories like DRS, UZR, Def, Arm(for both OF and C) that were good at comparing each other and by positions. Then with a little more research on who was winning Glove Gloves, who was throwing people out from the OF, who had cannons, C throwing out baserunners, etc. I was able to get a good idea on how to match my stat categories/ability points to this. I also did the same for Batters/Pitchers, but I will get more into that when I talk about traits below.) Obviously these stat categories for Barry Bonds and Babe Ruth were all incredibly high for their best years so I had to figure you how to compare others to this, so that is where I got an avg stat category number for each for all players + every year they played. I created a sliding scale that started with that avg stat category number of that specific stat category equaling 50 ability points. Then I would assign a specific value that would increase/decrease it incrementally to give it a 0-99 ability point value ie ISO for both these players were so high it didn't make sense for those to be max on the sliding scale so sometimes players were wayyy above the max value so it is what it is. I wanted to grab more categories that I could apply to each of the main abilities points ie Power, Contact, Speed, etc. to average this out. ISO Table I ended up making 5 different stat categories for Power, 3 for Contact and 2 for Speed. I would say this isn't perfect, but it was fun. Pitching was 2 for each Velocity, Junk, Accuracy. Fielding was 3 and for Arm it was combination of things depending on your position ie IF, OF and C. After this I created a Pivot Table with a few more formulas to grab all the Seasons that would be qualified ie Batters had a PA minimum and Pitchers had an IP minimum. Batters - Pivot Table And then after this I had my main tabs for Batters/Pitchers that were just a simple ArrayFormula to go grab the best 5 Seasons/years for each ability point category(you can refer back to the Batters/Pitchers - Main Tab Screenshots to see that). I experimented with many different numbers for Seasons/years that would be included, but felt like 5 was the most fair or if at least anything created a little space in-between players. So my last step was going through all these Batters/Pitchers and doing a few double checking of data points ie researching/Googling best OF/C/IF arms in Baseball, best Pitchers, best CF, LF, etc., best fielders in those positions, clutch players, most RBIs, SBs, HRs in a single season to see if my numbers made sense with what people were saying. After some small adjustments to make those make sense I had my ability points. So I took this step above also to figure out who was going to get what trait wise. I looked for Clutch, RBI Hero, Stealer, Elite 4F, Specialist or any trait that I felt like matched what that player was known for. This is probably the most subjective part and sometimes I just gave them something if they were a top player in that ability point category ie 90+ Power, 90+ Speed etc. I wasn't stingy with these traits either I pretty much gave everyone 2 albeit the strong traits to the better players. If they weren't an already created Legend I made sure to try to create their look based on a quick Google search of there most ridiculous features ie hair, beefy/ripped, ridiculous batting/pitching stance. I also prefer the announcer says a name rather than just putting in their name via text ie Wade Boggs is Wade Biggs; Derek Jeter is Derek Jeterson. Examples of Players I guess last thing would be I created a 32 Team League with some of the already created teams from SML and Legends League and then created a few others I just liked Mascot wise. I picked a funny State and actually divided up Teams based on Regions and tried to match a good Stadium for each. Created/Generated Teams:
Team Names + Stadiums + Misc I've set it up also so I can add in Players pretty easily(added Acuna Jr and updated Judge, Ohtani 2023 Season/year) just put in the years you want calculated on the stats tab and add them to the main tab and the formulas do the rest! Hope at least 1 person enjoys! haha. Since I've finally finished I've been running shuffle draft modes constantly so much fun! Edit 1 - u/meriweather2 asked me "Any players that stand out as your favorites in terms of their ratings and design?" and I felt like it was good enough to add to the main post: When I first started this endeavor I was just going to do their best Season and I'm glad I picked Bonds and Ruth to compare first because some of their single Season stats were/are insane! ha. They both would be 99 on almost everything so I had to start thinking of ways to make them worse?? Ha. Also it was kinda hard to pick their "best" Season because what is their best? Hitting for Average? HRs? RBIs? So I started thinking 3 of their best Seasons and they blew that out of the water also... so I was like what about 5 or 7? And I started making a little progress that they both weren't all 99s. Outliers:
And you know what usually comes along with that? More tinkering... lol. I've made even more fine tuning on everything(tab looks, stat category cleanup, added more Pitcher stat categories to compare, reworked the data tabs so you can just re-import new Seasons if you want and it should auto update). I also re-imported all new FanGraphs data. It's no longer $10 bucks a month($60 for the year) so I've officially spent more on FanGraphs subs then the game, ha. This version is a copy from my own, but still exactly the same as I have it today - 5/15/24. It's view only so you can make a copy of it. I've also hidden all the formula and pivot table tabs as default so you can just un-hide them all if you want to play around with what I've added. MAKE CHANGES AT YOUR OWN RISK - there will always be the default link to fall back on, but I can't support any added formulas you decide to do or changes to my own because there is just so much interconnected! https://docs.google.com/spreadsheets/d/1VxumEeKa2aNPE_x6gH_nEFTI0RKK0jhUIq14bAl30nI/edit?usp=sharing |
2024.05.13 21:41 Brief_Plankton7137 Saving Cats and Dogs with Solana tokens: $BARK, $GRUMPY and $CAN are ready for moonshot
2024.05.13 04:26 Background_Suit_2772 [WTS] Demko Ad20S plz someone buy this
2024.05.13 00:02 Background_Suit_2772 [WTS] Reduced Demko MG AD20S 20CV Clip Point Digicam, Reduced AD20 (S) Shepard CC Silver Twill Carbon Fiber Scales
2024.05.10 20:45 Klipnockyrocks Source of smell from North Albany
2024.05.09 21:16 deepwat3r Gates belt users: help me banish this creaking
2024.05.09 19:48 Brief_Plankton7137 Saving Cats and Dogs with Solana tokens: $BARK, $GRUMPY and $CAN are ready for moonshot
2024.05.09 02:10 ExpensiveStudio5656 Ya’ll ever think about how bad the BB is at navigating the galaxy and realise…
2024.05.08 12:07 Catto_Corkian British Battleship Renown Review
There is a saying: "Renown is a good starter ship in Azur Lane." I highly doubt it as this is NOT Azur Lane. submitted by Catto_Corkian to WoWsBlitz [link] [comments] =========HISTORY========= Renown has an interesting history. After reviewing Cleveland's history, I would say this ship has full of things that can be considered as in the history section. Renown is a battlecruiser ordered in 30 December, 1914. She known as a Battlecruiser, because she was part of a project and the flagship of the Renown-class battlecruisers. There are two types of Battleships in the game, battlecruisers and battleships. Battlecruisers have less armor and really unorthodox armor scheme, since battlecruisers really need a well-protected citadel to protect the engines and the magazines. This exchanges for speed and evasion for Renown, as she is a battlecruiser not a battleship. Battleships however have solid armor (except the RN ships), and they are slower and more versatile depending on nationality (I'll make a post on each nationality). Battlecruiser Renown engaged in World War II, to counter the KMS Scharnhorst, and Gneisenau, during the Norwegian Campaign. In Early March 1942, she provided convoys inbound and outbound to the Soviet Union carrying supplies. She was transferred to Force H to participate in Operation Torch (aka the invasion of North Africa). The ship Renown then re-focuses on the Pacific, to counter Japanese ships in the Indian Ocean, particularly to the Dutch East Indies (Modern Day: Indonesia), the rich-resource archipelago. She focuses on the Airstrike operation in Sabang, a medium-sized oil facility island near Banda Aceh. She also participated another airstrike operation near Surabaya, East Java. As WWII ends, she was scrapped on 3 August. =========GAMEPLAY========= Renown is a fun battlecruiser on her tier. She has the same 381mm guns from the Queen Elizabeth, but she is more superior in AP damage. The RN BC line focuses on their hard-hitting AP shells, with modest ballistics and impressive penetration capabilities. She is a ship that is unable to brawl, but she is a mid-range playstyle. Playing mid-range allows for more accurate shots and more penetrations on targets that have really impressive armor scheme. Unfortunately, what makes Renown slightly dented and unpopular by new players is that she has a typical poor-armored BB. She is basically the better glass cannon than the French. However, she has torpedoes. She have 8 single launchers, 4 on each side of the bow. This makes it flexible on fighting enemy targets such as New Mexico, and bulky ships. She has secondaries, which is useless for brawling, but sometimes it is used to stack damage. =========RECOMMENDATIONS========= Tips before battle:
To conclude, Renown is a good ship not because of her performance. She shines more than the RN BB line, as she is fast, agile, and stealthy. With practice, teammates, and reviewing your own performance makes this ship shining like a star. She is the example of why the line is fun, especially for new players learning about battlecruisers in a less-punishing way. https://preview.redd.it/th9sfpckf6zc1.png?width=1520&format=png&auto=webp&s=02363be92e17bf1fe2b07b2d41398a701f794ee9 https://preview.redd.it/gwxysockf6zc1.png?width=1520&format=png&auto=webp&s=87400c0427caaaccab2dd9a6844ff9cad9eb3908 Yay |
2024.05.07 09:59 Ok-Boot2017 Were national parks made for some other reason? Sequoia & Kings Canyon NP’s ban weapons, drones, bear spray, no cell service
2024.05.05 19:14 InverseFlash Respect God! (Undead Unluck)
God is the ultimate antagonist of the Undead Unluck universe. Billions of years ago, two cosmic beings wanted to have a little fun in this empty stretch of space called the cosmos. To find the greatest life of all. Souls of mankind were placed on a dead rock named Earth, and God added universal changes to impact the ways humans could interact with each other. All in the name of entertainment. For them, existence is little more than a game. And now, with the 101st Loop underway, the game is entering its home stretch.This is unacceptable.
Try to at least die in style.Rules
2024.05.05 14:30 Brief_Plankton7137 Beyond Profit: The Ethical Investment Trend in Solana's Memecoin Market
2024.05.04 19:20 Nanohurtz2020 Returning To Great Desert After Altier-9/Spire, and Easy Fishing.
People have been posting innacurate and scary info that you could not return to the Great Desert after Altier-9 and the Spire run to claim the Maid Outfit. False, with a side of False. Put your mind at ease, here’s the backdoor guide to get the hottest outfit.SPOILER WARNING <<<<<
2024.05.04 11:18 Brief_Plankton7137 Beyond Profit: The Ethical Investment Trend in Solana's Memecoin Market
2024.05.04 04:44 Leather_Focus_6535 The currently 98 offenders executed by the state of Missouri since the 1970s and their crimes (warning, graphic content, please read at your own risk) [part 1, cases 50 to 98]
2024.05.03 09:40 rbaleksandar Managing multiple buffer objects (VBO, IBO etc.) and array objects (VAOs) in PyOpenGL
obj = { 'dim' : { 'vertex' : 3, 'color' : 4 }, 'vertices' : np.array([ +1.0, +1.0, +1.0, -1.0, -1.0, +1.0, -1.0, +1.0, -1.0, +1.0, -1.0, -1.0, -1.0, -1.0, -1.0, +1.0, +1.0, -1.0, +1.0, -1.0, +1.0, -1.0, +1.0, +1.0 ], dtype='float32'), 'colors' : np.array([ 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.5, 0.5, 0.0, 1.0 ], dtype='float32'), 'faces' : np.array([ 0, 1, 2, 1, 0, 3, 2, 3, 0, 3, 2, 1, 5, 4, 6, 4, 5, 7, 7, 6, 4, 6, 7, 5 ], dtype='uint16') }I was able to render this structure. However, once I started adding multiple buffer and array objects, I got myself in a pickle and now I cannot render anything but the black background color of my scene. I modified my data structure accordingly.
import sys from pathlib import Path import shutil import numpy as np from OpenGL.GLU import * from OpenGL.GL import * import pygame import glm from utils import * from math import tan, cos, sin, sqrt from ctypes import c_void_p from imgui.integrations.pygame import PygameRenderer import imgui import impasse from impasse.constants import ProcessingPreset, MaterialPropertyKey from impasse.structs import Scene, Camera, Node from impasse.helper import get_bounding_box scene_box = None def loadObjs(f_path: Path): if not f_path: raise TypeError('f_path not of type Path') if not f_path.exists(): raise ValueError('f_path not a valid filesystem path') if not f_path.is_file(): raise ValueError('f_path not a file') if not f_path.name.endswith('.obj'): raise ValueError('f_path not an OBJ file') mtl_pref = 'usemtl ' mltlib_found = False mtl_names = [] obj_parent_dir = f_path.parent.absolute() obj_raw = None with open(f_path, 'r') as f_obj: obj_raw = f_obj.readlines() for line in obj_raw: if line == '#': continue elif line.startswith('mtllib'): mltlib_found = True elif mtl_pref in line: mtl_name = line.replace(mtl_pref, '') print('Found material "{}" in OBJ file'.format(mtl_name)) mtl_names.append(mtl_name) args = {} args['processing'] = postprocess = ProcessingPreset.TargetRealtime_Fast scene = impasse.load(str(f_path), **args).copy_mutable() scene_box = (bb_min, bb_max) = get_bounding_box(scene) print(len(scene.meshes)) return scene def createBuffers(scene: impasse.core.Scene): vbos = [] cbos = [] ibos = [] vaos = [] for mesh in scene.meshes: print('Processing mesh "{}"'.format(mesh.name)) color_rnd = np.array([*np.random.uniform(0.0, 1.0, 3), 1.0], dtype='float32') vbo = glGenBuffers(1) vertices = np.array(mesh.vertices) vbos.append({ 'buff_id' : vbo, 'data' : { 'values' : vertices.flatten(), 'count' : len(vertices), 'stride' : len(vertices[0]) } }) glBindBuffer(GL_ARRAY_BUFFER, vbos[-1]['buff_id']) glBufferData( # PyOpenGL allows for the omission of the size parameter GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW ) glBindBuffer(GL_ARRAY_BUFFER, 0) cbo = glGenBuffers(1) print('Random color: {}'.format(color_rnd)) colors = np.full((len(vertices), 4), color_rnd) cbos.append({ 'buff_id' : cbo, 'data' : { 'values' : colors.flatten(), 'count' : len(colors), 'stride' : len(colors[0]) } }) glBindBuffer(GL_ARRAY_BUFFER, cbos[-1]['buff_id']) glBufferData( GL_ARRAY_BUFFER, colors, GL_STATIC_DRAW ) glBindBuffer(GL_ARRAY_BUFFER, 0) ibo = glGenBuffers(1) indices = np.array(mesh.faces) ibos.append({ 'buff_id' : ibo, 'data' : { 'values' : indices, 'count' : len(indices), 'stride' : len(indices[0]) } }) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[-1]['buff_id']) glBufferData( GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW ) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) # Generate the VAOs. Technically, for same VBO data, a single VAO would suffice for mesh_idx in range(len(ibos)): vao = glGenVertexArrays(1) vaos.append(vao) glBindVertexArray(vaos[-1]) vertex_dim = vbos[mesh_idx]['data']['stride'] print('Mesh vertex dim: {}'.format(vertex_dim)) glBindBuffer(GL_ARRAY_BUFFER, vbos[mesh_idx]['buff_id']) glEnableVertexAttribArray(0) glVertexAttribPointer(0, vertex_dim, GL_FLOAT, GL_FALSE, 0, None) color_dim = cbos[mesh_idx]['data']['stride'] print('Mesh color dim: {}'.format(color_dim)) glBindBuffer(GL_ARRAY_BUFFER, cbos[mesh_idx]['buff_id']) glEnableVertexAttribArray(1) glVertexAttribPointer(1, color_dim, GL_FLOAT, GL_FALSE, 0, None) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[mesh_idx]['buff_id']) glBindVertexArray(0) return { 'vbos' : vbos, 'cbos' : cbos, 'ibos' : ibos, 'vaos' : vaos } wireframe_enabled = False transform_selected = 0 # Helper function to calculate the frustum scale. # Accepts a field of view (in degrees) and returns the scale factor def calcFrustumScale(fFovDeg): degToRad = 3.14159 * 2.0 / 360.0 fFovRad = fFovDeg * degToRad return 1.0 / tan(fFovRad / 2.0) # Global variable to represent the compiled shader program, written in GLSL program = None # Global variables to store the location of the shader's uniform variables modelToCameraMatrixUnif = None cameraToClipMatrixUnif = None # Global display variables cameraToClipMatrix = np.zeros((4,4), dtype='float32') fFrustumScale = calcFrustumScale(45.0) # Set up the list of shaders, and call functions to compile them def initializeProgram(): shaderList = [] shaderList.append(loadShader(GL_VERTEX_SHADER, "PosColorLocalTransform.vert")) shaderList.append(loadShader(GL_FRAGMENT_SHADER, "ColorPassthrough.frag")) global program program = createProgram(shaderList) for shader in shaderList: glDeleteShader(shader) global modelToCameraMatrixUnif, cameraToClipMatrixUnif modelToCameraMatrixUnif = glGetUniformLocation(program, "modelToCameraMatrix") cameraToClipMatrixUnif = glGetUniformLocation(program, "cameraToClipMatrix") fzNear = 1.0 fzFar = 61.0 global cameraToClipMatrix # Note that this and the transformation matrix below are both # ROW-MAJOR ordered. Thus, it is necessary to pass a transpose # of the matrix to the glUniform assignment function. cameraToClipMatrix[0][0] = fFrustumScale cameraToClipMatrix[1][1] = fFrustumScale cameraToClipMatrix[2][2] = (fzFar + fzNear) / (fzNear - fzFar) cameraToClipMatrix[2][3] = -1.0 cameraToClipMatrix[3][2] = (2 * fzFar * fzNear) / (fzNear - fzFar) glUseProgram(program) glUniformMatrix4fv(cameraToClipMatrixUnif, 1, GL_FALSE, cameraToClipMatrix.transpose()) glUseProgram(0) def initializeBuffers(): global vbo, cbo, ibo vbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, vbo) glBufferData( # PyOpenGL allows for the omission of the size parameter GL_ARRAY_BUFFER, obj['vertices'], GL_STATIC_DRAW ) glBindBuffer(GL_ARRAY_BUFFER, 0) cbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, cbo) glBufferData( GL_ARRAY_BUFFER, obj['colors'], GL_STATIC_DRAW ) glBindBuffer(GL_ARRAY_BUFFER, 0) ibo = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo) glBufferData( GL_ELEMENT_ARRAY_BUFFER, obj['faces'], GL_STATIC_DRAW ) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) # Helper functions to return various types of transformation arrays def calcLerpFactor(fElapsedTime, fLoopDuration): fValue = (fElapsedTime % fLoopDuration) / fLoopDuration if fValue > 0.5: fValue = 1.0 - fValue return fValue * 2.0 def computeAngleRad(fElapsedTime, fLoopDuration): fScale = 3.14159 * 2.0 / fLoopDuration fCurrTimeThroughLoop = fElapsedTime % fLoopDuration return fCurrTimeThroughLoop * fScale def rotateY(fElapsedTime, **mouse): fAngRad = computeAngleRad(fElapsedTime, 2.0) fCos = cos(fAngRad) fSin = sin(fAngRad) newTransform = np.identity(4, dtype='float32') newTransform[0][0] = fCos newTransform[2][0] = fSin newTransform[0][2] = -fSin newTransform[2][2] = fCos # offset newTransform[0][3] = 0.0 #-5.0 newTransform[1][3] = 0.0 #5.0 newTransform[2][3] = mouse['wheel'] return newTransform # A list of the helper offset functions. # Note that this does not require a structure def in python. # Each function is written to return the complete transform matrix. g_instanceList = [ rotateY, ] # Initialize the OpenGL environment def init(w, h): initializeProgram() glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glMatrixMode(GL_PROJECTION) print('Scene bounding box:', scene_box) gluPerspective(45, (w/h), 0.1, 500) #glTranslatef(0, 0, -100) def render(time, imgui_impl, mouse, mem, buffers): global wireframe_enabled, transform_selected #print(mouse['wheel']) glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glClear(GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT) if wireframe_enabled: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) else: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glUseProgram(program) fElapsedTime = pygame.time.get_ticks() / 1000.0 transformMatrix = g_instanceList[transform_selected](fElapsedTime, **mouse) glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, transformMatrix.transpose()) #glDrawElements(GL_TRIANGLES, len(obj['faces']), GL_UNSIGNED_SHORT, None) for vao_idx, vao in enumerate(buffers['vaos']): print('Rendering VAO {}'.format(vao_idx)) print('SHAPE VBO', buffers['vbos'][vao_idx]['data']['values'].shape) print('SHAPE CBO', buffers['cbos'][vao_idx]['data']['values'].shape) print('SHAPE IBO', buffers['ibos'][vao_idx]['data']['values'].shape) print('''Address: VBO:\t{} CBO:\t{} IBO:\t{} VAO:\t{} '''.format(id(buffers['vbos'][vao_idx]), id(buffers['cbos'][vao_idx]), id(buffers['ibos'][vao_idx]), id(vao))) glBindVertexArray(vao) index_dim = buffers['ibos'][vao_idx]['data']['stride'] index_count = buffers['ibos'][vao_idx]['data']['count'] glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_SHORT, None) glBindVertexArray(0) glUseProgram(0) imgui.new_frame() # Draw windows imgui.end_frame() imgui.render() imgui_impl.render(imgui.get_draw_data()) # Called whenever the window's size changes (including once when the program starts) def reshape(w, h): global cameraToClipMatrix cameraToClipMatrix[0][0] = fFrustumScale * (h / float(w)) cameraToClipMatrix[1][1] = fFrustumScale glUseProgram(program) glUniformMatrix4fv(cameraToClipMatrixUnif, 1, GL_FALSE, cameraToClipMatrix.transpose()) glUseProgram(0) glViewport(0, 0, w, h) def main(): width = 800 height = 800 display = (width, height) pygame.init() pygame.display.set_caption('OpenGL VAO with pygame') pygame.display.set_mode(display, pygame.DOUBLEBUF pygame.OPENGL pygame.RESIZABLE) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, 4) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, 1) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_PROFILE_MASK, pygame.GL_CONTEXT_PROFILE_CORE) imgui.create_context() impl = PygameRenderer() io = imgui.get_io() #io.set_WantCaptureMouse(True) io.display_size = width, height #scene = loadObjs(Path('assets/sample0.obj')) scene = loadObjs(Path('assets/cubes.obj')) #scene = loadObjs(Path('assets/shapes.obj')) #scene = loadObjs(Path('assets/wooden_watch_towewooden watch tower2.obj')) buffers = createBuffers(scene) init(width, height) wheel_factor = 0.3 mouse = { 'pressed' : False, 'motion' : { 'curr' : np.array([0, 0]), 'prev' : np.array([0, 0]) }, 'pos' : { 'curr' : np.array([0, 0]), 'prev' : np.array([0, 0]) }, 'wheel' : -10 } clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() quit() impl.process_event(event) if event.type == pygame.MOUSEMOTION: if mouse['pressed']: #glRotatef(event.rel[1], 1, 0, 0) #glRotatef(event.rel[0], 0, 1, 0) mouse['motion']['curr'] = [event.rel[1], event.rel[0]] mouse['pos']['curr'] = event.pos if event.type == pygame.MOUSEWHEEL: mouse['wheel'] += event.y * wheel_factor for event in pygame.mouse.get_pressed(): mouse['pressed'] = pygame.mouse.get_pressed()[0] == 1 render(time=clock, imgui_impl=impl, mouse=mouse, mem=None, buffers=buffers) mouse['motion']['prev'] = mouse['motion']['curr'] mouse['pos']['prev'] = mouse['pos']['curr'] pygame.display.flip() pygame.time.wait(10) if __name__ == '__main__': main()with utils module being defined as
from OpenGL.GLU import * from OpenGL.GL import * import os import sys # Function that creates and compiles shaders according to the given type (a GL enum value) and # shader program (a file containing a GLSL program). def loadShader(shaderType, shaderFile): # check if file exists, get full path name strFilename = findFileOrThrow(shaderFile) shaderData = None with open(strFilename, 'r') as f: shaderData = f.read() shader = glCreateShader(shaderType) glShaderSource(shader, shaderData) # note that this is a simpler function call than in C # This shader compilation is more explicit than the one used in # framework.cpp, which relies on a glutil wrapper function. # This is made explicit here mainly to decrease dependence on pyOpenGL # utilities and wrappers, which docs caution may change in future versions. glCompileShader(shader) status = glGetShaderiv(shader, GL_COMPILE_STATUS) if status == GL_FALSE: # Note that getting the error log is much simpler in Python than in C/C++ # and does not require explicit handling of the string buffer strInfoLog = glGetShaderInfoLog(shader) strShaderType = "" if shaderType is GL_VERTEX_SHADER: strShaderType = "vertex" elif shaderType is GL_GEOMETRY_SHADER: strShaderType = "geometry" elif shaderType is GL_FRAGMENT_SHADER: strShaderType = "fragment" print("Compilation failure for " + strShaderType + " shader:\n" + strInfoLog) return shader # Function that accepts a list of shaders, compiles them, and returns a handle to the compiled program def createProgram(shaderList): program = glCreateProgram() for shader in shaderList: glAttachShader(program, shader) glLinkProgram(program) status = glGetProgramiv(program, GL_LINK_STATUS) if status == GL_FALSE: # Note that getting the error log is much simpler in Python than in C/C++ # and does not require explicit handling of the string buffer strInfoLog = glGetProgramInfoLog(program) print("Linker failure: \n" + strInfoLog) for shader in shaderList: glDetachShader(program, shader) return program # Helper function to locate and open the target file (passed in as a string). # Returns the full path to the file as a string. def findFileOrThrow(strBasename): # Keep constant names in C-style convention, for readability # when comparing to C(/C++) code. LOCAL_FILE_DIR = "data" + os.sep GLOBAL_FILE_DIR = ".." + os.sep + "data" + os.sep strFilename = LOCAL_FILE_DIR + strBasename if os.path.isfile(strFilename): return strFilename strFilename = GLOBAL_FILE_DIR + strBasename if os.path.isfile(strFilename): return strFilename raise IOError('Could not find target file ' + strBasename)