Enhancement shaman stats priority 4.0.1

[STORE] TI8/TI9/TI10/Diretide/ Aghanim's/2023 summer collector's cache sets/crownfall 2024/weather effects

2024.05.17 12:21 maulik252 [STORE] TI8/TI9/TI10/Diretide/ Aghanim's/2023 summer collector's cache sets/crownfall 2024/weather effects

Selling cache sets at below mentioned price:
My profile- https://steamcommunity.com/profiles/76561198272324546
steam rep- https://steamrep.com/profiles/76561198272324546
Add me if you are interested(only serious buyers (who have read the whole post and sure about buying))
buyer goes first. Reservation is mandatory and nonrefundable.
accepting dota 2 tradable items and tf2 keys
TI8 cache 1
Hero Price ( USD) Quantity
Trail of the Sanguine Spectrum(blood seeker) 15$ 2
Pitfall Crusader(Pangolier) 23$ 1
Insights of the Sapphire Shroud(Dark seer) 10$ 5
Pillar of the Fractured Citadel(Spirit breaker) 12$ 3
Forlorn Descent(Undying) 15$ 0
The Murid Divine(necrophos) 22$ 2
Primer of the Sapper's Guile(techies) 20$ 3
Molokau Stalker(venomancer) 15$ 4
Morbific Provision(witch doctor) 15$ 3
Raptures of the Abyssal Kin(queen of pain) 12$ 4
Fate Meridian(invoker) 25$ 3
Grasp of the Riven Exile(weaver) 10$ 6
Visions of the Lifted Veil(phantom assassin) 35$ 1
Endowments of the Lucent Canopy(shadow shaman) 100$ sold out
TI8 cache 2
Hero Price(USD) Quantity
Pitmouse Fraternity(meepo) 15$ 8
Fires of the Volcanic Guard(Ember spirit) 20$ 7
Third Awakening(Dragon knight) 35$ 0
Shackles of the Enduring Conscript(AXE) 8$ 10
Shimmer of the Anointed(Nyx) 6$ 10
Cruelties of the Spiral Bore(Magnus) 45$ sold out
Loaded Prospects(Brew master) 15$ 8
Ire of Molten Rebirth(Phoenix) 8$ 6
Pattern of the Silken Queen(Brood mother) 8$ 11
Dread Ascendance(Doom) 50$ 1
The Rat King(Chen) 10$ 9
Raiments of the Obsidian Forge(Underlord) 20$ 4
TI9 cache 1
Hero Price(USD) Quantity
Echoes of the Everblack(Abbadon) 30$ 1
Allure of the Faeshade Flower(Dark willow) 25$ 1
Paean of the Ink Dragon(Grimstroke) 20$ 3
Scorched Amber(Dragon Knight) 30$ 2
Priest of the Proudsilver Clan(Chen) 15$ 5
The Arts of Mortal Deception(Enigma) 10$ 4
Poacher's Bane(Tide hunter) 20$ 6
Soul of the Brightshroud(Death prophet) 20$ 2
Curse of the Creeping Vine(Undying) 20$ 3
Pursuit of the Ember Demons (Husker) 22$ 2
Appetites of the Lizard King(Slark) 25$ 3
Forbidden Medicine(Dazzle) 20$ 3
Riddle of the Hierophant(Oracle) 12$ 7
Glimmer of the Sacred Hunt(Drow ranger) 30$ sold out
Adornments of the Jade Emissary(Earth Spirit) 25$ 1
Defender of Ruin(Disrupter) 25$ 8
TI9 cache 2
Hero Price(USD) Quantity
Sight of the Kha-Ren Faithful(Drow ranger) 15$ 21
Tribal Pathways(Warlock) 10$ 26
Directive of the Sunbound(Clockwork) 10$ 23
Souls Tyrant(Shadow fiend) 40$ 4
Endless Night(Abbadon) 25$ 8
Dapper Disguise(Pudge) 18$ 16
Prized Acquisitions(Bat rider) 6$ 29
Verdant Predator(Venomancer) 8$ 23
Fury of the Bloodforge(Bloodseeker) 10$ 27
Automaton Antiquity(Broodmother) 10$ 25
Tales of the Windward Rogue(Pangolier) 30$ 5
Grim Destiny(Wraith king) 20$ 21
Distinguished Expeditionary(Tusker) 12$ 26
Fowl Omen(Necrophos) 18$ 21
Cinder Sensei(Ember Spirit)) 80$ 4
TI10 cache 1
Hero Price(USD) Quantity
Origin of the Dark Oath(Night stalker) 28$ 22
Ravenous Abyss (Underlord) 15$ 34
Apocalypse Unbound(Ancient appartion) 10$ 36
Beholden of the Banished Ones(Warlock) 15$ 5
Fury of the Righteous Storm(Disrupter) 10$ 36
Lineage of the Stormlords(Juggernaut) 35$ 16
Silent Slayer(Silencer) 20$ 32
Mindless Slaughter(Pudge) 15$ 37
Heartless Hunt(Bounty hunter) 15$ 31
Herald of the Ember Eye(Grim stroke) 15$ 27
Fissured Flight(Jakiro) 12$ 34
Flashpoint Proselyte(Husker) 20$ 34
Glory of the Elderflame(Lina) 25$ 26
Signs of the Allfather(Nature's Prophet) 20$ 34
Songs of Starfall Glen(Enchantress) 10$ 23
Ancient Inheritance(Tiny) 25$ 51
Forsworn Legacy(Mars) 40$ 26
TI10 cache 2
Hero Price(USD) Quantity
Evolution of the Infinite(Enigma) 10$ 24
Beast of the Crimson Ring(Bristle Back) 15$ 23
Clearcut Cavalier(Timbersaw) 8.5$ 27
The King Of Thieves(Keeper of the light) 10$ 27
Horror from the Deep(Tidehunter) 20$ 22
Ire of the Ancient Gaoler(Arc warden) 40$ 1
Talons of the Endless Storm(Chaos Knight) 14$ 22
Carousal of the Mystic Masquerade(Rubick) 12$ 26
Crown of Calaphas(Shadow demon) 15$ 26
Wrath of the Fallen(Doom) 15$ 26
Blacksail Cannoneer(Sniper) 13$ 26
Secrets of the Celestial(Skywrath mage) 10$ 27
Blaze of Oblivion(Phoenix) 8$ 26
Master of the Searing Path(Ember spirit) 30$ 10
Steward of the Forbidden Chamber(Templer assassin) 30$ 30
Claszureme Incursion(Faceless Void) 95$ 1
Aghanim's cache sets
Hero Price(USD) Quantity
Silverwurm Sacrifice(Dragon Knight) 40$ 5
Scales of the Shadow Walker(Phantom lancer) 12$ 19
Perception of the First Light(Dawn breaker) 12$ 16
Apex Automated(Clockwork) 10$ 17
Test of the Basilisk Lord(Razor) 12$ 17
Secrets of the Frost Singularity(Ancient appartion) 8.5$ 20
Perils of the Red Banks(Chen) 8$ 20
The Chained Scribe(Grim stroke) 12$ 18
Widow of the Undermount Gloom(Brood mother) 10$ 20
Forgotten Fate(Mars) 10$ 18
March of the Crackerjack Mage(Rubick) 10$ 19
Stranger in the Wandering Isles(Drow ranger) 55$ 1
Cosmic Concoctioneers(Alchemist) 7$ 19
Days of the Demon(Axe) 25$ 7
Blightfall(Abbadon) 8$ 21
Pyrexae Polymorph Perfected(Ogre magi) 20$ 25
Wrath of the Celestial Sentinel(Chaos Knight) 50$ 8
Diretide cache set
Blue Horizons(Marci) 25$ 6
Dark Behemoth(Primal beast) 50$ 3
2023 cache sets
Hero Price(USD) Quantity
Snailfire (SnapFire) 25$ 10
Brightfist (Marci) 22$ 10
Primeval Abomination(primal beast) 8$ 10
Astral Herald(dawn breaker) 7$ 10
Spectral Shadow(Abbadon) 5$ 10
Taur Rider(alchemist) 5$ 10
Crescent Huntress(spectre) 10$ 10
Tyrant of the Veil(wraith king) 8.5$ 10
Tomo'kan Footsoldier(hood wink) 7$ 10
Darkwood Eulogy(death prophet) 5$ 10
Sea Spirit(kunkka) 12$ 10
Triumph of the Imperatrix(legion commander) 7$ 10
Beast of Thunder(storm spirit) 10$ 10
Ancestral Heritage(jakiro) 6$ 10
Dezun Viper(dazzle) 7.5$ 10
Crownfall 2024 treasure
Drow ranger(Ravencloak)=45usd
Weather Effects
Weather Price
Ash 10$
Aurora 3$
Harvest 3$
Moonbeam 5$
Rain 10$
Spring 5$
Snow 5$
Siroco 3$
Pestilence 2$
Buyers go first, add me now if interested for 30 days cooldown, make sure to leave a comment on my profile . 30% reserve amount required at the time of reserving cache sets. fees(depends on your payment method) on you.
If you are buying more than 4 cache sets then u will get addition discount.
WHY YOU SHOULD TRUST ME:
I have more than 1000$ worth of cache sets in my inventory and i have been selling cache sets from past 2 years so why would i scam you for some small amount and you can also check the profile of the people who have given their feedback on my profile . I can also provide you with screenshots of my previous successful trades
submitted by maulik252 to Dota2Trade [link] [comments]


2024.05.17 12:20 TheFuckinWeeb Game crash on the loading screen before starting a new campaign

Mod list
Derpy's Asset Pack ( v5.0.3 )
English versions
Mount Expansion
Cheaper Imperial gunnery school & more Schematics
Better Empire Technology
MIXER - Mixu's Unlocker
Building Slots Extended
Building Slots Extended - Tier 4 / Tier 5 Minor Settlements Compatibility Submod
Building Slots Extended - Gardens, Sanctums, Cults, and Coves
Survaldor's Knights of the White Wolf & Teutogen Guard
UI Slider
Better Camera Mod
Greywulf 's Kislev Unit Pack
Four Skill Points Per Level w/ Useful Skill Dump
Reasonable Reliability Penalties
Factionwide Resource Bonuses Enhanced
No Supply Lines [4.2.1]
Uber Agents - 100% Success Chance (Player Only)
Upkeep -50% (Player Only)
Climate Adaptation - Faster Version
No Confederation Penalty
Capped Dwarf Grudges
Z's English Submod
Ironsides with Repeater Rifle as New Units
Empire more expansion units
Alarayn's Tier 4 Minor Settlements
Cat's Vet Skill Dump for all mods - 250 Skill Points + Increased Stats - Updated for Thrones of Decay
Carmine Dragon
More Morr Knights
Demolitionists, Commandos, Armoured Infantry for The Empire
Dawi Gunships (Vanilla - 5.0.3 MCT SUPPORT) (REQUIRES ASSET PACK)
Dwarf Polearms (Vanilla 5.0.3 - MCT Support) (REQUIRES ASSET PACK)
Hashut's Polearms (Vanilla 5.0.3 MCT Support) (REQUIRES ASSET PACK)
Easier Confederations & Vassals
Empcon: New Buildings and Quality of Life Improvements for Empire Economy
Expanded Lord Skills
Expanded Lord Skills - Mixu's Legendary Lords (submod)
Mod Configuration Tool - v0.9 Beta
Armored infantry for Empire
Imperial Elite Empire Late Game Unit Mod
[IE] Loreful Strategic Threat
Empire Expanded Hero Skill Trees
More Skills (+Skill Dump) (Updated for ToD)
Grand Order of the Reiksguard - All In One Collection
Console Commands (Modding Tool), the mod works 100000% please just use it and enable the script break warning
Tier 3 Walls Returned
Tier 3 Walls for Chaos Dwarf Outposts
Better Alliance
Victory Conditions Overhaul
Increased Amethyst Unit Cap Per Army
No Scaling Cost Increase For Amethyst Unit Cap
Increased Tamurkhan Chieftain Unit Cap Per Army
Empire Armoured Archers
Sigmar's Legions NOCAP
Greater Garrisons by Zorbaz
The Mods were disabled and tried again and still it happened
Is any one else having this same issue?
submitted by TheFuckinWeeb to totalwar [link] [comments]


2024.05.17 12:18 TheMayaEdits [Store] 500+ Knives/Gloves - M9 Sapphire, Emerald BFK Emerald, Ruby Kara Emerald, Ruby, Sapphire Wild Lotus Howl Dragon Lore Desert Hydra Butterfly Gamma, Doppler, TT, Autotronic Kara Fade, Doppler, Gamma, Marble, TT M9 Fade, Doppler, TT Pandora, Hedge, Vice, Superconductor

Hello there! I'm currently trading, buying and selling all sorts of CS:GO skins and inventories via crypto and at all kinds of price ranges. Feel free to DM me or send me an offer with your proposition.

The best way to reach me is by sending me a trade offer via the link below!

Everything that is in my inventory is always up for trade!

If you're looking to sell your skins, I'll be glad to purchase them.

Steam Profile

Inventory Link

Open to any kind of item offers // Feel free to send me trade offers via my trade link below!

Trade Link

Buyouts are negotiable, nothing is set in stone as prices fluctuate. Willing to consider other skins as well as the ones listed for the buyout.

Knives Float & Notes B/O: (negotiable and not limited to items listed below)
★ M9 Bayonet Doppler (Factory New) Float: 0.012 & Black Pearl 2x ★ Butterfly Knife
★ Flip Knife Doppler (Minimal Wear) Float: 0.075 & Ruby 3x ★ M9 Bayonet Autotronic (Field-Tested)
★ Butterfly Knife Lore (Field-Tested) Float: 0.27 3x ★ Karambit Slaughter (Minimal Wear)
★ Butterfly Knife Fade (Factory New) Float: 0.034 & 94% Faded 4x ★ M9 Bayonet Tiger Tooth (Factory New)
★ Butterfly Knife Fade (Factory New) Float: 0.039 & 84% Faded 4x ★ M9 Bayonet
★ Butterfly Knife Fade (Factory New) Float: 0.032 & 82% Faded 4x ★ M9 Bayonet
★ Butterfly Knife Marble Fade (Factory New) Float: 0.020 4x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Marble Fade (Factory New) Float: 0.032 4x ★ Bayonet Lore (Field-Tested)
★ Butterfly Knife Marble Fade (Factory New) Float: 0.033 4x ★ Bayonet Lore (Field-Tested)
★ Karambit Gamma Doppler (Factory New) Float: 0.033 & Phase 2 5x ★ Bayonet Lore (Field-Tested)
★ Skeleton Knife Fade (Factory New) Float: 0.037 & 92% Faded 4x ★ Bayonet Lore (Field-Tested)
★ Karambit Fade (Factory New) Float: 0.025 & 96% Faded 4x ★ Butterfly Knife Ultraviolet (Field-Tested)
★ Huntsman Knife Doppler (Factory New) Float: 0.032 & Sapphire 3x ★ Sport Gloves Amphibious (Field-Tested)
★ Huntsman Knife Doppler (Factory New) Float: 0.006 & Sapphire 3x ★ Sport Gloves Amphibious (Field-Tested)
★ StatTrak™ Karambit Marble Fade (Factory New) Float: 0.014 4x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Float: 0.365 3x ★ M9 Bayonet Black Laminate (Field-Tested)
★ Butterfly Knife Lore (Well-Worn) Float: 0.445 3x ★ Nomad Knife Slaughter (Factory New)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.035 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.035 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.026 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.049 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.027 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.042 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.060 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.033 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.047 & Phase 4 4x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.032 & Phase 2 3x ★ Butterfly Knife Night (Field-Tested)
★ Butterfly Knife Doppler (Factory New) Float: 0.032 & Phase 1 3x ★ M9 Bayonet Black Laminate (Field-Tested)
★ Butterfly Knife Doppler (Factory New) Float: 0.034 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.035 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.042 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.028 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Autotronic (Field-Tested) Float: 0.356 3x ★ ★ Nomad Knife Slaughter (Factory New)
★ Butterfly Knife Autotronic (Field-Tested) Float: 0.336 3x ★ ★ Nomad Knife Slaughter (Factory New)
★ Butterfly Knife Autotronic (Field-Tested) Float: 0.297 3x ★ ★ Nomad Knife Slaughter (Factory New)
★ StatTrak™ Butterfly Knife Autotronic (Field-Tested) Float: 0.340 3x ★ M9 Bayonet Slaughter (Field-Tested)
★ Butterfly Knife Slaughter (Minimal Wear) Float: 0.086 3x ★ Bayonet Autotronic (Field-Tested)
★ Butterfly Knife Slaughter (Minimal Wear) Float: 0.127 3x ★ Bayonet Autotronic (Field-Tested)
★ Butterfly Knife Black Laminate (Field-Tested) Float: 0.322 3x ★ Karambit Stained (Well-Worn)
★ Karambit Gamma Doppler (Factory New) Float: 0.020 & Phase 1 & Clean corner 3x ★ Talon Knife Crimson Web (Field-Tested)
★ Karambit Tiger Tooth (Factory New) Float: 0.008 3x ★ Ursus Knife Doppler (Factory New)
★ Karambit Tiger Tooth (Factory New) Float: 0.022 3x ★ Ursus Knife Doppler (Factory New)
★ Karambit Tiger Tooth (Factory New) Float: 0.032 3x ★ Ursus Knife Doppler (Factory New)
★ Karambit Tiger Tooth (Factory New) Float: 0.033 3x ★ Ursus Knife Doppler (Factory New)
★ Nomad Knife Fade (Factory New) Float: 0.032 & 90% Faded 3x ★ M9 Bayonet Freehand (Field-Tested)
★ Karambit Doppler (Factory New) Float: 0.013 & Phase 2 3x ★ M9 Bayonet Freehand (Minimal Wear)
★ Karambit Doppler (Factory New) Float: 0.009 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Karambit Doppler (Factory New) Float: 0.014 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Karambit Doppler (Factory New) Float: 0.058 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Karambit Lore (Field-Tested) Float: 0.27 ★ M9 Bayonet Autotronic (Minimal Wear)
★ StatTrak™ Karambit Doppler (Factory New) Float: 0.010 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ StatTrak™ Karambit Doppler (Factory New) Float: 0.011 & Phase 2 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Skeleton Knife Float: 0.262 3x ★ Karambit Urban Masked (Field-Tested)
★ Skeleton Knife Float: 0.506 3x ★ Karambit Urban Masked (Field-Tested)
★ M9 Bayonet Lore (Field-Tested) Float: 0.305 3x ★ Talon Knife Stained (Field-Tested)
★ StatTrak™ Talon Knife Marble Fade (Factory New) Float: 0.011 3x ★ Bayonet Freehand (Minimal Wear)
★ Butterfly Knife Night (Minimal Wear) Float: 0.146 3x ★ Talon Knife Stained (Field-Tested)
★ M9 Bayonet Gamma Doppler (Factory New) Float: 0.019 & Phase 1 3x ★ Flip Knife Slaughter (Field-Tested)
★ Butterfly Knife Blue Steel (Minimal Wear) Float: 0.138 3x ★ Survival Knife Slaughter (Factory New)
★ M9 Bayonet Autotronic (Minimal Wear) Float: 0.124 3x ★ Survival Knife Slaughter (Factory New)
★ Karambit Damascus Steel (Factory New) Float: 0.043 2x ★ Bayonet Slaughter (Field-Tested)
★ Karambit Damascus Steel (Factory New) Float: 0.049 2x ★ Bayonet Slaughter (Field-Tested)
★ Butterfly Knife Damascus Steel (Field-Tested) Float: 0.221 2x ★ Karambit Stained (Well-Worn)
★ StatTrak™ Bayonet Doppler (Factory New) Float: 0.019 & Phase 1 2x ★ Talon Knife Stained (Well-Worn)
★ Butterfly Knife Bright Water (Well-Worn) Float: 0.429 2x ★ Flip Knife Lore (Minimal Wear)
★ StatTrak™ Karambit Float: 0.162 2x ★ Skeleton Knife Night Stripe (Minimal Wear)
★ M9 Bayonet Doppler (Factory New) Float: 0.056 & Phase 4 2x ★ Skeleton Knife
★ M9 Bayonet Doppler (Factory New) Float: 0.035 & Phase 2 2x ★ M9 Bayonet
★ M9 Bayonet Doppler (Factory New) Float: 0.032 & Phase 3 2x ★ Skeleton Knife
★ Gut Knife Gamma Doppler (Factory New) Float: 0.013 & Emerald ★ Butterfly Knife Damascus Steel (Well-Worn)
★ Gut Knife Doppler (Factory New) Float: 0.026 & Sapphire ★ Talon Knife Tiger Tooth (Factory New)
★ Butterfly Knife Damascus Steel (Well-Worn) Float: 0.404 2x ★ Paracord Knife Slaughter (Factory New)
★ Bayonet Gamma Doppler (Factory New) Float: 0.007 & Phase 4 2x ★ Karambit Rust Coat (Battle-Scarred)
★ StatTrak™ Talon Knife Tiger Tooth (Factory New) Float: 0.021 2x ★ M9 Bayonet Freehand (Field-Tested)
★ Karambit Crimson Web (Field-Tested) Float: 0.166 2x ★ Karambit Rust Coat (Battle-Scarred)
★ Karambit Autotronic (Battle-Scarred) Float: 0.707 2x ★ M9 Bayonet Freehand (Well-Worn)
★ Classic Knife Fade (Factory New) Float: 0.002 2x ★ Driver Gloves Black Tie (Field-Tested)
★ Butterfly Knife Rust Coat (Battle-Scarred) Float: 0.575 2x ★ Classic Knife
★ Skeleton Knife Case Hardened (Field-Tested) Float: 0.268 2x ★ Talon Knife Ultraviolet (Field-Tested)
★ Butterfly Knife Ultraviolet (Well-Worn) Float: 0.400 2x ★ Bayonet Black Laminate (Minimal Wear)
★ Bayonet Doppler (Factory New) Float: 0.028 & Phase 2 2x ★ Bayonet Black Laminate (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.033 & Phase 1 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.034 & Phase 1 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.006 & Phase 3 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.013 & Phase 3 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Butterfly Knife Stained (Well-Worn) Float: 0.440 2x ★ Skeleton Knife Forest DDPAT (Minimal Wear)
★ Talon Knife Slaughter (Minimal Wear) Float: 0.086 2x ★ Karambit Urban Masked (Field-Tested)
★ Karambit Bright Water (Factory New) Float: 0.047 2x ★ M9 Bayonet Stained (Field-Tested)
★ Bayonet Slaughter (Factory New) Float: 0.034 2x ★ Huntsman Knife Slaughter (Factory New)
★ StatTrak™ Bayonet Tiger Tooth (Factory New) Float: 0.008 2x ★ Bayonet Black Laminate (Well-Worn)
★ Huntsman Knife Lore (Factory New) Float: 0.057 ★ Butterfly Knife Urban Masked (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.022 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.027 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.028 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.033 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.035 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.041 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Float: 0.319 2x ★ Skeleton Knife Forest DDPAT (Minimal Wear)
★ Bayonet Float: 0.694 2x ★ Skeleton Knife Forest DDPAT (Minimal Wear)
★ Butterfly Knife Boreal Forest (Field-Tested) Float: 0.241 2x ★ Bayonet Black Laminate (Well-Worn)
★ Karambit Blue Steel (Minimal Wear) Float: 0.149 2x ★ Bayonet Black Laminate (Well-Worn)
★ Butterfly Knife Forest DDPAT (Field-Tested) Float: 0.187 2x ★ Bayonet Blue Steel (Minimal Wear)
★ Skeleton Knife Stained (Minimal Wear) Float: 0.142 2x ★ Bayonet Blue Steel (Minimal Wear)
★ M9 Bayonet Black Laminate (Battle-Scarred) Float: 0.508 2x ★ Bayonet Blue Steel (Minimal Wear)
...AND MANY MORE KNIVES IN MY INVENTORY
Gloves Float & Notes B/O: (negotiable and not limited to items listed below)
★ Sport Gloves Pandora's Box (Field-Tested) Float: 0.36 3x ★ Skeleton Knife Crimson Web (Field-Tested)
★ Sport Gloves Superconductor (Field-Tested) Float: 0.35 3x ★ Karambit Black Laminate (Well-Worn)
★ Sport Gloves Hedge Maze (Field-Tested) Float: 0.35 2x ★ M9 Bayonet Lore (Field-Tested)
★ Sport Gloves Vice (Field-Tested) Float: 0.37 2x ★ Sport Gloves Amphibious (Field-Tested)
★ Moto Gloves Spearmint (Field-Tested) Float: 0.30 3x ★ Karambit Black Laminate (Well-Worn)
★ Moto Gloves Spearmint (Field-Tested) Float: 0.35 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Specialist Gloves Fade (Minimal Wear) Float: 0.131 2x ★ M9 Bayonet Autotronic (Minimal Wear)
★ Hand Wraps Cobalt Skulls (Minimal Wear) Float: 0.084 3x ★ Karambit Damascus Steel (Field-Tested)
★ Sport Gloves Hedge Maze (Well-Worn) Float: 0.412 2x ★ M9 Bayonet Autotronic (Well-Worn)
★ Sport Gloves Vice (Battle-Scarred) Float: 0.777 2x ★ Bayonet Autotronic (Well-Worn)
★ Sport Gloves Vice (Battle-Scarred) Float: 0.750 2x ★ Bayonet Autotronic (Well-Worn)
★ Sport Gloves Amphibious (Field-Tested) Float: 0.35 2x ★ Karambit Ultraviolet (Field-Tested)
★ Sport Gloves Amphibious (Field-Tested) Float: 0.37 2x ★ Karambit Ultraviolet (Field-Tested)
★ Sport Gloves Slingshot (Field-Tested) Float: 0.36 2x ★ Karambit Ultraviolet (Field-Tested)
★ Specialist Gloves Tiger Strike (Field-Tested) Float: 0.33 2x ★ M9 Bayonet Freehand (Factory New)
★ Specialist Gloves Tiger Strike (Field-Tested) Float: 0.36 2x ★ M9 Bayonet Freehand (Factory New)
★ Hand Wraps Slaughter (Minimal Wear) Float: 0.136 2x ★ Flip Knife Lore (Field-Tested)
★ Specialist Gloves Field Agent (Field-Tested) Float: 0.354 2x ★ Flip Knife Lore (Field-Tested)
★ Specialist Gloves Fade (Field-Tested) Float: 0.283 2x ★ Bayonet Case Hardened (Well-Worn)
★ Moto Gloves Turtle (Minimal Wear) Float: 0.140 ★ Bayonet Doppler (Factory New)
★ Sport Gloves Nocts (Field-Tested) Float: 0.374 ★ Skeleton Knife Blue Steel (Field-Tested)
★ Specialist Gloves Emerald Web (Well-Worn) Float: 0.391 ★ Karambit Ultraviolet (Field-Tested)
★ Driver Gloves Imperial Plaid (Field-Tested) Float: 0.316 ★ Karambit Rust Coat (Battle-Scarred)
★ Driver Gloves Crimson Weave (Field-Tested) Float: 0.288 ★ M9 Bayonet Case Hardened (Minimal Wear)
★ Sport Gloves Scarlet Shamagh (Field-Tested) Float: 0.153 ★ Butterfly Knife Ultraviolet (Well-Worn)
★ Hand Wraps CAUTION! (Field-Tested) Float: 0.377 ★ M9 Bayonet Bright Water (Minimal Wear)
★ Hand Wraps CAUTION! (Field-Tested) Float: 0.374 ★ M9 Bayonet Bright Water (Minimal Wear)
★ Sport Gloves Omega (Battle-Scarred) Float: 0.768 ★ Sport Gloves Scarlet Shamagh (Field-Tested)
★ Driver Gloves Lunar Weave (Minimal Wear) Float: 0.129 ★ Sport Gloves Scarlet Shamagh (Field-Tested)
★ Sport Gloves Nocts (Well-Worn) Float: 0.384 ★ Karambit Forest DDPAT (Minimal Wear)
★ Specialist Gloves Crimson Web (Field-Tested) Float: 0.370 ★ M9 Bayonet Damascus Steel (Field-Tested)
★ Specialist Gloves Crimson Web (Field-Tested) Float: 0.366 ★ M9 Bayonet Damascus Steel (Field-Tested)
★ Moto Gloves Finish Line (Field-Tested) Float: 0.281 ★ Karambit Boreal Forest (Field-Tested)
★ Specialist Gloves Fade (Well-Worn) Float: 0.387 ★ Talon Knife
★ Moto Gloves Polygon (Field-Tested) Float: 0.259 ★ Classic Knife Crimson Web (Field-Tested)
★ Moto Gloves Polygon (Field-Tested) Float: 0.281 ★ Classic Knife Crimson Web (Field-Tested)
★ Moto Gloves Polygon (Field-Tested) Float: 0.326 ★ Classic Knife Crimson Web (Field-Tested)
★ Moto Gloves Polygon (Field-Tested) Float: 0.360 ★ Classic Knife Crimson Web (Field-Tested)
★ Sport Gloves Scarlet Shamagh (Well-Worn) Float: 0.416 ★ Talon Knife Case Hardened (Well-Worn)
★ Sport Gloves Slingshot (Battle-Scarred) Float: 0.704 ★ M9 Bayonet Freehand (Field-Tested)
★ Specialist Gloves Marble Fade (Well-Worn) Float: 0.416 ★ Bayonet Autotronic (Battle-Scarred)
★ Moto Gloves Smoke Out (Field-Tested) Float: 0.355 ★ Bayonet Freehand (Factory New)
...AND MANY MORE GLOVES IN MY INVENTORY
Weapon Skins Float & Notes B/O: (negotiable and not limited to items listed below)
AK-47 Case Hardened (Well-Worn) 0.39 Float & Pattern #321 Blue Gem 8x ★ Butterfly Knife Blue Steel (Minimal Wear)
AWP Desert Hydra (Minimal Wear) Float: 0.14 4x ★ Karambit Freehand (Factory New)
AWP Medusa (Field-Tested) Float: 0.20 & Skadoodle (Gold) 4x ★ M9 Bayonet Autotronic (Well-Worn)
AWP Medusa (Well-Worn) Float: 0.42 & Crown (Foil) 4x ★ Butterfly Knife Rust Coat (Battle-Scarred)
AK-47 Hydroponic (Factory New) Float: 0.054 3x ★ Driver Gloves King Snake (Field-Tested)
AK-47 Hydroponic (Minimal Wear) Float: 0.141 3x ★ M9 Bayonet Freehand (Factory New)
MP9 Wild Lily (Minimal Wear) Float: 0.088 3x ★ M9 Bayonet Freehand (Factory New)
AK-47 Fire Serpent (Field-Tested) Float: 0.250 2x ★ Bayonet Autotronic (Well-Worn)
AK-47 Fire Serpent (Field-Tested) Float: 0.280 2x ★ Karambit Bright Water (Field-Tested)
AK-47 Fire Serpent (Field-Tested) Float: 0.365 ★ Karambit
M4A1-S Hot Rod (Factory New) Float: 0.014 ★ Bayonet Marble Fade (Factory New)
M4A1-S Hot Rod (Factory New) Float: 0.025 ★ Karambit Black Laminate (Minimal Wear)
Desert Eagle Blaze (Factory New) Float: 0.032 ★ Skeleton Knife Blue Steel (Minimal Wear)
AK-47 Vulcan (Factory New) Float: 0.061 ★ Butterfly Knife Night (Well-Worn)
AWP Lightning Strike (Factory New) Float: 0.034 ★ Karambit Bright Water (Minimal Wear)
AWP Lightning Strike (Minimal Wear) Float: 0.074 ★ Karambit Bright Water (Minimal Wear)
AK-47 Fire Serpent (Battle-Scarred) Float: 0.515 & IBP 2014 COL HOLO ★ M9 Bayonet Doppler (Factory New)
AK-47 Fire Serpent (Battle-Scarred) Float: 0.727 ★ Butterfly Knife Safari Mesh (Field-Tested)
AUG Akihabara Accept (Well-Worn) Float: 0.431 ★ Butterfly Knife Safari Mesh (Field-Tested)
AWP Oni Taiji (Factory New) Float: 0.048 ★ Talon Knife
AK-47 Panthera onca (Factory New) Float: 0.063 ★ Ursus Knife Marble Fade (Factory New)
I Prefer to receive trade offers, but you can also add me to discuss a trade.
https://steamcommunity.com/tradeoffenew/?partner=155361426&token=-8L7GLVL
submitted by TheMayaEdits to GlobalOffensiveTrade [link] [comments]


2024.05.17 12:18 TheMayaEdits [Store] 500+ Knives/Gloves - M9 Sapphire, Emerald BFK Emerald, Ruby Kara Emerald, Ruby, Sapphire Wild Lotus Howl Dragon Lore Desert Hydra Butterfly Gamma, Doppler, TT, Autotronic Kara Fade, Doppler, Gamma, Marble, TT M9 Fade, Doppler, TT Pandora, Hedge, Vice, Superconductor

Hello there! I'm currently trading, buying and selling all sorts of CS:GO skins and inventories via crypto and at all kinds of price ranges. Feel free to DM me or send me an offer with your proposition.

The best way to reach me is by sending me a trade offer via the link below!

Everything that is in my inventory is always up for trade!

If you're looking to sell your skins, I'll be glad to purchase them.

Steam Profile

Inventory Link

Open to any kind of item offers // Feel free to send me trade offers via my trade link below!

Trade Link

Buyouts are negotiable, nothing is set in stone as prices fluctuate. Willing to consider other skins as well as the ones listed for the buyout.

Knives Float & Notes B/O: (negotiable and not limited to items listed below)
★ M9 Bayonet Doppler (Factory New) Float: 0.012 & Black Pearl 2x ★ Butterfly Knife
★ Flip Knife Doppler (Minimal Wear) Float: 0.075 & Ruby 3x ★ M9 Bayonet Autotronic (Field-Tested)
★ Butterfly Knife Lore (Field-Tested) Float: 0.27 3x ★ Karambit Slaughter (Minimal Wear)
★ Butterfly Knife Fade (Factory New) Float: 0.034 & 94% Faded 4x ★ M9 Bayonet Tiger Tooth (Factory New)
★ Butterfly Knife Fade (Factory New) Float: 0.039 & 84% Faded 4x ★ M9 Bayonet
★ Butterfly Knife Fade (Factory New) Float: 0.032 & 82% Faded 4x ★ M9 Bayonet
★ Butterfly Knife Marble Fade (Factory New) Float: 0.020 4x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Marble Fade (Factory New) Float: 0.032 4x ★ Bayonet Lore (Field-Tested)
★ Butterfly Knife Marble Fade (Factory New) Float: 0.033 4x ★ Bayonet Lore (Field-Tested)
★ Karambit Gamma Doppler (Factory New) Float: 0.033 & Phase 2 5x ★ Bayonet Lore (Field-Tested)
★ Skeleton Knife Fade (Factory New) Float: 0.037 & 92% Faded 4x ★ Bayonet Lore (Field-Tested)
★ Karambit Fade (Factory New) Float: 0.025 & 96% Faded 4x ★ Butterfly Knife Ultraviolet (Field-Tested)
★ Huntsman Knife Doppler (Factory New) Float: 0.032 & Sapphire 3x ★ Sport Gloves Amphibious (Field-Tested)
★ Huntsman Knife Doppler (Factory New) Float: 0.006 & Sapphire 3x ★ Sport Gloves Amphibious (Field-Tested)
★ StatTrak™ Karambit Marble Fade (Factory New) Float: 0.014 4x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Float: 0.365 3x ★ M9 Bayonet Black Laminate (Field-Tested)
★ Butterfly Knife Lore (Well-Worn) Float: 0.445 3x ★ Nomad Knife Slaughter (Factory New)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.035 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.035 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.026 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.049 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.027 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.042 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.060 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Tiger Tooth (Factory New) Float: 0.033 3x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.047 & Phase 4 4x ★ Karambit Blue Steel (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.032 & Phase 2 3x ★ Butterfly Knife Night (Field-Tested)
★ Butterfly Knife Doppler (Factory New) Float: 0.032 & Phase 1 3x ★ M9 Bayonet Black Laminate (Field-Tested)
★ Butterfly Knife Doppler (Factory New) Float: 0.034 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.035 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.042 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Doppler (Factory New) Float: 0.028 & Phase 3 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Butterfly Knife Autotronic (Field-Tested) Float: 0.356 3x ★ ★ Nomad Knife Slaughter (Factory New)
★ Butterfly Knife Autotronic (Field-Tested) Float: 0.336 3x ★ ★ Nomad Knife Slaughter (Factory New)
★ Butterfly Knife Autotronic (Field-Tested) Float: 0.297 3x ★ ★ Nomad Knife Slaughter (Factory New)
★ StatTrak™ Butterfly Knife Autotronic (Field-Tested) Float: 0.340 3x ★ M9 Bayonet Slaughter (Field-Tested)
★ Butterfly Knife Slaughter (Minimal Wear) Float: 0.086 3x ★ Bayonet Autotronic (Field-Tested)
★ Butterfly Knife Slaughter (Minimal Wear) Float: 0.127 3x ★ Bayonet Autotronic (Field-Tested)
★ Butterfly Knife Black Laminate (Field-Tested) Float: 0.322 3x ★ Karambit Stained (Well-Worn)
★ Karambit Gamma Doppler (Factory New) Float: 0.020 & Phase 1 & Clean corner 3x ★ Talon Knife Crimson Web (Field-Tested)
★ Karambit Tiger Tooth (Factory New) Float: 0.008 3x ★ Ursus Knife Doppler (Factory New)
★ Karambit Tiger Tooth (Factory New) Float: 0.022 3x ★ Ursus Knife Doppler (Factory New)
★ Karambit Tiger Tooth (Factory New) Float: 0.032 3x ★ Ursus Knife Doppler (Factory New)
★ Karambit Tiger Tooth (Factory New) Float: 0.033 3x ★ Ursus Knife Doppler (Factory New)
★ Nomad Knife Fade (Factory New) Float: 0.032 & 90% Faded 3x ★ M9 Bayonet Freehand (Field-Tested)
★ Karambit Doppler (Factory New) Float: 0.013 & Phase 2 3x ★ M9 Bayonet Freehand (Minimal Wear)
★ Karambit Doppler (Factory New) Float: 0.009 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Karambit Doppler (Factory New) Float: 0.014 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Karambit Doppler (Factory New) Float: 0.058 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Karambit Lore (Field-Tested) Float: 0.27 ★ M9 Bayonet Autotronic (Minimal Wear)
★ StatTrak™ Karambit Doppler (Factory New) Float: 0.010 & Phase 1 3x ★ Flip Knife Autotronic (Minimal Wear)
★ StatTrak™ Karambit Doppler (Factory New) Float: 0.011 & Phase 2 3x ★ Flip Knife Autotronic (Minimal Wear)
★ Skeleton Knife Float: 0.262 3x ★ Karambit Urban Masked (Field-Tested)
★ Skeleton Knife Float: 0.506 3x ★ Karambit Urban Masked (Field-Tested)
★ M9 Bayonet Lore (Field-Tested) Float: 0.305 3x ★ Talon Knife Stained (Field-Tested)
★ StatTrak™ Talon Knife Marble Fade (Factory New) Float: 0.011 3x ★ Bayonet Freehand (Minimal Wear)
★ Butterfly Knife Night (Minimal Wear) Float: 0.146 3x ★ Talon Knife Stained (Field-Tested)
★ M9 Bayonet Gamma Doppler (Factory New) Float: 0.019 & Phase 1 3x ★ Flip Knife Slaughter (Field-Tested)
★ Butterfly Knife Blue Steel (Minimal Wear) Float: 0.138 3x ★ Survival Knife Slaughter (Factory New)
★ M9 Bayonet Autotronic (Minimal Wear) Float: 0.124 3x ★ Survival Knife Slaughter (Factory New)
★ Karambit Damascus Steel (Factory New) Float: 0.043 2x ★ Bayonet Slaughter (Field-Tested)
★ Karambit Damascus Steel (Factory New) Float: 0.049 2x ★ Bayonet Slaughter (Field-Tested)
★ Butterfly Knife Damascus Steel (Field-Tested) Float: 0.221 2x ★ Karambit Stained (Well-Worn)
★ StatTrak™ Bayonet Doppler (Factory New) Float: 0.019 & Phase 1 2x ★ Talon Knife Stained (Well-Worn)
★ Butterfly Knife Bright Water (Well-Worn) Float: 0.429 2x ★ Flip Knife Lore (Minimal Wear)
★ StatTrak™ Karambit Float: 0.162 2x ★ Skeleton Knife Night Stripe (Minimal Wear)
★ M9 Bayonet Doppler (Factory New) Float: 0.056 & Phase 4 2x ★ Skeleton Knife
★ M9 Bayonet Doppler (Factory New) Float: 0.035 & Phase 2 2x ★ M9 Bayonet
★ M9 Bayonet Doppler (Factory New) Float: 0.032 & Phase 3 2x ★ Skeleton Knife
★ Gut Knife Gamma Doppler (Factory New) Float: 0.013 & Emerald ★ Butterfly Knife Damascus Steel (Well-Worn)
★ Gut Knife Doppler (Factory New) Float: 0.026 & Sapphire ★ Talon Knife Tiger Tooth (Factory New)
★ Butterfly Knife Damascus Steel (Well-Worn) Float: 0.404 2x ★ Paracord Knife Slaughter (Factory New)
★ Bayonet Gamma Doppler (Factory New) Float: 0.007 & Phase 4 2x ★ Karambit Rust Coat (Battle-Scarred)
★ StatTrak™ Talon Knife Tiger Tooth (Factory New) Float: 0.021 2x ★ M9 Bayonet Freehand (Field-Tested)
★ Karambit Crimson Web (Field-Tested) Float: 0.166 2x ★ Karambit Rust Coat (Battle-Scarred)
★ Karambit Autotronic (Battle-Scarred) Float: 0.707 2x ★ M9 Bayonet Freehand (Well-Worn)
★ Classic Knife Fade (Factory New) Float: 0.002 2x ★ Driver Gloves Black Tie (Field-Tested)
★ Butterfly Knife Rust Coat (Battle-Scarred) Float: 0.575 2x ★ Classic Knife
★ Skeleton Knife Case Hardened (Field-Tested) Float: 0.268 2x ★ Talon Knife Ultraviolet (Field-Tested)
★ Butterfly Knife Ultraviolet (Well-Worn) Float: 0.400 2x ★ Bayonet Black Laminate (Minimal Wear)
★ Bayonet Doppler (Factory New) Float: 0.028 & Phase 2 2x ★ Bayonet Black Laminate (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.033 & Phase 1 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.034 & Phase 1 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.006 & Phase 3 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Bayonet Doppler (Factory New) Float: 0.013 & Phase 3 2x ★ Stiletto Knife Crimson Web (Field-Tested)
★ Butterfly Knife Stained (Well-Worn) Float: 0.440 2x ★ Skeleton Knife Forest DDPAT (Minimal Wear)
★ Talon Knife Slaughter (Minimal Wear) Float: 0.086 2x ★ Karambit Urban Masked (Field-Tested)
★ Karambit Bright Water (Factory New) Float: 0.047 2x ★ M9 Bayonet Stained (Field-Tested)
★ Bayonet Slaughter (Factory New) Float: 0.034 2x ★ Huntsman Knife Slaughter (Factory New)
★ StatTrak™ Bayonet Tiger Tooth (Factory New) Float: 0.008 2x ★ Bayonet Black Laminate (Well-Worn)
★ Huntsman Knife Lore (Factory New) Float: 0.057 ★ Butterfly Knife Urban Masked (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.022 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.027 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.028 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.033 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.035 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Tiger Tooth (Factory New) Float: 0.041 2x ★ Bayonet Freehand (Field-Tested)
★ Bayonet Float: 0.319 2x ★ Skeleton Knife Forest DDPAT (Minimal Wear)
★ Bayonet Float: 0.694 2x ★ Skeleton Knife Forest DDPAT (Minimal Wear)
★ Butterfly Knife Boreal Forest (Field-Tested) Float: 0.241 2x ★ Bayonet Black Laminate (Well-Worn)
★ Karambit Blue Steel (Minimal Wear) Float: 0.149 2x ★ Bayonet Black Laminate (Well-Worn)
★ Butterfly Knife Forest DDPAT (Field-Tested) Float: 0.187 2x ★ Bayonet Blue Steel (Minimal Wear)
★ Skeleton Knife Stained (Minimal Wear) Float: 0.142 2x ★ Bayonet Blue Steel (Minimal Wear)
★ M9 Bayonet Black Laminate (Battle-Scarred) Float: 0.508 2x ★ Bayonet Blue Steel (Minimal Wear)
...AND MANY MORE KNIVES IN MY INVENTORY
Gloves Float & Notes B/O: (negotiable and not limited to items listed below)
★ Sport Gloves Pandora's Box (Field-Tested) Float: 0.36 3x ★ Skeleton Knife Crimson Web (Field-Tested)
★ Sport Gloves Superconductor (Field-Tested) Float: 0.35 3x ★ Karambit Black Laminate (Well-Worn)
★ Sport Gloves Hedge Maze (Field-Tested) Float: 0.35 2x ★ M9 Bayonet Lore (Field-Tested)
★ Sport Gloves Vice (Field-Tested) Float: 0.37 2x ★ Sport Gloves Amphibious (Field-Tested)
★ Moto Gloves Spearmint (Field-Tested) Float: 0.30 3x ★ Karambit Black Laminate (Well-Worn)
★ Moto Gloves Spearmint (Field-Tested) Float: 0.35 3x ★ M9 Bayonet Black Laminate (Minimal Wear)
★ Specialist Gloves Fade (Minimal Wear) Float: 0.131 2x ★ M9 Bayonet Autotronic (Minimal Wear)
★ Hand Wraps Cobalt Skulls (Minimal Wear) Float: 0.084 3x ★ Karambit Damascus Steel (Field-Tested)
★ Sport Gloves Hedge Maze (Well-Worn) Float: 0.412 2x ★ M9 Bayonet Autotronic (Well-Worn)
★ Sport Gloves Vice (Battle-Scarred) Float: 0.777 2x ★ Bayonet Autotronic (Well-Worn)
★ Sport Gloves Vice (Battle-Scarred) Float: 0.750 2x ★ Bayonet Autotronic (Well-Worn)
★ Sport Gloves Amphibious (Field-Tested) Float: 0.35 2x ★ Karambit Ultraviolet (Field-Tested)
★ Sport Gloves Amphibious (Field-Tested) Float: 0.37 2x ★ Karambit Ultraviolet (Field-Tested)
★ Sport Gloves Slingshot (Field-Tested) Float: 0.36 2x ★ Karambit Ultraviolet (Field-Tested)
★ Specialist Gloves Tiger Strike (Field-Tested) Float: 0.33 2x ★ M9 Bayonet Freehand (Factory New)
★ Specialist Gloves Tiger Strike (Field-Tested) Float: 0.36 2x ★ M9 Bayonet Freehand (Factory New)
★ Hand Wraps Slaughter (Minimal Wear) Float: 0.136 2x ★ Flip Knife Lore (Field-Tested)
★ Specialist Gloves Field Agent (Field-Tested) Float: 0.354 2x ★ Flip Knife Lore (Field-Tested)
★ Specialist Gloves Fade (Field-Tested) Float: 0.283 2x ★ Bayonet Case Hardened (Well-Worn)
★ Moto Gloves Turtle (Minimal Wear) Float: 0.140 ★ Bayonet Doppler (Factory New)
★ Sport Gloves Nocts (Field-Tested) Float: 0.374 ★ Skeleton Knife Blue Steel (Field-Tested)
★ Specialist Gloves Emerald Web (Well-Worn) Float: 0.391 ★ Karambit Ultraviolet (Field-Tested)
★ Driver Gloves Imperial Plaid (Field-Tested) Float: 0.316 ★ Karambit Rust Coat (Battle-Scarred)
★ Driver Gloves Crimson Weave (Field-Tested) Float: 0.288 ★ M9 Bayonet Case Hardened (Minimal Wear)
★ Sport Gloves Scarlet Shamagh (Field-Tested) Float: 0.153 ★ Butterfly Knife Ultraviolet (Well-Worn)
★ Hand Wraps CAUTION! (Field-Tested) Float: 0.377 ★ M9 Bayonet Bright Water (Minimal Wear)
★ Hand Wraps CAUTION! (Field-Tested) Float: 0.374 ★ M9 Bayonet Bright Water (Minimal Wear)
★ Sport Gloves Omega (Battle-Scarred) Float: 0.768 ★ Sport Gloves Scarlet Shamagh (Field-Tested)
★ Driver Gloves Lunar Weave (Minimal Wear) Float: 0.129 ★ Sport Gloves Scarlet Shamagh (Field-Tested)
★ Sport Gloves Nocts (Well-Worn) Float: 0.384 ★ Karambit Forest DDPAT (Minimal Wear)
★ Specialist Gloves Crimson Web (Field-Tested) Float: 0.370 ★ M9 Bayonet Damascus Steel (Field-Tested)
★ Specialist Gloves Crimson Web (Field-Tested) Float: 0.366 ★ M9 Bayonet Damascus Steel (Field-Tested)
★ Moto Gloves Finish Line (Field-Tested) Float: 0.281 ★ Karambit Boreal Forest (Field-Tested)
★ Specialist Gloves Fade (Well-Worn) Float: 0.387 ★ Talon Knife
★ Moto Gloves Polygon (Field-Tested) Float: 0.259 ★ Classic Knife Crimson Web (Field-Tested)
★ Moto Gloves Polygon (Field-Tested) Float: 0.281 ★ Classic Knife Crimson Web (Field-Tested)
★ Moto Gloves Polygon (Field-Tested) Float: 0.326 ★ Classic Knife Crimson Web (Field-Tested)
★ Moto Gloves Polygon (Field-Tested) Float: 0.360 ★ Classic Knife Crimson Web (Field-Tested)
★ Sport Gloves Scarlet Shamagh (Well-Worn) Float: 0.416 ★ Talon Knife Case Hardened (Well-Worn)
★ Sport Gloves Slingshot (Battle-Scarred) Float: 0.704 ★ M9 Bayonet Freehand (Field-Tested)
★ Specialist Gloves Marble Fade (Well-Worn) Float: 0.416 ★ Bayonet Autotronic (Battle-Scarred)
★ Moto Gloves Smoke Out (Field-Tested) Float: 0.355 ★ Bayonet Freehand (Factory New)
...AND MANY MORE GLOVES IN MY INVENTORY
Weapon Skins Float & Notes B/O: (negotiable and not limited to items listed below)
AK-47 Case Hardened (Well-Worn) 0.39 Float & Pattern #321 Blue Gem 8x ★ Butterfly Knife Blue Steel (Minimal Wear)
AWP Desert Hydra (Minimal Wear) Float: 0.14 4x ★ Karambit Freehand (Factory New)
AWP Medusa (Field-Tested) Float: 0.20 & Skadoodle (Gold) 4x ★ M9 Bayonet Autotronic (Well-Worn)
AWP Medusa (Well-Worn) Float: 0.42 & Crown (Foil) 4x ★ Butterfly Knife Rust Coat (Battle-Scarred)
AK-47 Hydroponic (Factory New) Float: 0.054 3x ★ Driver Gloves King Snake (Field-Tested)
AK-47 Hydroponic (Minimal Wear) Float: 0.141 3x ★ M9 Bayonet Freehand (Factory New)
MP9 Wild Lily (Minimal Wear) Float: 0.088 3x ★ M9 Bayonet Freehand (Factory New)
AK-47 Fire Serpent (Field-Tested) Float: 0.250 2x ★ Bayonet Autotronic (Well-Worn)
AK-47 Fire Serpent (Field-Tested) Float: 0.280 2x ★ Karambit Bright Water (Field-Tested)
AK-47 Fire Serpent (Field-Tested) Float: 0.365 ★ Karambit
M4A1-S Hot Rod (Factory New) Float: 0.014 ★ Bayonet Marble Fade (Factory New)
M4A1-S Hot Rod (Factory New) Float: 0.025 ★ Karambit Black Laminate (Minimal Wear)
Desert Eagle Blaze (Factory New) Float: 0.032 ★ Skeleton Knife Blue Steel (Minimal Wear)
AK-47 Vulcan (Factory New) Float: 0.061 ★ Butterfly Knife Night (Well-Worn)
AWP Lightning Strike (Factory New) Float: 0.034 ★ Karambit Bright Water (Minimal Wear)
AWP Lightning Strike (Minimal Wear) Float: 0.074 ★ Karambit Bright Water (Minimal Wear)
AK-47 Fire Serpent (Battle-Scarred) Float: 0.515 & IBP 2014 COL HOLO ★ M9 Bayonet Doppler (Factory New)
AK-47 Fire Serpent (Battle-Scarred) Float: 0.727 ★ Butterfly Knife Safari Mesh (Field-Tested)
AUG Akihabara Accept (Well-Worn) Float: 0.431 ★ Butterfly Knife Safari Mesh (Field-Tested)
AWP Oni Taiji (Factory New) Float: 0.048 ★ Talon Knife
AK-47 Panthera onca (Factory New) Float: 0.063 ★ Ursus Knife Marble Fade (Factory New)
I Prefer to receive trade offers, but you can also add me to discuss a trade.
https://steamcommunity.com/tradeoffenew/?partner=155361426&token=-8L7GLVL
submitted by TheMayaEdits to Csgotrading [link] [comments]


2024.05.17 12:18 Revolutionary-Sky758 Effective Means of Boosting Your College Grades: study Smarter, Not Harder

As a college student, academic success is a top priority. College can be both exhilarating and challenging, with juggling coursework, social activities, and perhaps a part-time job feeling overwhelming at times. However, achieving high grades is attainable with the right strategies and mindset. Here are some effective ways to excel academically.

1. Time Management is Key

One of the most critical aspects of succeeding in college is managing your time efficiently. Here are a few tips to help you stay on top of your schedule:

2. Active Participation in Classes

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Studying smarter, not harder, is crucial. Here are some study techniques that can enhance your learning:

4. Utilize Campus Resources

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5. Maintain a Healthy Lifestyle

Your physical and mental well-being directly impact your academic performance. Here are some tips to stay healthy:

6. Stay Motivated and Set Goals

Setting clear, achievable goals can keep you motivated throughout the semester. Here’s how to stay on track:

7. Test Preparation Strategies

Ace those exams with effective preparation:

8. Collaborate with Peers

Study groups can be beneficial:

Conclusion

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2024.05.17 12:00 milb_bot 05/16/2024 Daily Minor League Pitcher Standouts

Yesterday's Standout Pitchers

stats for games since 04/07/2024
 

AAA Standouts

Joe Rock 5 IP 2ER 4H 6K -- [LHP, 23, INT - TB] - [F] [T] 32.0 IP 4.22 ERA 1.25 WHIP 9.0 K/9 1.7 BB/9 5.3 K/BB 18.7 K-BB% 0.7 GO/AO
Jonathan Cannon 5 IP ER 3H 3BB 5K -- [RHP, 23, INT - CWS] - [F] [T] 18.1 IP 4.48 ERA 1.66 WHIP 9.0 K/9 6.0 BB/9 1.5 K/BB 7.3 K-BB% 0.9 GO/AO
Michael McGreevy 6 IP 2ER 4H BB 4K -- [RHP, 23, INT - STL] - [F] [T] 35.2 IP 5.62 ERA 1.51 WHIP 6.6 K/9 3.1 BB/9 2.2 K/BB 9.0 K-BB% 1.1 GO/AO
A.J. Blubaugh 5.1 IP 2H 3BB 8K -- [RHP, 23, PCL - HOU] - [F] [T] 32.0 IP 3.66 ERA 1.5 WHIP 9.8 K/9 3.7 BB/9 2.7 K/BB 15.8 K-BB% 1.1 GO/AO
Brett Kerry 7 IP 2ER 5H BB 5K -- [RHP, 25, PCL - LAA] - [F] [T] 30.2 IP 3.28 ERA 0.93 WHIP 8.0 K/9 1.2 BB/9 6.8 K/BB 19.2 K-BB% 0.7 GO/AO
Landen Roupp 4 IP 2H 2BB 7K -- [RHP, 25, PCL - SF] - [F] [T] 9.2 IP 2.93 ERA 1.2 WHIP 15.7 K/9 3.9 BB/9 4.0 K/BB 30.8 K-BB% 1.0 GO/AO
Tommy Romero 4.1 IP 3H 3BB 7K -- [RHP, 26, PCL - SF] - [F] [T] 35.1 IP 1.54 ERA 1.37 WHIP 7.7 K/9 4.9 BB/9 1.6 K/BB 7.3 K-BB% 1.0 GO/AO
 

AA Standouts

Eric Silva 2 IP 3K -- [RHP, 21, EAS - SF] - [F] [T] 14.0 IP 5.79 ERA 1.57 WHIP 10.3 K/9 7.1 BB/9 1.5 K/BB 7.8 K-BB% 0.7 GO/AO
Brock Selvidge 6 IP 5ER 4H 4BB 8K -- [LHP, 21, EAS - NYY] - [F] [T] 39.0 IP 3.0 ERA 1.18 WHIP 9.5 K/9 3.7 BB/9 2.6 K/BB 15.5 K-BB% 1.4 GO/AO
Miguel Ullola 5.2 IP ER 3H 2BB 6K -- [RHP, 21, TEX - HOU] - [F] [T] 35.0 IP 4.11 ERA 1.0 WHIP 12.3 K/9 4.9 BB/9 2.5 K/BB 20.9 K-BB% 0.7 GO/AO
Wikelman Gonzalez 5 IP ER 2H 3BB 6K -- [RHP, 22, EAS - BOS] - [F] [T] 23.2 IP 5.82 ERA 1.29 WHIP 12.0 K/9 7.0 BB/9 1.7 K/BB 12.3 K-BB% 0.7 GO/AO
Hayden Birdsong 5 IP 4H 3BB 5K -- [RHP, 22, EAS - SF] - [F] [T] 30.1 IP 2.09 ERA 1.13 WHIP 12.0 K/9 5.1 BB/9 2.4 K/BB 18.3 K-BB% 0.6 GO/AO
Blade Tidwell 6 IP ER 4H BB 6K -- [RHP, 22, EAS - NYM] - [F] [T] 37.1 IP 2.43 ERA 1.08 WHIP 10.7 K/9 2.7 BB/9 4.0 K/BB 22.4 K-BB% 0.6 GO/AO
Sean Sullivan 7 IP 4H BB 4K -- [RHP, 23, EAS - PIT] - [F] [T] 31.0 IP 2.9 ERA 1.03 WHIP 7.3 K/9 2.6 BB/9 2.8 K/BB 12.9 K-BB% 0.6 GO/AO
🔥​ Valente Bellozo​ 7 IP ER 2H 8K -- [RHP, 24, SOU - MIA] - [F] [T] 31.1 IP 4.63 ERA 1.22 WHIP 11.3 K/9 2.0 BB/9 5.6 K/BB 24.2 K-BB% 0.7 GO/AO
Doug Nikhazy 4 IP H BB 6K -- [LHP, 24, EAS - CLE] - [F] [T] 13.0 IP 0.0 ERA 0.62 WHIP 13.8 K/9 2.1 BB/9 6.7 K/BB 37.0 K-BB% 0.4 GO/AO
Brandon Young 3.1 IP 2H BB 7K -- [RHP, 25, EAS - BAL] - [F] [T] 17.1 IP 3.16 ERA 1.11 WHIP 15.3 K/9 1.6 BB/9 9.7 K/BB 37.7 K-BB% 0.6 GO/AO
Ben Anderson 5 IP ER 5H 8K -- [RHP, 26, TEX - TEX] - [F] [T] 30.0 IP 3.6 ERA 1.2 WHIP 7.2 K/9 1.2 BB/9 6.0 K/BB 16.5 K-BB% 1.1 GO/AO
 

A+ Standouts

Alessandro Ercolani 4 IP ER 2H 6K -- [RHP, 20, SAL - PIT] - [F] [T] 26.0 IP 3.12 ERA 1.15 WHIP 10.0 K/9 3.5 BB/9 2.9 K/BB 17.8 K-BB% 0.5 GO/AO
Carlos Marcano 5 IP ER 5H 4K -- [RHP, 20, MID - DET] - [F] [T] 31.1 IP 2.89 ERA 1.45 WHIP 6.4 K/9 3.2 BB/9 2.0 K/BB 7.9 K-BB% 1.1 GO/AO
Mitch Bratt 4 IP 2ER 3H 5K -- [LHP, 20, SAL - TEX] - [F] [T] 24.0 IP 6.75 ERA 1.42 WHIP 10.9 K/9 1.9 BB/9 5.8 K/BB 22.2 K-BB% 0.9 GO/AO
Jackson Baumeister 4 IP 2ER 3H BB 7K -- [RHP, 21, SAL - BAL] - [F] [T] 25.0 IP 2.88 ERA 1.44 WHIP 11.9 K/9 6.8 BB/9 1.7 K/BB 12.3 K-BB% 1.1 GO/AO
John Klein 6 IP H BB 6K -- [RHP, 22, MID - MIN] - [F] [T] 24.2 IP 3.72 ERA 1.24 WHIP 7.8 K/9 3.7 BB/9 2.1 K/BB 10.7 K-BB% 0.6 GO/AO
Ty Cummings 5 IP ER 3H BB 8K -- [RHP, 22, NWL - SEA] - [F] [T] 35.0 IP 2.31 ERA 1.14 WHIP 7.5 K/9 2.8 BB/9 2.6 K/BB 12.9 K-BB% 1.5 GO/AO
Jose Guedez 5 IP ER 4H BB 6K -- [RHP, 22, SAL - HOU] - [F] [T] 29.0 IP 2.79 ERA 1.14 WHIP 10.2 K/9 5.0 BB/9 2.1 K/BB 14.4 K-BB% 0.8 GO/AO
Nolan McLean 4 IP 5H BB 9K -- [RHP, 22, SAL - NYM] - [F] [T] 28.0 IP 2.57 ERA 1.07 WHIP 11.6 K/9 3.2 BB/9 3.6 K/BB 23.2 K-BB% 2.4 GO/AO
Shane Murphy 4 IP 4K -- [LHP, 23, SAL - CWS] - [F] [T] 12.0 IP 0.0 ERA 0.33 WHIP 9.8 K/9 0.8 BB/9 13.0 K/BB 29.3 K-BB% 1.4 GO/AO
Derek Diamond 5 IP 3H 5K -- [RHP, 23, SAL - PIT] - [F] [T] 18.0 IP 2.5 ERA 1.11 WHIP 8.5 K/9 0.5 BB/9 17.0 K/BB 23.2 K-BB% 1.0 GO/AO
Trevor Martin 4.1 IP ER 4H 4BB 8K -- [RHP, 23, SAL - TB] - [F] [T] 33.1 IP 4.89 ERA 1.48 WHIP 11.1 K/9 3.0 BB/9 3.7 K/BB 20.0 K-BB% 1.0 GO/AO
Riley Cornelio 6 IP 2ER 5H 2BB 6K -- [RHP, 23, SAL - WSH] - [F] [T] 29.2 IP 5.24 ERA 1.58 WHIP 7.4 K/9 5.5 BB/9 1.3 K/BB 4.5 K-BB% 1.0 GO/AO
 

A Standouts

Eliazar Dishmey 4 IP 3ER 5H 5K -- [RHP, 19, FSL - MIA] - [F] [T] 4.0 IP 6.75 ERA 1.25 WHIP 11.2 K/9 0.0 BB/9 -- K/BB 27.8 K-BB% 0.2 GO/AO
Bishop Letson 4.1 IP ER H 3BB 6K -- [RHP, 19, CAR - MIL] - [F] [T] 16.0 IP 3.38 ERA 1.19 WHIP 12.9 K/9 5.6 BB/9 2.3 K/BB 19.7 K-BB% 2.4 GO/AO
Daniel Corniel 5 IP 3ER 4H 2BB 5K -- [RHP, 19, CAR - MIL] - [F] [T] 28.2 IP 2.87 ERA 1.21 WHIP 9.6 K/9 3.2 BB/9 3.0 K/BB 16.9 K-BB% 0.9 GO/AO
Travis Sykora 4 IP H BB 6K -- [RHP, 20, CAR - WSH] - [F] [T] 9.2 IP 3.91 ERA 1.3 WHIP 10.8 K/9 2.9 BB/9 3.7 K/BB 19.0 K-BB% 0.9 GO/AO
Brayan Mendoza 5 IP 3ER 3H 6K -- [LHP, 20, CAR - TEX] - [F] [T] 24.1 IP 3.73 ERA 1.24 WHIP 10.5 K/9 2.6 BB/9 4.0 K/BB 20.4 K-BB% 1.4 GO/AO
Ernesto Mercedes 5 IP ER 2H 2BB 6K -- [RHP, 20, FSL - NYM] - [F] [T] 24.0 IP 3.75 ERA 1.58 WHIP 14.2 K/9 7.9 BB/9 1.8 K/BB 15.9 K-BB% 2.0 GO/AO
Juan Martinez 5 IP 2BB 5K -- [RHP, 21, FSL - CIN] - [F] [T] 26.0 IP 2.08 ERA 1.12 WHIP 8.3 K/9 4.2 BB/9 2.0 K/BB 11.0 K-BB% 1.5 GO/AO
Jason Savacool 5 IP ER 2H 3BB 6K -- [RHP, 21, FSL - STL] - [F] [T] 26.1 IP 5.17 ERA 1.42 WHIP 7.9 K/9 5.5 BB/9 1.4 K/BB 6.2 K-BB% 1.9 GO/AO
Jackson Nezuh 5 IP ER 3H BB 6K -- [RHP, 22, CAR - HOU] - [F] [T] 29.0 IP 5.9 ERA 1.48 WHIP 9.6 K/9 4.7 BB/9 2.1 K/BB 12.5 K-BB% 0.8 GO/AO
Ty Langenberg 5 IP ER 4H BB 8K -- [RHP, 22, FSL - MIN] - [F] [T] 31.1 IP 4.05 ERA 1.25 WHIP 10.1 K/9 1.7 BB/9 5.8 K/BB 21.5 K-BB% 1.5 GO/AO
Trennor O'Donnell 5 IP 5K -- [RHP, 22, CAR - BOS] - [F] [T] 18.1 IP 0.99 ERA 0.77 WHIP 11.4 K/9 2.5 BB/9 4.6 K/BB 24.7 K-BB% 1.9 GO/AO
Kohl Drake 4 IP 2H BB 9K -- [LHP, 23, CAR - TEX] - [F] [T] 19.0 IP 3.32 ERA 1.05 WHIP 15.6 K/9 1.9 BB/9 8.2 K/BB 38.2 K-BB% 1.3 GO/AO
Garrett McDaniels 4.1 IP 3ER 4H BB 10K -- [LHP, 24, CAL - LAD] - [F] [T] 28.0 IP 3.86 ERA 1.46 WHIP 10.6 K/9 4.8 BB/9 2.2 K/BB 14.6 K-BB% 1.5 GO/AO
 

Rookie Standouts

Keyner Benitez 4 IP ER 5H 7K -- [LHP, 17, GCL - MIA] - [F] [T] 8.0 IP 1.12 ERA 0.88 WHIP 15.8 K/9 1.1 BB/9 14.0 K/BB 41.9 K-BB% 0.5 GO/AO
Luis Arestigueta 4 IP 2H 6K -- [RHP, 18, GCL - ATL] - [F] [T] 7.0 IP 3.86 ERA 1.29 WHIP 12.9 K/9 1.3 BB/9 10.0 K/BB 30.0 K-BB% 0.6 GO/AO
Luis Reyes 3 IP ER 3H BB 6K -- [RHP, 18, AZL - CWS] - [F] [T] 5.0 IP 5.4 ERA 2.0 WHIP 18.0 K/9 9.0 BB/9 2.0 K/BB 20.0 K-BB% 1.5 GO/AO
Luichi Casilla 4 IP ER 5H 2BB 10K -- [LHP, 19, AZL - COL] - [F] [T] 7.1 IP 3.8 ERA 1.69 WHIP 22.8 K/9 5.1 BB/9 4.5 K/BB 37.8 K-BB% 5.0 GO/AO
Christian Zazueta 4 IP 2H 2BB 6K -- [RHP, 19, AZL - LAD] - [F] [T] 11.0 IP 2.45 ERA 1.0 WHIP 13.1 K/9 1.6 BB/9 8.0 K/BB 34.1 K-BB% 1.8 GO/AO
Daniel Keaney 5 IP ER 3H 7K -- [RHP, 19, AZL - TEX] - [F] [T] 6.2 IP 4.35 ERA 1.29 WHIP 16.0 K/9 2.9 BB/9 5.5 K/BB 31.0 K-BB% 1.2 GO/AO
Adrian Herrera 4 IP 2H 6K -- [RHP, 19, AZL - CIN] - [F] [T] 5.2 IP 1.73 ERA 1.15 WHIP 12.1 K/9 5.2 BB/9 2.3 K/BB 17.4 K-BB% 0.5 GO/AO
Jose Mendoza 2 IP 5K -- [RHP, 20, AZL - CWS] - [F] [T] 4.1 IP 10.98 ERA 1.22 WHIP 22.0 K/9 4.4 BB/9 5.0 K/BB 42.1 K-BB% -- GO/AO
Luis Martinez-Gomez 4 IP H 3BB 6K -- [RHP, 20, AZL - CHC] - [F] [T] 8.0 IP 1.12 ERA 1.38 WHIP 9.0 K/9 7.9 BB/9 1.1 K/BB 2.9 K-BB% 1.5 GO/AO
Emerson Talavera 3 IP 5K -- [RHP, 21, AZL - CWS] - [F] [T] 4.1 IP 0.0 ERA 0.0 WHIP 17.6 K/9 0.0 BB/9 -- K/BB 50.0 K-BB% 0.2 GO/AO
Jeremy Peguero 4 IP 2BB 8K -- [LHP, 22, GCL - NYM] - [F] [T] 7.0 IP 1.29 ERA 0.86 WHIP 15.4 K/9 6.4 BB/9 2.4 K/BB 25.0 K-BB% 0.5 GO/AO
 
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2024.05.17 12:00 milb_bot 05/16/2024 Daily Minor League Hitter Standouts

Yesterday's Standout Hitters

stats for games since 04/07/2024
 

AAA Standouts

🔥​ Jackson Holliday​ 2/5 2B HR K -- [SS, 20, INT - BAL] - [F] [T] .254 BA .418 OBP .169 ISO 71 AB 2 HR 2 SB 21 BB% 19 K%
Junior Caminero 2/4 -- [2B, 20, INT - TB] - [F] [T] .312 BA .373 OBP .247 ISO 93 AB 6 HR 8 BB% 20 K%
James Wood 1/2 2BB -- [CF, 21, INT - WSH] - [F] [T] .356 BA .452 OBP .235 ISO 132 AB 7 HR 9 SB 15 BB% 17 K%
🔥​ Javier Sanoja​ 3/4 3B BB -- [SS, 21, INT - MIA] - [F] [T] .269 BA .341 OBP .115 ISO 78 AB 1 SB 10 BB% 3 K%
Owen Caissie 2/4 2B BB K -- [CF, 21, INT - CHC] - [F] [T] .272 BA .407 OBP .149 ISO 114 AB 3 HR 4 SB 17 BB% 27 K%
Thomas Saggese 2/4 2B -- [2B, 22, INT - STL] - [F] [T] .267 BA .346 OBP .181 ISO 116 AB 5 HR 4 SB 6 BB% 19 K%
Colson Montgomery 2/3 2B SB -- [SS, 22, INT - CWS] - [F] [T] .225 BA .351 OBP .234 ISO 111 AB 6 HR 4 SB 14 BB% 27 K%
Coby Mayo 2/2 2B -- [3B, 22, INT - BAL] - [F] [T] .259 BA .327 OBP .326 ISO 135 AB 11 HR 2 SB 8 BB% 26 K%
🔥​ Juan Brito​ 2/4 HR 2 SB -- [2B, 22, INT - CLE] - [F] [T] .211 BA .342 OBP .195 ISO 123 AB 6 HR 3 SB 15 BB% 16 K%
Victor Mesa Jr. 2/5 HR K -- [CF, 22, INT - MIA] - [F] [T] .279 BA .340 OBP .206 ISO 136 AB 7 HR 2 SB 8 BB% 18 K%
Jhonkensy Noel 1/3 HR -- [LF, 22, INT - CLE] - [F] [T] .194 BA .256 OBP .296 ISO 108 AB 9 HR 3 BB% 28 K%
Malcom Nuñez 2/3 HR -- [3B, 23, INT - PIT] - [F] [T] .272 BA .324 OBP .120 ISO 92 AB 2 HR 7 BB% 16 K%
Andy Blake 2/5 HR 2K -- [1B, 23, PCL - LAA] - [F] [T] .200 BA .280 OBP .133 ISO 45 AB 2 HR 2 SB 8 BB% 24 K%
Jordan Diaz 1/3 HR -- [2B, 23, PCL - OAK] - [F] [T] .188 BA .278 OBP .159 ISO 69 AB 2 HR 10 BB% 21 K%
🔥​ BJ Murray Jr.​ 2/3 2 HR 2BB -- [1B, 24, INT - CHC] - [F] [T] .204 BA .330 OBP .204 ISO 93 AB 5 HR 4 SB 16 BB% 25 K%
Johnathan Rodriguez 2/3 HR BB -- [DH, 24, INT - CLE] - [F] [T] .302 BA .405 OBP .198 ISO 126 AB 7 HR 4 SB 14 BB% 25 K%
Jordyn Adams 2/5 2 HR 2K -- [RF, 24, PCL - LAA] - [F] [T] .236 BA .329 OBP .122 ISO 123 AB 3 HR 12 SB 12 BB% 27 K%
Henry Davis 3/4 2B HR -- [C, 24, INT - PIT] - [F] [T] .231 BA .429 OBP .154 ISO 26 AB 1 HR 8 BB% 20 K%
Drew Waters 4/6 2B 3B K -- [RF, 25, INT - KC] - [F] [T] .314 BA .393 OBP .265 ISO 102 AB 4 HR 5 SB 10 BB% 23 K%
Nick Sogard 4/6 2 HR -- [2B, 26, INT - BOS] - [F] [T] .260 BA .381 OBP .154 ISO 104 AB 4 HR 3 SB 16 BB% 19 K%
René Pinto 2/3 2 HR -- [C, 27, INT - TB] - [F] [T] .259 BA .344 OBP .556 ISO 27 AB 5 HR 9 BB% 28 K%
Drew Ellis 2/4 2B HR BB 2 SB -- [2B, 28, PCL - LAA] - [F] [T] .263 BA .333 OBP .211 ISO 19 AB 1 HR 2 SB 9 BB% 9 K%
 

AA Standouts

Nelson Rada 1/4 K -- [DH, 18, SOU - LAA] - [F] [T] .259 BA .325 OBP .027 ISO 112 AB 14 SB 7 BB% 22 K%
Denzer Guzman 1/3 BB -- [SS, 20, SOU - LAA] - [F] [T] .194 BA .286 OBP .097 ISO 31 AB 1 HR 11 BB% 27 K%
Moises Ballesteros 1/4 HR -- [C, 20, SOU - CHC] - [F] [T] .295 BA .376 OBP .221 ISO 95 AB 5 HR 11 BB% 12 K%
Cole Young 1/3 2BB -- [SS, 20, TEX - SEA] - [F] [T] .235 BA .328 OBP .084 ISO 119 AB 1 HR 6 SB 10 BB% 16 K%
Carson Williams 1/3 2B BB K -- [SS, 20, SOU - TB] - [F] [T] .342 BA .419 OBP .237 ISO 114 AB 5 HR 9 SB 10 BB% 24 K%
Deyvison De Los Santos 2/3 -- [1B, 20, TEX - ARI] - [F] [T] .367 BA .421 OBP .297 ISO 128 AB 11 HR 7 BB% 20 K%
Brady House 0/1 BB SB -- [3B, 20, EAS - WSH] - [F] [T] .241 BA .336 OBP .224 ISO 116 AB 7 HR 1 SB 11 BB% 23 K%
🔥​ Jeremy Rivas​ 3/4 HR SB -- [SS, 21, TEX - STL] - [F] [T] .280 BA .382 OBP .065 ISO 93 AB 1 HR 9 SB 12 BB% 17 K%
Emmanuel Rodriguez 1/3 HR 2BB K -- [CF, 21, TEX - MIN] - [F] [T] .258 BA .455 OBP .292 ISO 89 AB 5 HR 6 SB 25 BB% 29 K%
Hao-Yu Lee 2/2 3B 2BB -- [2B, 21, EAS - DET] - [F] [T] .259 BA .351 OBP .147 ISO 116 AB 2 HR 3 SB 11 BB% 21 K%
Joe Mack 1/4 HR BB 2K -- [C, 21, SOU - MIA] - [F] [T] .233 BA .295 OBP .151 ISO 86 AB 2 HR 6 BB% 22 K%
Max Acosta 2/4 SB -- [2B, 21, TEX - TEX] - [F] [T] .262 BA .330 OBP .097 ISO 103 AB 9 SB 7 BB% 14 K%
Kevin Alcántara 2/3 2B BB -- [CF, 21, SOU - CHC] - [F] [T] .248 BA .303 OBP .142 ISO 113 AB 4 HR 2 SB 7 BB% 24 K%
Petey Halpin 2/3 2B 3B -- [CF, 21, EAS - CLE] - [F] [T] .235 BA .300 OBP .168 ISO 119 AB 3 HR 3 SB 7 BB% 21 K%
Alex De Jesus 2/3 HR BB K -- [3B, 22, EAS - TOR] - [F] [T] .243 BA .314 OBP .093 ISO 107 AB 2 HR 1 SB 8 BB% 27 K%
Kyle Teel 1/2 2B 2BB -- [C, 22, EAS - BOS] - [F] [T] .267 BA .379 OBP .152 ISO 105 AB 3 HR 1 SB 14 BB% 26 K%
Pascanel Ferreras 2/2 2BB -- [SS, 22, TEX - HOU] - [F] [T] .333 BA .471 OBP .185 ISO 27 AB 1 HR 17 BB% 20 K%
Sam Brown 2/4 2 2B -- [1B, 22, SOU - LAA] - [F] [T] .261 BA .331 OBP .092 ISO 119 AB 1 SB 8 BB% 23 K%
Bladimir Restituyo 2/4 2 2B -- [CF, 22, EAS - COL] - [F] [T] .269 BA .325 OBP .087 ISO 104 AB 2 HR 7 SB 7 BB% 17 K%
Jakob Marsee 3/4 2B BB K SB -- [CF, 22, SOU - MIA] - [F] [T] .194 BA .373 OBP .126 ISO 103 AB 2 HR 13 SB 20 BB% 19 K%
Matthew Lugo 1/3 HR BB K SB -- [LF, 23, EAS - BOS] - [F] [T] .304 BA .396 OBP .370 ISO 92 AB 8 HR 7 SB 13 BB% 27 K%
Brennan Milone 2/3 2B HR BB K -- [1B, 23, TEX - OAK] - [F] [T] .302 BA .388 OBP .198 ISO 116 AB 5 HR 3 SB 11 BB% 20 K%
Cody Freeman 2/4 2B HR K -- [3B, 23, TEX - TEX] - [F] [T] .291 BA .339 OBP .205 ISO 117 AB 5 HR 4 SB 6 BB% 13 K%
Rolando Espinosa 3/4 2B BB -- [RF, 23, TEX - HOU] - [F] [T] .232 BA .321 OBP .116 ISO 69 AB 1 HR 2 SB 11 BB% 38 K%
Colin Barber 1/3 HR BB -- [LF, 23, TEX - HOU] - [F] [T] .218 BA .279 OBP .200 ISO 55 AB 3 HR 1 SB 6 BB% 37 K%
Keyber Rodriguez 2/4 2B 3B -- [SS, 23, TEX - TEX] - [F] [T] .268 BA .295 OBP .268 ISO 41 AB 2 HR 2 SB 4 BB% 13 K%
Jake Rucker 3/4 2 2B BB -- [2B, 24, TEX - MIN] - [F] [T] .276 BA .356 OBP .143 ISO 105 AB 2 HR 2 SB 5 BB% 13 K%
Taylor Young 0/1 4BB K 3 SB -- [3B, 25, TEX - LAD] - [F] [T] .276 BA .379 OBP .133 ISO 105 AB 2 HR 12 SB 12 BB% 23 K%
 

A+ Standouts

Ethan Salas 1/4 2B K -- [C, 17, MID - SD] - [F] [T] .160 BA .272 OBP .075 ISO 106 AB 3 SB 13 BB% 27 K%
Victor Acosta 2/5 K SB -- [SS, 19, MID - CIN] - [F] [T] .160 BA .266 OBP .064 ISO 94 AB 5 SB 8 BB% 26 K%
Leonardo Bernal 2/4 3B K -- [C, 20, MID - STL] - [F] [T] .255 BA .333 OBP .138 ISO 94 AB 2 HR 2 SB 8 BB% 22 K%
Bryan Rincon 1/3 HR BB 2K -- [DH, 20, SAL - PHI] - [F] [T] .227 BA .368 OBP .173 ISO 75 AB 2 HR 6 SB 17 BB% 30 K%
Ahbram Liendo 1/2 3B 2BB K -- [DH, 20, SAL - BOS] - [F] [T] .176 BA .287 OBP .099 ISO 91 AB 2 HR 13 SB 12 BB% 37 K%
Luis Baez 2/4 2B -- [RF, 20, SAL - HOU] - [F] [T] .305 BA .349 OBP .169 ISO 118 AB 4 HR 4 SB 6 BB% 22 K%
Xavier Isaac 2/3 HR BB -- [DH, 20, SAL - TB] - [F] [T] .275 BA .360 OBP .266 ISO 109 AB 7 HR 5 SB 12 BB% 27 K%
Sal Stewart 1/1 3BB SB -- [2B, 20, MID - CIN] - [F] [T] .299 BA .424 OBP .150 ISO 107 AB 2 HR 2 SB 17 BB% 15 K%
Yeison Morrobel 1/3 HR -- [RF, 20, SAL - TEX] - [F] [T] .231 BA .308 OBP .103 ISO 117 AB 2 HR 3 SB 6 BB% 20 K%
Ambioris Tavarez 1/2 BB K SB -- [SS, 20, SAL - ATL] - [F] [T] .198 BA .309 OBP .113 ISO 106 AB 1 HR 5 SB 12 BB% 43 K%
Ambioris Tavarez 3/3 -- [SS, 20, SAL - ATL] - [F] [T] .198 BA .309 OBP .113 ISO 106 AB 1 HR 5 SB 12 BB% 43 K%
Bryant Betancourt 2/4 2B HR K -- [C, 20, NWL - COL] - [F] [T] .271 BA .357 OBP .129 ISO 85 AB 2 HR 3 SB 11 BB% 22 K%
Diego Velasquez 1/4 2B SB -- [SS, 20, NWL - SF] - [F] [T] .280 BA .376 OBP .108 ISO 93 AB 1 HR 6 SB 10 BB% 19 K%
Carlos Jorge 2/4 HR K -- [CF, 20, MID - CIN] - [F] [T] .200 BA .244 OBP .209 ISO 115 AB 4 HR 8 SB 4 BB% 40 K%
Yamal Encarnacion 1/3 2B BB -- [LF, 20, SAL - HOU] - [F] [T] .333 BA .500 OBP .333 ISO 3 AB 25 BB% 0 K%
🔥​ Henry Bolte​ 3/4 2B HR K SB -- [RF, 20, MID - OAK] - [F] [T] .260 BA .393 OBP .203 ISO 123 AB 5 HR 16 SB 14 BB% 34 K%
🔥​ Thayron Liranzo​ 2/4 2B HR 2BB -- [1B, 20, MID - LAD] - [F] [T] .223 BA .355 OBP .146 ISO 103 AB 3 HR 16 BB% 29 K%
Carter Jensen 1/3 2B BB -- [C, 20, MID - KC] - [F] [T] .293 BA .458 OBP .172 ISO 116 AB 2 HR 10 SB 22 BB% 18 K%
Jace Avina 2/5 2B HR -- [CF, 20, SAL - NYY] - [F] [T] .299 BA .404 OBP .218 ISO 87 AB 3 HR 2 SB 11 BB% 29 K%
Creed Willems 1/2 HR BB -- [C, 20, SAL - BAL] - [F] [T] .260 BA .322 OBP .288 ISO 104 AB 7 HR 7 BB% 20 K%
Lonnie White Jr. 2/3 2B SB -- [CF, 21, SAL - PIT] - [F] [T] .195 BA .305 OBP .244 ISO 82 AB 5 HR 4 SB 8 BB% 33 K%
Jay Allen II 2/5 2B HR 2K -- [LF, 21, MID - CIN] - [F] [T] .325 BA .449 OBP .325 ISO 80 AB 7 HR 6 SB 12 BB% 22 K%
Luis Encarnacion 2/2 2BB SB -- [1B, 21, SAL - HOU] - [F] [T] .244 BA .271 OBP .156 ISO 45 AB 1 HR 1 SB 4 BB% 14 K%
Onil Perez 1/4 2 SB -- [C, 21, NWL - SF] - [F] [T] .276 BA .369 OBP .057 ISO 87 AB 10 SB 11 BB% 12 K%
Junior Tilien 1/3 3B BB SB -- [2B, 21, SAL - NYM] - [F] [T] .230 BA .292 OBP .092 ISO 87 AB 1 HR 2 SB 8 BB% 17 K%
Jean Arnaez 1/5 HR -- [1B, 21, NWL - TOR] - [F] [T] .238 BA .327 OBP .167 ISO 42 AB 1 HR 8 BB% 10 K%
Roc Riggio 2/4 2B BB -- [2B, 21, SAL - NYY] - [F] [T] .236 BA .367 OBP .180 ISO 89 AB 2 HR 6 SB 17 BB% 14 K%
Brayan Buelvas 2/3 2B BB SB -- [CF, 21, MID - OAK] - [F] [T] .250 BA .355 OBP .195 ISO 128 AB 5 HR 11 SB 14 BB% 18 K%
Jared Serna 2/5 HR K -- [SS, 21, SAL - NYY] - [F] [T] .254 BA .371 OBP .202 ISO 114 AB 5 HR 2 SB 15 BB% 14 K%
Cole Carrigg 1/4 3B BB K SB -- [DH, 22, NWL - COL] - [F] [T] .263 BA .339 OBP .202 ISO 99 AB 3 HR 15 SB 9 BB% 13 K%
Jack Hurley 3/5 HR SB -- [LF, 22, NWL - ARI] - [F] [T] .238 BA .316 OBP .198 ISO 101 AB 4 HR 6 SB 10 BB% 25 K%
Caleb Ketchup 2/3 2B HR -- [SS, 22, NWL - LAA] - [F] [T] .204 BA .305 OBP .133 ISO 113 AB 3 HR 12 SB 12 BB% 27 K%
Homer Bush Jr. 2/4 2 SB -- [CF, 22, MID - SD] - [F] [T] .272 BA .364 OBP .019 ISO 103 AB 16 SB 9 BB% 17 K%
Rodolfo Nolasco 3/5 HR 2K SB -- [RF, 22, NWL - SF] - [F] [T] .212 BA .289 OBP .188 ISO 85 AB 4 HR 2 SB 10 BB% 43 K%
Bryan Gonzalez 2/3 HR -- [1B, 22, SAL - BOS] - [F] [T] .260 BA .318 OBP .351 ISO 77 AB 7 HR 3 SB 8 BB% 34 K%
Juan Guerrero 3/4 2 2B K SB -- [LF, 22, NWL - COL] - [F] [T] .308 BA .321 OBP .112 ISO 107 AB 2 HR 7 SB 1 BB% 16 K%
E.J. Exposito 3/4 2B HR SB -- [DH, 23, SAL - ATL] - [F] [T] .316 BA .370 OBP .367 ISO 98 AB 9 HR 10 SB 8 BB% 25 K%
Guy Lipscomb 2/4 HR K SB -- [RF, 23, MID - CLE] - [F] [T] .375 BA .468 OBP .125 ISO 80 AB 1 HR 8 SB 13 BB% 11 K%
Seth Stephenson 3/5 3B K SB -- [LF, 23, MID - DET] - [F] [T] .277 BA .364 OBP .085 ISO 94 AB 1 HR 11 SB 6 BB% 11 K%
Chandler Simpson 3/3 2 SB -- [LF, 23, SAL - TB] - [F] [T] .342 BA .411 OBP .009 ISO 111 AB 27 SB 10 BB% 11 K%
Logan Tanner 1/2 HR 2BB -- [C, 23, MID - CIN] - [F] [T] .152 BA .317 OBP .167 ISO 66 AB 2 HR 19 BB% 31 K%
Jeron Williams 2/4 2B HR -- [SS, 23, SAL - HOU] - [F] [T] .326 BA .386 OBP .225 ISO 89 AB 4 HR 9 SB 8 BB% 15 K%
P.J. Hilson 2/4 2 HR -- [CF, 23, SAL - PIT] - [F] [T] .364 BA .417 OBP .500 ISO 22 AB 3 HR 8 BB% 20 K%
Brock Rodden 2/4 2B BB 2 SB -- [2B, 23, NWL - SEA] - [F] [T] .240 BA .357 OBP .155 ISO 129 AB 4 HR 7 SB 13 BB% 15 K%
Jeffrey Wehler 3/4 2B HR BB -- [2B, 25, NWL - TOR] - [F] [T] .256 BA .316 OBP .093 ISO 86 AB 2 HR 4 SB 6 BB% 21 K%
 

A Standouts

Juan Flores 1/3 2B BB -- [C, 18, CAL - LAA] - [F] [T] .261 BA .340 OBP .163 ISO 92 AB 2 HR 6 BB% 21 K%
Alfredo Duno 2/2 2BB -- [C, 18, FSL - CIN] - [F] [T] .279 BA .375 OBP .198 ISO 86 AB 3 HR 2 SB 13 BB% 25 K%
Tai Peete 1/1 SB -- [SS, 18, CAL - SEA] - [F] [T] .275 BA .380 OBP .119 ISO 109 AB 7 SB 14 BB% 28 K%
Colt Emerson 0/1 2BB 2 SB -- [SS, 18, CAL - SEA] - [F] [T] .279 BA .464 OBP .115 ISO 61 AB 1 HR 3 SB 22 BB% 11 K%
Kevyn Castillo 1/4 BB K SB -- [LF, 18, CAL - LAA] - [F] [T] .265 BA .364 OBP .062 ISO 113 AB 1 HR 7 SB 12 BB% 31 K%
🔥​ Josue De Paula​ 1/2 HR 2BB -- [DH, 18, CAL - LAD] - [F] [T] .242 BA .333 OBP .189 ISO 95 AB 2 HR 3 SB 10 BB% 27 K%
Jaison Chourio 2/3 SB -- [CF, 19, CAR - CLE] - [F] [T] .305 BA .455 OBP .116 ISO 95 AB 2 HR 11 SB 20 BB% 13 K%
Jesus Baez 1/3 HR 2BB K -- [DH, 19, FSL - NYM] - [F] [T] .298 BA .357 OBP .183 ISO 131 AB 5 HR 5 SB 7 BB% 11 K%
Randy De Jesus 2/3 HR BB K -- [DH, 19, CAL - LAA] - [F] [T] .266 BA .363 OBP .203 ISO 79 AB 3 HR 2 SB 8 BB% 29 K%
Natanael Yuten 2/4 2B HR -- [RF, 19, CAR - BOS] - [F] [T] .264 BA .331 OBP .198 ISO 106 AB 4 HR 2 SB 8 BB% 30 K%
Cooper Pratt 1/3 HR 2K -- [SS, 19, CAR - MIL] - [F] [T] .194 BA .344 OBP .083 ISO 72 AB 1 HR 7 SB 17 BB% 26 K%
Gleider Figuereo 1/3 HR 2K -- [3B, 19, CAR - TEX] - [F] [T] .233 BA .341 OBP .284 ISO 116 AB 9 HR 14 BB% 28 K%
Aneudis Mordán 2/2 HR BB -- [C, 19, CAR - BAL] - [F] [T] .189 BA .298 OBP .122 ISO 90 AB 3 HR 2 SB 13 BB% 27 K%
Angel Tejada 3/3 HR -- [3B, 20, CAR - BAL] - [F] [T] .299 BA .324 OBP .144 ISO 97 AB 2 HR 17 SB 2 BB% 18 K%
Derlin Figueroa 1/2 2BB SB -- [3B, 20, CAR - KC] - [F] [T] .243 BA .312 OBP .144 ISO 111 AB 4 HR 4 SB 8 BB% 22 K%
🔥​ Yerlin Confidan​ 3/4 2 HR SB -- [LF, 21, FSL - CIN] - [F] [T] .245 BA .333 OBP .202 ISO 94 AB 4 HR 3 SB 11 BB% 21 K%
🔥​ Nicolas Deschamps​ 2/3 3B HR BB SB -- [C, 21, FSL - TOR] - [F] [T] .353 BA .368 OBP .412 ISO 17 AB 1 HR 1 SB 5 BB% 31 K%
Nelson Beltran 2/3 HR BB -- [RF, 22, CAL - OAK] - [F] [T] .186 BA .280 OBP .186 ISO 43 AB 2 HR 1 SB 10 BB% 40 K%
🔥​ Luke Mann​ 5/5 2 2B 2 HR -- [3B, 24, CAL - OAK] - [F] [T] .319 BA .412 OBP .224 ISO 116 AB 6 HR 11 BB% 22 K%
Angelo DiSpigna 3/3 2B HR BB -- [LF, 24, FSL - MIA] - [F] [T] .278 BA .480 OBP .278 ISO 18 AB 1 HR 24 BB% 16 K%
 

Rookie Standouts

Eduardo Tait 3/6 2B -- [DH, 17, GCL - PHI] - [F] [T] .227 BA .379 OBP .045 ISO 22 AB 10 BB% 13 K%
Mario Baez 1/2 3B -- [2B, 17, GCL - ATL] - [F] [T] .280 BA .357 OBP .080 ISO 25 AB 2 SB 10 BB% 10 K%
John Gil 2/3 BB 2 SB -- [SS, 18, GCL - ATL] - [F] [T] .147 BA .194 OBP .000 ISO 34 AB 2 SB 5 BB% 22 K%
Luis Almeyda 2/4 2 SB -- [DH, 18, GCL - BAL] - [F] [T] .174 BA .240 OBP .000 ISO 23 AB 4 SB 8 BB% 24 K%
Yaikel Mijares 1/3 HR BB 2K -- [2B, 18, AZL - CLE] - [F] [T] .231 BA .300 OBP .231 ISO 26 AB 2 HR 1 SB 10 BB% 40 K%
🔥​ Robert Calaz​ 3/5 3B HR K SB -- [CF, 18, AZL - COL] - [F] [T] .406 BA .500 OBP .469 ISO 32 AB 2 HR 2 SB 10 BB% 28 K%
Eric Bitonti 1/4 HR 2BB K -- [3B, 18, AZL - MIL] - [F] [T] .289 BA .386 OBP .316 ISO 38 AB 3 HR 1 SB 13 BB% 31 K%
Filippo Di Turi 3/5 BB -- [SS, 18, AZL - MIL] - [F] [T] .424 BA .568 OBP .182 ISO 33 AB 2 SB 25 BB% 13 K%
🔥​ Javier Mogollon​ 2/4 HR BB K 2 SB -- [SS, 18, AZL - CWS] - [F] [T] .214 BA .436 OBP .250 ISO 28 AB 2 HR 8 SB 28 BB% 41 K%
Enrique Jimenez 1/3 2B 2BB -- [C, 18, GCL - DET] - [F] [T] .207 BA .368 OBP .138 ISO 29 AB 1 HR 3 SB 21 BB% 13 K%
Yeiker Reyes 3/5 2 2B K -- [DH, 18, AZL - COL] - [F] [T] .500 BA .583 OBP .200 ISO 30 AB 4 SB 16 BB% 13 K%
Luiyin Alastre 2/7 2B SB -- [LF, 18, AZL - MIL] - [F] [T] .310 BA .356 OBP .167 ISO 42 AB 5 SB 6 BB% 17 K%
Fabian Lopez 1/4 BB 2K 2 SB -- [SS, 18, GCL - MIA] - [F] [T] .194 BA .212 OBP .097 ISO 31 AB 2 SB 3 BB% 30 K%
Eduardo Quintero 1/3 HR BB K -- [RF, 18, AZL - LAD] - [F] [T] .214 BA .389 OBP .143 ISO 28 AB 1 HR 16 BB% 25 K%
Camilo Diaz 3/5 3B 2K -- [SS, 18, GCL - HOU] - [F] [T] .258 BA .324 OBP .194 ISO 31 AB 2 SB 8 BB% 41 K%
🔥​ Jose Gerardo​ 2/3 2 2B BB K 2 SB -- [CF, 18, GCL - MIA] - [F] [T] .250 BA .333 OBP .156 ISO 32 AB 4 SB 11 BB% 41 K%
🔥🔥​ Guillermo Rosario​​ 3/4 2 HR 2BB -- [C, 19, GCL - PHI] - [F] [T] .370 BA .469 OBP .296 ISO 27 AB 2 HR 1 SB 12 BB% 31 K%
Danny Gonzalez 2/4 2B HR K -- [RF, 19, GCL - MIA] - [F] [T] .294 BA .385 OBP .265 ISO 34 AB 2 HR 2 SB 10 BB% 35 K%
🔥​ Julio Henriquez​ 3/4 2B 3 SB -- [1B, 19, GCL - MIA] - [F] [T] .500 BA .600 OBP .050 ISO 20 AB 3 SB 16 BB% 4 K%
Jose Caguana 2/2 2 HR -- [DH, 22, AZL - SEA] - [F] [T] .471 BA .500 OBP .471 ISO 17 AB 2 HR 1 SB 13 BB% 18 K%
 
submitted by milb_bot to DynastyBaseball [link] [comments]


2024.05.17 12:00 Moist_Fuel_1935 how can i improve my jing yuan?

how can i improve my jing yuan? submitted by Moist_Fuel_1935 to JingYuanMains [link] [comments]


2024.05.17 12:00 NewYorkMetsBot2 Mets PREGAME THREAD - Friday, May 17

Mets @ Marlins - 07:10 PM EDT

Game Status: Scheduled

Links & Info

Probable Pitcher (Season Stats) Report
Mets Christian Scott (0-1, 2.84 ERA, 12.2 IP) No report posted.
Marlins Jesús Luzardo (0-3, 5.97 ERA, 31.2 IP) No report posted.
NLE Rank Team W L GB (E#) WC Rank WC GB (E#)
1 Philadelphia Phillies 31 14 - (-) - - (-)
2 Atlanta Braves 26 14 2.5 (118) 1 +7.0 (-)
3 Washington Nationals 20 22 9.5 (110) 5 - (-)
4 New York Mets 20 23 10.0 (109) 6 0.5 (118)
5 Miami Marlins 13 32 18.0 (100) 12 8.5 (109)

Division Scoreboard

WSH @ PHI 06:40 PM EDT
SD @ ATL 07:20 PM EDT
Posted: 05/17/2024 06:00:01 AM EDT, Update Interval: 5 Minutes
submitted by NewYorkMetsBot2 to NewYorkMets [link] [comments]


2024.05.17 11:55 CommanderRoku Fully Explained: Star Cards for Blaster Heroes (Part III)

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…
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
submitted by CommanderRoku to StarWarsBattlefront [link] [comments]


2024.05.17 11:54 drchitra How does laparoscopic surgery differ from traditional gynecological surgery?

Laparoscopic surgery, often referred to as minimally invasive surgery, differs from traditional (open) gynecological surgery in several significant ways, including the surgical technique, recovery time, risks, and outcomes. Here’s a detailed comparison:
Surgical Technique
Laparoscopic Surgery :
- Incisions : Involves several small incisions (usually 0.5 to 1 cm) through which a laparoscope (a thin tube with a camera and light) and surgical instruments are inserted.
- Visualization : The camera provides a magnified view of the pelvic organs on a monitor, allowing the surgeon to perform precise operations.
- Instruments : Specialized instruments are used to manipulate, cut, and remove tissues through the small incisions.
Traditional Gynecological Surgery :
- Incisions : Requires a larger single incision, typically 6 to 12 inches long, in the abdominal wall to provide direct access to the pelvic organs.
- Visualization : The surgeon has a direct view of the organs, which can be less detailed than the magnified view provided by a laparoscope.
- Instruments : Standard surgical instruments are used through the larger incision.
Recovery Time
- Laparoscopic Surgery :
- Hospital Stay : Often performed on an outpatient basis or with a short hospital stay (1-2 days).
- Recovery : Faster recovery, typically 1 to 2 weeks before returning to normal activities.
- Pain : Generally less postoperative pain due to smaller incisions.
Traditional Gynecological Surgery :
- Hospital Stay : Usually requires a longer hospital stay (3 to 5 days).
- Recovery : Longer recovery period, often 4 to 6 weeks before resuming normal activities.
- Pain : More postoperative pain and discomfort due to the larger incision.
Risks and Complications
- Laparoscopic Surgery :
- Infection : Lower risk of infection due to smaller incisions.
- Bleeding : Reduced blood loss during surgery.
- Scarring : Minimal scarring as a result of small incisions.
- Complications : Risks specific to Laparoscopic Gynecologist surgery include potential injury to internal organs due to limited tactile feedback.
Traditional Gynecological Surgery :
- Infection : Higher risk of infection and wound complications due to larger incision.
- Bleeding : Potential for more significant blood loss.
- Scarring : More prominent scarring due to larger incision.
- Complications : Higher likelihood of postoperative complications such as hernias at the incision site.
Outcomes and Benefits
- Laparoscopic Surgery :
- Precision : Enhanced precision and ability to perform complex procedures with better visualization.
- Recovery Experience : Improved patient comfort and quicker return to daily activities.
- Cosmetic : Better cosmetic outcomes with smaller scars.
Traditional Gynecological Surgery :
- Accessibility : Sometimes preferred for very complex or extensive procedures where direct access and manipulation of organs are required.
- Procedure Scope : Can be necessary for certain cases where minimally invasive techniques are not feasible or safe.
Common Procedures :
- Laparoscopic Surgery : Commonly used for hysterectomy, removal of ovarian cysts, treatment of endometriosis, myomectomy (removal of fibroids), and tubal ligation.
- Traditional Gynecological Surgery : Used for large fibroid removal, extensive endometriosis, certain types of cancer surgery, and situations where laparoscopic access is not possible.
Overall, laparoscopic surgery offers many advantages over traditional gynecological surgery, including faster recovery, less pain, and reduced risk of complications, making it the preferred option for many procedures. However, the choice between laparoscopic and traditional surgery depends on the specific medical condition, the patient's health, and the surgeon's expertise.
submitted by drchitra to u/drchitra [link] [comments]


2024.05.17 11:48 CommanderRoku Fully Explained: Star Cards for Lightsaber & Force Heroes (Part II)

Fully Explained: Star Cards for Lightsaber & Force Heroes (Part II)
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…
Star Cards for Lightsaber & Force Heroes (Part II)
· Darth Vader
o Furious Resilience: Damage reduction is received while FOCUSED RAGE is active. Ability Duration: 10 seconds; “Fueling the Rage” Duration: 16 seconds; Maximum Health Points Possible: 1000 / 1080 / 1100 / 1200 / 1250; And “Bonus Health”: 1150 / 1242 / 1265 / 1380 / 1438
§ Damage Reduction: 8% / 10% / 20% / 25%
o Bonus Health: Increases maximum base health. Maximum Base Health: 800 / 850 / 875 / 900 / 950
§ Health Added: 50 / 75 / 100 / 150
o There Is No Escape: Extends LIGHTSABER THROW’s 20-meter reach distance. At EPIC rarity, it extends by 45%. (BF1; S1; YT1)
§ Extended Reach Distance: ? / ? / ? / 45%
o Punishing Grip: Extends CHOKE’s duration of 1.5 seconds. Duration in Seconds: 1.65 / 1.8 / 1.95 / 2.1; Damage: 126 / ? / ? / ? / 174; And “Last Gasp”: 174 / ? / ? / ? / 262; “Last Gasp” Alone: 126 / ? / ? / ? / 189 (BF1; S1; YT1)
§ Extended Duration: 10% / 20% / 30% / 40%
o Surrounded by Fear: For every enemy defeated, stamina is regained. Swings with 1 Enemy Defeated: 10 / 10 / 11 / 11 / 12; Blocks: 14 / 14 / 15 / 16 / 16; Deflections: 2121 / 2227 / 2333 / 2439 / 2545; With FOCUSED RAGE Swings: 15 / 15 / 16 / 17 / 18; With FOCUSED RAGE Blocks: 21 / 22 / 23 / 24 / 25; With FOCUSED RAGE Deflections: 3181 / 3340 / 3499 / 3685 / 3817; FOCUSED RAGE Duration: 10 seconds.
§ Stamina Regained: 5% / 10% / 15% / 20%
o Deflection Stamina: Decreases stamina drain for deflecting projectiles. Deflections: 2121 / 2333 / 2439 / 2545 / 2651; With FOCUSED RAGE: 3181 / 3499 / 3685 / 3817 / 3976
§ Decreased Stamina Drain: 10% / 15% / 20% / 25%
o Intensified Lightsaber Throw: LIGHTSABER THROW deals bonus damage to enemies hit by it a second time in a single throw. Individual Hit Damage: 130; Total Damage: 260 / 275 / 280 / 285 / 290; During CHOKE: 65 / 80 / 85 / 90 / 95
§ Bonus Damage: 15 / 20 / 25 / 30
o Last Gasp: If two enemies or more are choked, CHOKE’S damage is increased. Damage per second: 86 / 103.2 / 111.8 / 120.4 / 129; Total Damage: 126 / ? / ? / ? / 189; And “Punishing Grip”: 189 / ? / ? / ? / 262; “Punishing Grip” Alone”: 126 / ? / ? / ? / 174 (YT1)
§ Increased Damage: 20% / 30% / 40% / 50%
o Fueling the Rage: Adds 6 seconds to FOCUSED RAGE. The bonus damage gained is reduced as a result. Basic Attack Damage: 145 / 134 / 136 / 138 / 140; Rear Attack Damage: 175 / 164 / 166 / 168 / 170
§ Damage Points Removed: 11 / 9 / 7 / 5
· Emperor Palpatine
o Lightning Reach: Extends the basic lightning attack’s 14-meter reach distance. At EPIC rarity, it extends by 15%, about 16 meters.
§ Extended Distance: ? / ? / ? / 15%
o Amplified Aura: DARK AURA deals extra damage. Area of Effect: 10 meters. Damage per Tick: 15 / 17.25 / 18 / 18.75 / 19.5; Total Damage: 175 (YT1)
§ Extra Damage: 15% / 20% / 25% / 30%
o Prime Electrocution: If three enemies or more are electrocuted, ELECTROCUTE’s shock and blaster disabling duration of 1.3 seconds is extended. Reach Distance: 15 meters; Shock Duration in Seconds: 1.50 / 1.56 / 1.63 / 1.69. (R1; YT1)
§ Extended Shock Duration: 15% / 20% / 25% / 30%
o Show No Mercy: For every additional enemy hit by CHAIN LIGHTNING, 0.25 seconds are permanently removed from its cooldown time of 14.5 seconds. The ability used on a single target that does not chain to another will not count. The effect resets after being defeated. Reach distance: 18 meters; Minimum Cooldown Time in Seconds: 11.5 / 10.5 / 9.5 / 9.5 (YT1)
§ Maximum Seconds Removed: 3 / 4 / 5 / 6
o Growing Darkness: DARK AURA’s 10-meter area of effect extends in distance over time. (R1; YT1)
§ Extended Area of Effect: 10% / 13% / 16% / 20%
o Surge of Lightning: While CHAIN LIGHTNING can already chain up to 6 different enemies, the number of additional enemies hit by CHAIN LIGHTNING will increase the total number of potential targets chained in a single use. The ability used on a single target that does not chain to another will not count. The effect resets after being defeated. Reach distance: 18 meters; Cooldown Time: 14.5 seconds; Maximum Bounces: 7 / 8 / 9 / 10 (YT1)
§ Increased Number of Targets: 1 / 2 / 3 / 4
o The Rule of Two: If ELECTROCUTE is used on enemies while already attacking with two-handed basic lightning attacks, the basic lightning attack will deal increased damage. Ability Duration: 1.3 second; Two-Handed Basic Attack Damage per 0.3 Seconds: 28 / 33 / 34.5 / 36 / 37.5; Normal Damage in 1.3 Seconds: 728; New Damage in 1.3 Seconds: 794; And “Prime Electrocution”: 814; Only “Prime Electrocution”: 748 (YT1)
§ Increased Damage: 15% / 20% / 25% / 30%
o In Full Control: Decreases stamina drain for basic lightning attacks. 1 Hand Duration in Seconds: 9.50 to 11.25 (+1.75); 2 Hands Duration in Seconds: 6.00 to 7.00 (+1.00); 1 Hand Full Stamina Damage: 588 to 714 (+126); 2 Hands Full Stamina Damage: 756 to 896 (+140) (YT1)
§ Decreased Stamina Drain: 10% / 12% / 14% / 16%
o Forked Lightning: Extends ELECTROCUTE’s 15-meter reach distance. Reach Distance in Meters: 16.5 / 16.95 / 17.4 / 18
§ Extended Reach Distance: 10% / 13% / 16% / 20%
· Kylo Ren
o Resilience: If within 15 meters of another force or lightsaber ally, damage reduction is received and basic lightsaber attacks deal extra damage. Health Points: 750 / 780 / 795 / 810 / 825; Basic Attack Damage: 125 / 135 / 138 / 141 / 145; Rear Attack Damage: 165 / 175 / 178 / 181 / 185 (BF1; R1)
§ Damage Reduction: 4% / 6% / 8% / 10%
§ Extra Damage: 10 / 13 / 16 / 20
o Closing In: Extends FRENZY’S 10-meter leap distance. Leap Distance in Meters: 11 / 12 / 13 / 14 (R1; YT1)
§ Leap Distance in Meters: 10% / 20% / 30% / 40%
o Total Control: If three enemies or more are frozen, FREEZE’S duration of 2.5 seconds is extended. Freeze Duration in Seconds: 3 / 3.25 / 3.5 / 3.75. (R1; YT1)
§ Extended Freeze Duration: 20% / 30% / 40% / 50%
o Solid Freeze: FREEZE’s 15-meter reach distance is extended. Reach Distance: 17.25 / 18 / 18.75 / 19.5
§ Extended Reach Distance: 15% / 20% / 25% / 30%
o Power of Darkness: Basic lightsaber attacks deal extra damage for 6 seconds after using FRENZY. Basic Attack Damage: 125 / 130 / 133 / 136 / 139; Rear Attack Damage: 165 / 170 / 173 / 176 / 179; And “Resilience” Basic Attack Damage: 139 / 149 / 152 / 155 / 159; And “Resilience” Rear Attack Damage: 179 / 189 / 192 / 195 / 199 (YT1)
§ Extra Damage: 5 / 8 / 11 / 14
o Bloodlust: Frenzy deals extra damage. Damage to Troopers: 160 / 165 / 170 / 175 / 180; Damage to Heroes: 115 / 120 / 125 / 130 / 135; 3-Strike Total Damage to Troopers: 480 / 495 / 510 / 525 / 540; 3-Strike to Heroes: 345 / 360 / 375 / 390 / 405; 4-Strike to Troopers: 640 / 660 / 680 / 700 / 720; 4-Strike to Heroes: 460 / 480 / 500 / 520 / 540
§ Extra Damage: 5 / 10 / 15 / 20
o Harsh Pull: PULL deals extra damage. Damage: 10 / 30 / 40 / 50 / 60
§ Extra Damage: 20 / 30 / 40 / 50
o Power Reach: Extends PULL’s 20-meter reach distance. Reach Distance in Meters: 23 / 24 / 25 / 26
§ Extended Reach Distance: 15% / 20% / 25% / 30%
o Berserking Tantrum: Decreases stamina drain for basic lightsaber attacks. Lightsaber Swings: 14 / 16 / 16 / 17 / 18
§ Decreased Stamina Drain: 8% / 12% / 16% / 20%
· Luke Skywalker
https://preview.redd.it/3hsvwh5zjy0d1.jpg?width=225&format=pjpg&auto=webp&s=3043ee0fab0be8738ef8240bef4cbe7aba20769e
o Epicenter: REPULSE deals bonus damage to enemies within half of its 12-meter radius. The bonus damage breaks through lightsaber blocks. Total Damage to Troopers: 130 / 155 / 160 / 165 / 170; Heroes: 75 / 100 / 105 / 110 / 115. (BF1)
§ Bonus Damage: 25 / 30 / 35 / 40
o Deflection Mastery: Deflected shots are returned more accurately, reducing deflection spread is reduced from 0.45 to 0.2. Stamina drain is increased by blocked blaster shots as a result. Deflection Stamina Drain Without Card: 1112 damage points. EPIC Rarity: 1,001 damage points. (R1; YT1)
§ Increased Stamina Drain: 18% / 15% / 12% / 10%
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o Intensify: Every enemy trooper defeated or 200 damage points dealt to enemy heroes permanently adds 2 extra damage points to basic lightsaber attacks. As a bonus, if an enemy hero is thrown off a ledge using a force ability and they die from the void within 3 seconds, the extra attack damage will be set to the maximum value possible. Otherwise, either 18 troopers defeated or 3600 damage to heroes is needed to reach the maximum value. The effect resets after being defeated. Basic Attack Damage: 130 / 148 / 154 / 160 / 166; Rear Attack Damage: 160 / 178 / 184 / 190 / 196 (BF1; S1; YT1)
§ Maximum Extra Damage: 18 / 24 / 30 / 36
o Stronger Push: PUSH’s 10-meter push distance is extended, force pushing enemies even farther. Push Distance in Meters: 14 / 16 / 18 / 20
§ Extended Push Distance: 40% / 60% / 80% / 100%
o Rush Immunity: Damage reduction is received for 3 seconds after using RUSH. Health Points: 750 / 810 / 825 / 840 / 863
§ Damage Reduction: 8% / 10% / 12% / 15%
o Jedi Reflexes: An extra RUSH is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1)
§ Extended Cooldown Time: 15% / 10% / 5% / 0%
o Jedi Fighter: Decreases all stamina drain. The following shows Without Card / EPIC Rarity. Swings: 10 / 16; Blocks: 10 / 16; Deflections: 1112 / 1711 ([S1)]()
§ Decreased Stamina Drain: 20% / 25% / 30% / 35%
o Extended Push Reach: Extends PUSH’s 12-meter reach distance. Reach Distance in Meters: 13.8 / 14.4 / 15 / 15.6
§ Extended Push Distance: 15% / 20% / 25% / 30%
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o Strong Repulse: Extends REPULSE’s 12-meter area of effect. Enemies are launched into the air for a 25% longer duration. Area of Effect in Meters: 13.8 / 14.4 / 15 / 15.6 (YT1, Comment: u/anjahupkes4376)
§ Extended Area of Effect: 15% / 20% / 25% / 30%
· Darth Maul
https://preview.redd.it/py9jsf16ky0d1.jpg?width=225&format=pjpg&auto=webp&s=bc517079439905b49418da3bde120cbcab88a213
o Lightsaber Defense: Blaster damage reduction is received. Reduction of all damage is also received during the SPIN ATTACK. At EPIC rarity, the damage reduction from SPIN ATTACK is 60%. Blaster Health Points: 700 / 770 / 784 / 798 / 812; Health Points With 60%: 1120 (S1)
§ Blaster Damage Reduction: 10% / 12% / 14% / 16%
o Thrown to Slow: If two enemies or more are choked, CHOKE HOLD deals extra damage. At EPIC rarity, it deals 19 damage points. Cooldown time: 18 seconds; Damage Without Card: 77; Total Damage: 96 (BF1; R1)
§ Extra Damage: ? / ? / ? / 19
o Ranged Throw: Extends FURIOUS THROW’s 20-meter reach distance. Reach Distance in Meters: 24 / 26 / 28 / 30. (BF1; S1)
§ Extended Reach Distance: 20% / 30% / 40% / 50%
o Fool Me Once: Reduces the cooldown times of all abilities. At EPIC rarity, FURIOUS THROW reduces by 8.4%, CHOKE HOLD by 6.72%, and SPIN ATTACK by the values stated below. Without Card by order of mention: 8 seconds; 18 seconds; 5 seconds. New Cooldown Times in Seconds: 7.2 seconds; 17.0 seconds; 4.5 seconds. (R1; YT1)
§ Reduced Cooldown Time: 5% / 7% / 9% / 10%
o Forceful Thrust: CHOKE HOLD’s throw distance is extended, launching enemies even farther. Throw Distance in Meters: 14 / 16 / 18 / 20
§ Extended Throw Distance: 40% / 60% / 80% / 100%
o Flow Motion: An extra SPIN ATTACK is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1)
§ Extended Cooldown Time: 15% / 10% / 5% / 0%
o Savage: If four enemies are hit with SPIN ATTACK within the number of seconds stated below, the 5-second cooldown time will be reduced by 80% for 4 seconds. Rewarded Cooldown Time: 1 second. (S1; YT1)
§ Number of Seconds: 4.0 / 4.5 / 5.0 / 5.5
o Accelerated Throw: FURIOUS THROW deals extra damage. Individual Hit Damage: 85 / 90 / 95 / 100 / 105
§ Extra Damage: 5 / 10 / 15 / 20
o Unrolled Grip: Extends CHOKE HOLD’s 15-meter reach distance. Reach Distance: 17.25 / 18.00 / 18.75 / 19.50
§ Extended Reach Distance: 15% / 20% / 25% / 30%
· Rey
o Balance: An extra dodge is ready for use. Stamina drain is increased as a result. Swings: 10 to 9; Blocks: 14 to 13; Blaster Deflections as Damage: 1112 to ?; Swings with INSIGHT: 20 to 18; Blocks with INSIGHT: 28 to 26; Deflections with INSIGHT: 1112 to ? (YT1)
§ Increased Stamina Drain: 30% / 25% / 20% / 15%
o Far Sight: Extends INSIGHT’s 30-meter area of effect. Area of Effect in Meters: 33 / 36 / 39 / 42
§ Extended Area of Effect: 10% / 20% / 30% / 40%
o Street Fighter: Decreases stamina drain for basic lightsaber attacks. Swings: 10 to 12; With INSIGHT: 20 to 24; And “Balance”: 18 to 20; “Balance”, No INSIGHT: 9 to 11
§ Decreased Stamina Drain: 8% / 10% / 12% / 15%
o Resilient Dash: Damage reduction is received when using DASH STRIKE. Health Points: 750 / 938 / 975 / 1013 / 1050
§ Damage Reduction: 25% / 30% / 35% / 40%
o Damaging Strike: DASH STRIKE deals extra damage. Cooldown Time: 10 seconds; Total Damage: 130 / 149 / 156 / 163 / 169 (BF1; R1)
§ Extra Damage: 15% / 20% / 25% / 30%
o Strong Mind: Extends MIND TRICK’s 18-meter reach distance. Reach Distance in Meters: 20.7 / 21.6 / 22.5 / 23.4; Cooldown Time: 20 seconds; Maximum Value: 22.5 (R1; YT1)
§ Extended Reach Distance: 15% / 20% / 25% / 30%
o Focused Sight: Adds seconds to INSIGHT’s duration. Duration in Seconds: 8 / 10 / 11 / 13 / 15
§ Added Seconds: 2 / 3 / 5 / 7
o Deep Mind: Extends the 4-second duration of MIND TRICK’s effects on enemies that are revealed by INSIGHT. Duration in Seconds: 4.6 / 4.8 / 5.0 / 5.2 (S1; YT1)
§ Extended Duration: 15% / 20% / 25% / 30%
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o Opportunist: Bonus damage is dealt to enemies affected by MIND TRICK, knockdowns, or any other immobilizing effect. Basic Attack Damage: 120 / 128 / 130 / 132 / 135; Rear Attack Damage: 140 / 148 / 150 / 152 / 155; And “Damaging Strike”: 169 / 177 / 179 / 181 / 184 (YT1)
§ Bonus Damage: 8 / 10 / 12 / 15
· Yoda
o Enduring Presence: Bugged card. Adds seconds to PRESENCE’s duration, but the allies who receive bonus health are the ones standing at the previous use of PRESENCE. Duration: 8 / 10 / 11 / 12 / 13
§ Added Seconds: 2 / 3 / 4 / 5
o Unleashed: Extends UNLEASH’s initial reach distance by 25%. The damage dealt is reduced from 190 to 160 damage points as a result. The final reach distance remains unchanged. (BF1; S1)
§ Extended Initial Reach Distance: 10% / 15% / 20% / 25%
o Agility: An extra DASH ATTACK is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1)
§ Extended Cooldown Time: 15% / 10% / 5% / 0%
o Opposing the Dark Side: Basic lightsaber attacks deal bonus damage to enemy heroes. Basic Attack Damage: 125 / 135 / 137 / 139 / 141; Rear Attack Damage: 150 / 160 / 162 / 164 / 166
§ Bonus Damage: 10 / 12 / 14 / 16
o Earned It I Have: This card does nothing. (R1)
o Jedi Mentor: Damage reduction is received. Maximum Health Points Possible: 700 / 735 / 742 / 749 / 756; With PRESENCE: 850 / 893 / 901 / 910 / 918; And “Feel the Force”: 910 / 956 / 965 / 974 / 983 (YT1)
§ Damage Reduction: 5% / 6% / 7% / 8%
o Feel the Force: PRESENCE gives even more bonus health. Total Bonus Health: 150 / 180 / 190 / 200 / 210; Total Health: 850 / 880 / 890 / 900 / 910
§ Extra Bonus Health: 30 / 40 / 50 / 60
o Size Matters Not: If PRESENCE’s bonus health is depleted through damage, additional health is regained by a percentage of the bonus health that was depleted. The 20-second cooldown time is increased by 13 seconds as a result. New Cooldown Time: 33 seconds; Health Points Healed: 75; And “Feel the Force”: 105 (S1; YT1)
§ Percentage of Bonus Health Regained as Additional Health: 35% / 40% / 45% / 50%
o Lightsaber Mastery: Decreases stamina drain for basic lightsaber attacks. Lightsaber Swings: 12 to 15
§ Decreased Stamina Drain: 8% / 10% / 12% / 15%
· General Grievous
o Beating Heart: More health can be regenerated. Health Regeneration: 250 / 275 / 300 / 325 / 350
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Sith Trained: Basic lightsaber attacks deal extra damage. Stamina drain is increased by 25% as a result. Lightsaber Swings: 12 to 10; Basic Attack Damage: 130 / 145 / 150 / 155 / 160; Rear Attack Damage: 160 / 175 / 180 / 185 / 190
§ Extra Damage: 15 / 20 / 25 / 30
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o Jedi Killer: Extends THRUST SURGE’s 15-meter reach distance. Its hitbox’s area of effect is also extended by at least 15 meters. Reach Distance in Meters: 18 / 19.5 / 21 / 22.5 (R5)
§ Extended Reach Distance: 20% / 30% / 40% / 50%
o Cowardly Retreat: Even more damage reduction is received when using CLAW RUSH. Duration: 3.2 seconds; Cooldown Time: 13 seconds; Health Points: 1120 / 1280 / 1360 / 1440 / 1520
§ Total Damage Reduction: 60% / 70% / 80% / 90%
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o Flesh Is Weak: For every 10% of total health missing, damage reduction is added. Damage Reduction takes into effect per hit taken, meaning hits with a small damage output increase the total number of health points compared to those with a larger damage output. Health regeneration rate is halved as a result: 50 health per second to 25 health per second. When used with “Beating Heart”, health regeneration speed is set back to normal. Total Health Points: Varies from 800 to 1500 (S1; YT1, Comment: u/MetaDiscussions)
§ Damage Reduction Added: 2% / 3% / 4% / 5%
o Momentum: THRUST SURGE deals extra damage. Damage: 160 / 170 / 180 / 190 / 200
§ Extra Damage: 10 / 20 / 30 / 40
o Ceaseless Assault: Damage reduction is received when using UNRELENTING ADVANCE. Duration: 5 seconds; Cooldown Time: 11 seconds; Health Points: 800 / 880 / 960 / 1040 / 1120
§ Damage Reduction: 10% / 20% / 30% / 40%
o Deadly Slashes: UNRELENTING ADVANCE deals extra damage. Damage per 0.45 Seconds: 110 / 120 / 130 / 140 / 150
§ Extra Damage per 0.45 Seconds: 10 / 20 / 30 / 40
o Line Up, Weaklings: CLAW RUSH deals extra damage. Cooldown Time: 13 seconds; Total Damage: 130 / 150 / 160 / 170 / 180 (R1)
§ Extra Damage: 20 / 30 / 40 / 50
· Obi-Wan Kenobi
o Jedi Resilience: More health can be regenerated. Health Regeneration: 300 / 325 / 350 / 375 / 400
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Perfect Defense: Decreases stamina drain for lightsaber blocks and blaster deflections. Blocks: 25 to 42; Blaster Deflections as Damage: 2121 / 2333 / 2545 / 2757 / 2969 (YT1)
§ Decreased Stamina Drain: 10% / 20% / 30% / 40%
o Give It All: Extends ALL-OUT PUSH’s initial and charged-up reach distance.
§ Extended Reach Distance in Meters: 0.5 / 1.0 / 1.5 / 2.0
o Think It Over: Adds seconds to RESTRICTIVE MIND TRICK’s duration of 5.5 seconds. Duration in Seconds: 6.0 / 6.3 / 6.7 / 6.9
§ Added Seconds: 0.5 / 0.8 / 1.2 / 1.4
o Safeguard: For every lightsaber attack blocked, two abilities blocked, or 5 blaster shots blocked, stamina drain decreases by 2%. Either 40 blocked lightsaber attacks, 40 blocked abilities, or 100 blocked blaster shots are needed to reach the maximum value. The effect resets after being defeated. Swings: 10 to 17; Blocks: 25 to 42; Blaster Deflections as Damage: 2121 / 2333 / 2545 / 2757 / 2969; And “Perfect Defense” Blocks: 25 to 69; And “Perfect Defense” Deflections: 2969 / 3266 / 3563 / 3856 / 4157
§ Decreased Stamina Drain: 25% / 30% / 35% / 40%
o Quickened Focus: Removes seconds from ALL-OUT PUSH’s charge-up to full duration of 1.2 seconds. Charge-up to Full Duration in Seconds: 1.2 / 1.0 / 0.9 / 0.8 / 0.7
§ Seconds Removed: 0.2 / 0.3 / 0.4 / 0.5
o Forward!: DEFENSIVE RUSH deals extra damage. Damage: 140 / 150 / 160 / 170 / 180; Final Strike Damage: 200 / 210 / 220 / 230 / 240
§ Extra Damage: 10 / 20 / 30 / 40
o More Doubts: Extends RESTRICTIVE MIND TRICK’s 21-meter reach distance. At EPIC rarity, it extends by 10%. Cooldown Time: 21 seconds; “EPIC” Rarity Reach Distance: 23 meters. (YT1)
§ Extended Reach Distance: ? / ? / ? / 10%
o Critical Deflection: Blaster shots deflected by DEFENSIVE RUSH are critical hits dealing extra damage. Damage: 65 / 106 / 116 / 126 / 136 (YT1)
§ Extra Damage: 20 / 30 / 40 / 50
· Count Dooku
o Sith Control: More health can be regenerated. Health Regeneration: 250 / 280 / 310 / 340 / 370
§ Added Health to Regeneration: 30 / 60 / 90 / 120
o Finesse: Decreases stamina drain. Swings: 10 to 22; Blocks: 14 to 22; Blaster Deflections as Damage: 1112 / 1334 / 1390 / 1446 / 1501 (YT1)
§ Decreased Stamina Drain: 20% / 25% / 30% / 35%
o Blind Spot: Increases the angle of LIGHTNING STUN’s area of effect. (YT1)
§ Increased Angle by Degrees: 5 / 10 / 20 / 30
o Superiority: Adds seconds to EXPOSE WEAKNESS’ duration of 5.5 seconds. Duration in Seconds: 6.0 / 6.5 / 7.0 / 7.5
§ Added Seconds: 0.5 / 1.0 / 1.5 / 2.0
o Initiative: Every 15 seconds, the next basic lightsaber attack becomes a critical strike dealing extra damage. For every successful lightsaber attack, the cooldown time reduces by 1 second. A yellow circle around the crosshair will indicate when the critical strike is ready. Basic Attack Damage: 130 / 150 / 160 / 170 / 180; Rear Attack Damage: 160 / 180 / 190 / 200 / 210; With DUELIST Basic: 155 / 175 / 185 / 195 / 205; With DUELIST Rear: 185 / 205 / 215 / 225 / 235; And “Masterful Duelist” Basic: 175 / 195 / 205 / 215 / 225; And “Masterful Duelist” Rear: 205 / 225 / 235 / 245 / 255; With EXPOSE WEAKNESS Basic: 210 / 234 / 246 / 258 / 270; With EXPOSE WEAKNESS Rear: 246 / 270 / 282 / 294 / 306; Only DUELIST And “Masterful Duelist” Basic: 175 / 195 / 205 / 215 / 225; Only DUELIST And “Masterful Duelist” Rear: 205 / 225 / 235 / 245 / 255; Only EXPOSE WEAKNESS Basic: 156 / 180 / 192 / 204 / 216; Only EXPOSE WEAKNESS Rear: 192 / 216 / 228 / 240 / 252 (S1)
§ Extra Damage: 20 / 30 / 40 / 50
o Last Seconds: Removes seconds from LIGHTNING STUN’s 14-second cooldown time. Cooldown Time in Seconds: 13 / 12 / 11 / 10
§ Removed Seconds: 1 / 2 / 3 / 4
o Masterful Duelist: DUELIST deals even more extra damage. Duration: 10 seconds; Cooldown Time: 13 seconds; Total Extra Damage: 25 / 30 / 35 / 40 / 45; Basic Attack Damage: 155 / 160 / 165 / 170 / 175; Rear Attack Damage: 185 / 190 / 195 / 200 / 205; With EXPOSE WEAKNESS Basic: 186 / 192 / 198 / 204 / 210; With EXPOSE WEAKNESS Rear: 222 / 228 / 234 / 240 / 246
§ Extra Damage: 5 / 10 / 15 / 20
o Dominance: Enemy targets affected by EXPOSE WEAKNESS receive even more damage weakness. Damage Weakness: 20% / 25% / 30% / 35% / 40%; LIGHTNING STUN Damage: 192 / 200 / 208 / 216 / 224; Basic Attack Damage: 130 / 156 / 163 / 169 / 176 / 182; Rear Attack Damage: 160 / 192 / 200 / 208 / 216 / 224; With DUELIST Basic: 155 / 186 / 194 / 202 / 209 / 217; With DUELIST Rear: 185 / 222 / 231 / 241 / 250 / 259; And “Masterful Duelist” Basic: 175 / 210 / 219 / 228 / 236 / 245; And “Masterful Duelist” Rear: 205 / 246 / 256 / 267 / 277 / 287; And “Initiative” Basic: 225 / 270 / 281 / 293 / 304 / 315; And “Initiative” Rear: 255 / 306 / 319 / 332 / 344 / 357; Only “Initiative” Basic: 180 / 216 / 225 / 234 / 243 / 252; Only “Initiative” Rear: 210 / 252 / 263 / 273 / 284 / 294; Only “Initiative” With DUELIST Basic: 205 / 246 / 256 / 267 / 277 / 287; Only “Initiative” With DUELIST Rear: 235 / 282 / 294 / 306 / 317 / 329
§ Additional Damage Weakness: 5% / 10% / 15% / 20%
o Balanced Duelist: Removes seconds from DUELIST’s 13-second cooldown time. Duration: 10 seconds; Cooldown Time in Seconds: 12 / 11 / 10 / 9
§ Removed Seconds: 1 / 2 / 3 / 4
· Anakin Skywalker
o Tenacious: Increases maximum base health. Maximum Base Health: 800 / 825 / 850 / 875 / 900
§ Health Added: 25 / 50 / 75 / 100
o Massive Strikes: Basic lightsaber attacks deal extra damage. Stamina drain for attacks and blocks is increased as a result. Cooldown Time: 13 seconds; Basic Attack Damage: 130 / 135 / 140 / 145 / 150; Rear Attack Damage: 170 / 175 / 180 / 185 / 190. The following shows Without Card / EPIC Rarity. Swings: 12 / 10; Blocks: 10 / 8; Deflections: 1392 / 1,044. (BF1; S1)
§ Extra Damage: 5 / 10 / 15 / 20
§ Increased Stamina Drain: 35% / 35% / 25% / 25%
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o Pressure: The 2nd attack of PASSIONATE STRIKE deals extra damage. Also, the lunge distance of the two attacks is increased. 1st Attack Damage to Troopers: 70; 1st Attack Damage to Heroes: 40; 2nd Attack to Troopers: 180 / 190 / 195 / 200 / 205; 2nd Attack to Heroes: 130 / 140 / 145 / 150 / 155; Total Damage to Troopers: 250 / 260 / 265 / 270 / 275; Total Damage to Heroes: 170 / 180 / 185 / 190 / 195 (YT1, Comment: u/tabbywarrior)
§ Extra Damage: 10 / 15 / 20 / 25
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o Control the Force: Extends HEROIC MIGHT’s initial 10-meter area of effect and RETRIBUTION’s initial 15-meter area of effect. HEROIC MIGHT’s Initial Area of Effect in Meters: 12 / 13 / 14 / 15; RETRIBUTION’s Initial Area of Effect in Meters: 17 / 18 / 19 / 20 (YT1, Comment: u/hypnotic_o)
§ Extended Area of Effect in Meters: 2 / 3 / 4 / 5
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o Steamroll: Every enemy trooper defeated or 200 damage points dealt to enemy heroes permanently decreases stamina drain by 2%. As a bonus, if an enemy hero is thrown off a ledge using any force ability and they die from the void within 3 seconds, the decreased stamina drain will be set to the maximum value possible. Otherwise, either 20 troopers defeated or 4000 damage to heroes is needed to reach the maximum value. The effect resets after being defeated. The following shows Without Card / EPIC Rarity / And “Massive Strikes”. Swings: 12 / 20 / 16; Blocks: 10 / 17 / 13; Deflections: 1392 / 1044 / 1462 (BF1; S1; YT1)
§ Decreased Stamina Drain: 25% / 30% / 35% / 40%
o Fierce Fighter: Reduces PASSIONATE STRIKE’s 13-second cooldown time. At EPIC rarity, it reduces to 5 seconds. Cooldown Time in Seconds: 11 / 10 / 9 / 8 (BF1; R1)
§ Seconds Removed from Cooldown Time: 2 / 3 / 4 / 5
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o Attraction: Extends PULL DOMINANCE’s 18-meter reach distance. As a bonus, enemies can be pulled out of their abilities only within the added reach range. Cooldown Time: 15 seconds; Reach Distance in Meters: 20 / 21 / 22 / 23 (YT2, Comment: @Embo_Marrok)
§ Extended Reach Distance in Meters: 2 / 3 / 4 / 5
o Raw Strength: HEROIC MIGHT deals extra damage. Area of Effect: 10 meters; Damage to Troopers: 100 / 120 / 130 / 140 / 150; Damage to Heroes: 90 / 110 / 120 / 130 / 140
§ Extra Damage: 20 / 30 / 40 / 50
o All of Them: If PULL DOMINANCE is used on a number of enemies, it deals 50 extra damage. Normal Damage to Troopers: 120; Normal Damage to Heroes: 80; New Damage to Troopers: 170; New Damage to Heroes: 130; New Damage:
§ Number of Enemies: 5 / 4 / 3 / 2
CATEGORIZED BY COLOR
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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
submitted by CommanderRoku to StarWarsBattlefront [link] [comments]


2024.05.17 11:45 Status_Doctor_1562 H: UNY/AP/WWR CE chest W: Q2525 Fixer + tfj

H: UNY/AP/WWR CE chest W: Q2525 Fixer + tfj submitted by Status_Doctor_1562 to Market76 [link] [comments]


2024.05.17 11:44 IGotTheBeanz Whenever Nora is within visual range, this clunky clicking sound plays nonstop... help please.

(Xbox Series S)
Load Order:
  1. Cheat Room (XB1)
  2. Unofficial Fallout 4 Patch (UFO4P)(XB1)
  3. True Storms: Wasteland Edition (XB1)
  4. Settler and Companion Dialogue Overhaul
  5. Pleasing Piper Attitude Adjuster (XB1)
  6. Icebreaker Settlements - Settler Dialogue
  7. Icebreaker Piper - Companion Dialogue
  8. Fallout 4 Ai Overhaul
  9. When Pigs Fly Fix
  10. Alert Carry - Lower Your Weapons (XB1)
  11. Simple Attack and Death Reaction
  12. (XB1) Realistic Ragdoll Force
  13. Immersive Fallout (DLC)
  14. More Smarter Companions Mod (XB)
  15. TCE - The Companions Enhanced - XB1
  16. Companion Haircuts and Surgery - Xbox
  17. NPC Height Adjustment (XB1)
  18. Sleep Intimate XB1
  19. Nora Companion WIP
  20. Everyone's Best Friend (Dogmeat +)
  21. (XB1) Unlimited Companion Framework
  22. People are Strangers - Xbox Edition
  23. Mo Pop & Roll 2.0 - 60s Radio Station
  24. Atomic Eighties Radio
  25. Realistic Sound XB1
  26. Faded Glory - A Post-Apocalyptic Soundscape
  27. Wave (by CaptainCockerel)
  28. Face Texture Glitch Fix A
  29. The Eyes Of Beauty Fallout Edition - XB1
  30. (XB1) Hair Tones Redux - A Hair Color Overhaul
  31. Base Face - A Face Retexture (+ Female Rear Head Clipping Fix)
  32. Enhanced Blood Textures Basic
  33. True Storms: FAR HARBOR Weather Add-On Xbox
  34. Dynamic Interior Fog Removal
  35. ( Dn-0-Ts-Fh) Darker Nights for True Storms With Far Harbor (Level 0 - Darkest)
  36. (Do-0-Ts) Darker Nights for True Storms (Level 0 - Darkest)
  37. (Dn-0) Darker Nights (Level 0 - Darkest)
  38. (Do-0-Fh) Darker Nights for Far Harbor (Level 0 - Darkest)
  39. Interiors Enhanced 2.0 All in One BY Fadingsignal
  40. No Build Limit - All DLC
  41. Power Armor HUD - paHUD
  42. Companion Status HUD
  43. HUDFramework
  44. Better Beards
  45. (XB1) Ponytail Hairstyles by Azar V2.5a
  46. (XB1)KS Hairdos (PC P0rt)
  47. (Official) Caliente's Beautiful Bodies Enhancer (CBBE Curvy)
  48. (Official) Caliente's Beautiful Bodies Enhancer (CBBE Curvy Vanilla Outfits)
  49. Pip-Boy Flashlight (Brighter)
  50. Improved Map With Visible Roads (XB1)
  51. Misriah Armory (1k)
  52. Project Helljumper
  53. See Through Scopes
  54. Combat Rifle Overhaul
  55. More Power Armor Paint - Lite (XB1)
  56. Freak's Simple Power Armor Durability Buff
  57. (XB1) STS - Scrap That Settlement! - Base Game
submitted by IGotTheBeanz to Fallout4Mods [link] [comments]


2024.05.17 11:44 YORE_YORE_DOZE [FO3] i cant see the hidden/caution/danger on my screen when sneaking with darnified ui

[FO3] i cant see the hidden/caution/danger on my screen when sneaking with darnified ui submitted by YORE_YORE_DOZE to FalloutMods [link] [comments]


2024.05.17 11:41 Flamecoat_wolf Star Traders: Frontiers. A Star-Trek style space captain sim.

"Captain! They hit our starboard phasers, we can't fire them any more!" "Report from medical, four injured and one dead." "The crew think it's hopeless, they want to surrender captain. Many are already standing down." "They hit the engines and our power's gone. We're sitting ducks!"
Maybe you'll get lucky, maybe they're just pirates. They take your cargo and depart, leaving you to drift in the void in a damaged ship and the half of your crew that survived. You make emergency repairs and hobble your ship to the nearest star-port. Half your remaining crew don't return to the ship that evening, the memory of their near death experience crushing their morale. Some of the injured died on the journey back, especially when you hit that asteroid belt and could barely maneuver the ship. Your ship doctor is doing all they can but they can only heal so many, only save so many, and the medical bay is damaged beyond use. Your officer tries to rally your crew, gives a passionate speech about love, loss and always getting back up to fight again. A few look reinvigorated, yet more don't return the next day. But you dust yourself off, pay for the repairs, hire new crew and take on a new job. It's just a minor set back...
Or maybe it all ends right there. It was a zealot. A fanatical patriot of the faction you'd been working against on behalf of your contact. They hear no pleas, they take no bribes, only heads.
Perhaps they're not even humans. An existential terror from beyond the known universe. Ships cobbled together from biological matter mixed with strange alien technology. There's no negotiation, there's maybe not even sentience within the minds of your enemies. Snarling and vicious they tear through your crew, and you.
I've had a lot of fun with this game. Initially released in 2018 it's still getting frequent updates and it's full of content that can keep you entertained for hundreds of hours. I would know because I've currently got 270 hours played at the moment and that's only going to go up from here.
Don't let the name fool you, it's not about trading! Unless you want it to be, in which case you can totally make it about trading. Instead you play as the captain of a space ship in a distant future galaxy simply trying to survive and thrive.
The game is a bit of a strange mix between RPG and Rogue-like. I guess I'd describe it as an RPG with lots of replayability. At the start of each game you pick your captain. You can customize your captain in a number of ways but it's balanced around a priorities system. You have Attributes, Skills, Ship, Contacts and Experience. Your top choice will have the highest value while the bottom choice will have the lowest value. So you can start with an extremely skilled captain but you might have a very poor starting ship or only one or two contacts (mission givers, info brokers, rare equipment sellers, black market access, etc. They play a number of roles depending on their position/profession). Or you can start with a top of the line nearly end-game ship, but you'll have to sacrifice your captain's abilities to do so. Experience is basically a head start on levels for you and your crew, which can be very valuable for the early game where it can be tough starting out.
Besides the priorities your captain has a specific class. The default is Pirate but you can play as a Merchant, Assassin, Commander, etc. too. Each will have bonuses based on the play-style they specialize in. Pirates and Smugglers get skills that allow them to access black markets more easily and avoid police patrols from identifying contraband with ship scans. Assassins, soldiers, snipers, etc. get a bonus to their crew combat performance and usually have some bonuses regarding missions too. An assassin will do well in a "Duel of Assassins" conflict between two factions, for example, where typically nobles send assassins to try to kill each other or influential people under a 'lawful war monitored by the United Nations' kind of premise. Whereas a Bodyguard will get bonuses for escort missions and prisoner transport missions. Merchants get better deals for their goods and can impact "trade ban" conflicts more. Commanders get bonuses to ship performance and combat.
There are a lot of options too! Both just as you start but also there are a number of options you can unlock by completing various quests or challenges in your playthroughs, which also adds a lot of replayability. New player classes, new ships and new starting contacts.
Oh, and even if you start with one of the best ships, there's a lot of in-game progression too. Upgrading the ship components and choosing talents as your crew level up is a key aspect of the game. Each crew member has a class too, which will determine what value they're contribute to your ship's overall stats. You need Electronic Tech experts to run a lot of high tech electronic components, you need gunners to be able to man all the guns, and you need Ship Operators to, well, operate the ship. As crew, officers and your captain level up they can choose a talent from their job talents. For example, an E-Tech can get the 'scanner boost' skill, which can be used in ship combat to give you +25% accuracy and +25% evasion. The trick though is that they have very long cooldowns. You'll need multiple crew members with Scanner Boost to be able to use it multiple times in a battle, or to use it in two battles back to back. The game runs in weeks, with the explanation that the energy from the special ship engines prolongs people's lives almost indefinitely. So most skills will have a 3-6 week cooldown, which actually passes pretty quickly when you're traveling. Either way, you get anywhere between 18 and 42 crew, depending on the size of your ship and what kind of barracks you install. So you can have a lot of talents. It's also worth seeking out specialist crew, like a merchant, diplomat, smuggler, etc. so that you can make use of their talents in rarer circumstances.
But be careful! Your crew are vulnerable. Ship battles are dangerous, with plasma beams scraping your hull, miniature fighter ships swarming you, enemy ships ramming and boarding you, etc. If your ship is well prepared, maybe your shields can take the hit and you'll only get rocked a bit, or perhaps you've put most of your upgrades into evasion and can nimbly dodge all the enemy shots. If you do get hit though, prepare to really get hit. The introduction to this review is what it feels like to lose a ship battle in this game. It's incredibly in-depth and very immersive. You can even check, mid battle, which crew are injured, which are low on morale, etc.
A hit to your ship will do a number of things. Every hit will damage both your ship and your crew, but some weapons are more dangerous to one than the other. Radiation blasters will do a lot of damage to your crew but won't do much damage to your ship. It's a great option for people who want to take down a ship without destroying it's cargo. Whereas missiles will do a lot of damage to the hull, but your crew will only suffer some nasty bruises from being thrown around by the impact. Unless your ship is ruptured (it hits 0 overall HP) of course, in which case your whole crew will be vented into space, yourself included. Components will take damage too. Mostly it's random which components get hit, but you can install armour to take some of the hits in place of your vital components. There's also crew combat. Sometimes an enemy ship will board you. It's best to have a combat team on-board to dispatch, otherwise you'll be stuck with inexperienced E-techs and Ship Operators shakily holding pistols. Your captain can be a powerful force in crew combat but be careful, defeat in crew combat often means death. If they succeed in beating the local crew (in a 4v4 battle) they'll get a chance to sabotage your ship before returning to their own ship. Of course, you'll also be 4 crewmen down.
The good news is that you can do all these things to your enemy too! Want to bake them alive with radiation and strip their hull for parts and profit? You can do that. Want to slam your dart of a ship into their battle-cruiser, boarding it and having your pro combat team tear it apart from the inside out? You can do that! Just want to pelt them with the biggest guns for the highest damage to get them out your way? You can do that.
I highly recommend this game. It's got a bit of a learning curve but the immersion and satisfying moments I've gotten out of it put a lot of much higher budget games to shame. There's some really good story lines and quests in there, and it has 9 different difficulty setting so that you can enjoy it however you want.
It really deserves a lot more love than it's gotten and I hope a few more people get to enjoy it after seeing this!
submitted by Flamecoat_wolf to patientgamers [link] [comments]


2024.05.17 11:34 NoPermission4386 H: Medic50vhc25ap fixer other fixers, handmades, railways, armour and other stuff W: leaders ll8 offers

H: Medic50vhc25ap fixer other fixers, handmades, railways, armour and other stuff W: leaders ll8 offers submitted by NoPermission4386 to Market76 [link] [comments]


2024.05.17 11:33 Status_Doctor_1562 [XB1] H: UNY/AP/WWR CE chest W: Q2525 Fixer + tfj

[XB1] H: UNY/AP/WWR CE chest W: Q2525 Fixer + tfj submitted by Status_Doctor_1562 to Fallout76Marketplace [link] [comments]


2024.05.17 11:32 Billaien I believe the PLAS-101 Purifier was intended to be a multi-stage charge Weapon, but ended up bugged on delivery

I believe the PLAS-101 Purifier was intended to be a multi-stage charge Weapon, but ended up bugged on delivery
Ingame Stats (Top) - Helldivers.io Database Stats (Bottom)
Based on the stats described on the Helldivers.io Database, and the ingame listed Firerate of 250, i believe this Weapon was ment to be able to fire on low charge-up (about 0.2s ?), and a max charge-up time of around 2,5s for the 300% DMG and AP stats, esentially turning it into a baby Quasar Cannon.
submitted by Billaien to Helldivers [link] [comments]


2024.05.17 11:32 marionas7 [Store] Low to High Tier Knives/Gloves

♦ Mainly interested in trades, but willing to sell on 3rd party markets.
♦ Below is a list of items I have at the moment. I constantly trade, so the list might be outdated and I might have new items.
♦ Buyouts are in cash and they are a reference point to know how much I want for my items in a trade.
♦ Offers is the fastest way to contact me and get a response, but feel free to add me to friends.
Trade Link Steam Profile
Butterfly Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Butterfly Knife Fade Factory New 0.0508 99.5% Faded. Click me $3,900 Tradable
★ Butterfly Knife Fade Factory New 0.0491 94.8% Faded. Click me $3,140 Tradable
★ Butterfly Knife Fade Factory New 0.0240 84.0% Faded. Click me $2,830 Tradable
★ StatTrak™ Butterfly Knife Doppler Phase 2 Factory New 0.0326 - Click me $2,800 Tradable
★ Butterfly Knife Doppler Phase 4 Factory New 0.0233 - Click me $2,710 Tradable
★ Butterfly Knife Lore Minimal Wear 0.1439 - Click me $2,060 Tradable
★ Butterfly Knife Marble Fade Factory New 0.0098 Red tip. Click me $2,050 Tradable
★ Butterfly Knife Doppler Phase 3 Factory New 0.0357 - Click me $2,015 Tradable
★ StatTrak™ Butterfly Knife - 0.3493 - Click me $1,320 Tradable
★ Butterfly Knife Autotronic Field-Tested 0.2933 - Click me $1,100 Tradable
★ Butterfly Knife Damascus Steel Factory New 0.0661 - Click me $970 Tradable
★ Butterfly Knife Lore Well-Worn 0.4294 - Click me $830 Tradable
★ Butterfly Knife Damascus Steel Battle-Scarred 0.4532 - Click me $695 Tradable
★ Butterfly Knife Safari Mesh Minimal Wear 0.1280 - Click me $555 Tradable
★ Butterfly Knife Boreal Forest Battle-Scarred 0.4883 - Click me $470 Tradable
★ Butterfly Knife Scorched Well-Worn 0.3892 - Click me $465 Tradable
★ Butterfly Knife Forest DDPAT Battle-Scarred 0.6546 - Click me $460 Tradable
M9 Bayonets
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ M9 Bayonet Lore Minimal Wear 0.1247 - Click me $1,890 Tradable
★ M9 Bayonet Fade Factory New 0.0294 83.5% Faded. Click me $1,650 Tradable
★ StatTrak™ M9 Bayonet Fade Factory New 0.0256 85.5% Faded. Click me $1,500 Tradable
★ M9 Bayonet Doppler Phase 4 Factory New 0.0098 - Click me $1,320 Tradable
★ M9 Bayonet Marble Fade Factory New 0.0079 - Click me $1,210 Tradable
★ M9 Bayonet Marble Fade Factory New 0.0681 - Click me $1,180 Tradable
★ M9 Bayonet Tiger Tooth Factory New 0.0316 - Click me $890 Tradable
★ M9 Bayonet Crimson Web Field-Tested 0.1871 - Click me $635 Tradable
★ M9 Bayonet Stained Minimal Wear 0.0854 - Click me $500 Tradable
★ M9 Bayonet Damascus Steel Field-Tested 0.1825 - Click me $490 Tradable
★ M9 Bayonet Bright Water Minimal Wear 0.1072 - Click me $485 Tradable
★ M9 Bayonet Lore Battle-Scarred 0.6239 - Click me $470 Tradable
★ M9 Bayonet Freehand Field-Tested 0.1799 - Click me $465 Tradable
★ M9 Bayonet Stained Field-Tested 0.3080 - Click me $465 Tradable
★ M9 Bayonet Freehand Field-Tested 0.2039 - Click me $460 Tradable
★ M9 Bayonet Ultraviolet Field-Tested 0.1813 - Click me $435 Tradable
★ M9 Bayonet Ultraviolet Field-Tested 0.1902 - Click me $430 Tradable
★ M9 Bayonet Stained Battle-Scarred 0.8002 - Click me $420 Tradable
★ M9 Bayonet Ultraviolet Well-Worn 0.4475 - Click me $430 Tradable
★ M9 Bayonet Scorched Field-Tested 0.2021 - Click me $380 Tradable
★ M9 Bayonet Urban Masked Field-Tested 0.1638 - Click me $330 Tradable
★ M9 Bayonet Safari Mesh Field-Tested 0.2889 - Click me $310 Tradable
Karambits
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Karambit Fade Factory New 0.0543 98.2% Faded. Click me $2,835 Tradable
★ Karambit Fade Factory New 0.0222 95.9% Faded. Click me $2,625 Tradable
★ Karambit Doppler Phase 2 Factory New 0.0680 - Click me $1,820 Tradable
★ Karambit Marble Fade Factory New 0.0358 #624. Fake Fire & Ice Click me $1,690 Tradable
★ Karambit Marble Fade Factory New 0.0095 - Click me $1,365 Tradable
★ Karambit Marble Fade Factory New 0.0231 - Click me $1,340 Tradable
★ Karambit Doppler Phase 3 Factory New 0.0094 - Click me $1,220 Tradable
★ Karambit Tiger Tooth Factory New 0.0207 - Click me $1,020 Tradable
★ Karambit Tiger Tooth Minimal Wear 0.0731 - Click me $995 Tradable
★ Karambit Black Laminate Minimal Wear 0.0833 - Click me $850 Tradable
★ StatTrak™ Karambit Autotronic Field-Tested 0.3515 - Click me $830 Tradable
★ Karambit Crimson Web Field-Tested 0.3657 One big web on playside. Click me $680 Tradable
★ Karambit Crimson Web Field-Tested 0.3601 One big web on playside. Click me $680 Tradable
★ Karambit Ultraviolet Minimal Wear 0.1014 - Click me $670 Tradable
★ Karambit Freehand Minimal Wear 0.0914 - Click me $650 Tradable
★ Karambit Freehand Field-Tested 0.1961 - Click me $520 Tradable
★ Karambit Freehand Field-Tested 0.2707 - Click me $510 Tradable
Skeleton Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ StatTrak™ Skeleton Knife Fade Factory New 0.0350 99.7% Faded. Click me $1,830 Tradable
★ Skeleton Knife Fade Factory New 0.0285 98.5% Faded. Click me $1,745 Tradable
★ StatTrak™ Skeleton Knife Slaughter Minimal Wear 0.1381 - Click me $745 Tradable
★ StatTrak™ Skeleton Knife Slaughter Field-Tested 0.2527 - Click me $670 Tradable
★ Skeleton Knife Crimson Web Field-Tested 0.3685 - Click me $660 Tradable
★ Skeleton Knife Stained Minimal Wear 0.0865 - Click me $385 Tradable
★ StatTrak™ Skeleton Knife Stained Minimal Wear 0.1151 - Click me $380 Tradable
★ Skeleton Knife Forest DDPAT Field-Tested 0.3612 - Click me $185 Tradable
Bayonets
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Bayonet Gamma Doppler Emerald Factory New 0.0338 - Click me $3,875 Tradable
★ StatTrak™ Bayonet Doppler Sapphire Factory New 0.0613 - Click me $3,420 Tradable
★ Bayonet Gamma Doppler Phase 2 Factory New 0.0248 - Click me $1,000 Tradable
★ StatTrak™ Bayonet Marble Fade Factory New 0.0328 - Click me $620 Tradable
★ Bayonet Marble Fade Factory New 0.0343 - Click me $565 Tradable
★ Bayonet Doppler Phase 1 Factory New 0.0228 - Click me $560 Tradable
★ Bayonet Doppler Phase 1 Factory New 0.0279 - Click me $560 Tradable
★ StatTrak™ Bayonet Lore Field-Tested 0.1648 - Click me $480 Tradable
★ Bayonet Lore Field-Tested 0.3210 - Click me $440 Tradable
★ StatTrak™ Bayonet Blue Steel Minimal Wear 0.1332 - Click me $330 Tradable
★ Bayonet Freehand Field-Tested 0.1501 - Click me $275 Tradable
★ Bayonet Freehand Field-Tested 0.1520 - Click me $275 Tradable
Talon Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Talon Knife Fade Factory New 0.0645 97.4% Faded. Click me $1,260 Tradable
★ Talon Knife Doppler Phase 4 Factory New 0.0584 - Click me $955 Tradable
★ Talon Knife Slaughter Factory New 0.0607 - Click me $715 Tradable
★ Talon Knife Vanilla - 0.3508 - Click me $420 Tradable
★ Talon Knife Vanilla - 0.3717 - Click me $420 Tradable
Nomad Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Nomad Knife Fade Factory New 0.0115 96.6% Faded. Click me $1,010 Tradable
★ Nomad Knife Fade Factory New 0.0106 95.5% Faded. Click me $995 Tradable
★ StatTrak™ Nomad Knife Vanilla - 0.7129 - Click me $365 Tradable
Flip Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Flip Knife Doppler Ruby Factory New 0.0521 - Click me $2,725 Tradable
★ Flip Knife Fade Factory New 0.0105 81.6% Faded. Click me $685 Tradable
★ Flip Knife Lore Factory New 0.0699 - Click me $475 Tradable
★ Flip Knife Doppler Phase 3 Factory New 0.0041 - Click me $475 Tradable
★ Flip Knife Doppler Phase 1 Factory New 0.0327 - Click me $450 Tradable
★ Flip Knife Doppler Phase 1 Factory New 0.0426 - Click me $450 Tradable
★ Flip Knife Marble Fade Factory New 0.0344 - Click me $415 Tradable
★ Flip Knife Vanilla - 0.2843 - Click me $335 Tradable
★ Flip Knife Autotronic Field-Tested 0.3359 - Click me $265 Tradable
★ Flip Knife Autotronic Well-Worn 0.3820 - Click me $255 Tradable
★ Flip Knife Freehand Factory New 0.0620 - Click me $190 Tradable
★ Flip Knife Damascus Steel Minimal Wear 0.1320 - Click me $185 Tradable
Stiletto Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Stiletto Knife Doppler Sapphire Factory New 0.0239 - Click me $2,800 Tradable
★ StatTrak™ Stiletto Knife Doppler Phase 4 Factory New 0.0348 - Click me $560 Tradable
★ Stiletto Knife Doppler Phase 3 Factory New 0.0446 - Click me $545 Tradable
★ Stiletto Knife Marble Fade Factory New 0.0221 - Click me $490 Tradable
Classic Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Classic Knife Fade Factory New 0.0340 99.0% Faded. Click me $730 Tradable
★ StatTrak™ Classic Knife Crimson Web Minimal Wear 0.0776 4th best float in csgofloat database. Click me $700 Tradable
★ Classic Knife Crimson Web Minimal Wear 0.1328 - Click me $345 Tradable
★ Classic Knife Slaughter Minimal Wear 0.1022 - Click me $280 Tradable
★ Classic Knife Crimson Web Field-Tested 0.2710 - Click me $215 Tradable
Ursus Knives
Name Wear Wear value Additional info Screenshots B/O Tradable After
★ Ursus Knife Doppler Sapphire Factory New 0.0046 - Click me $2,100 Tradable
★ Ursus Knife Doppler Sapphire Factory New 0.0088 - Click me $2,055 Tradable
★ Ursus Knife Fade Factory New 0.0345 91.6% Faded. Click me $550 Tradable
★ Ursus Knife Doppler Phase 2 Factory New 0.0335 - Click me $480 Tradable
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Huntsman Knives
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Paracord Knives
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Survival Knives
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Falchion Knives
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Shadow Daggers
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Bowie Knives
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Gut Knives
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Navaja Knives
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Sport Gloves
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Specialist Gloves
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Moto Gloves
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Driver Gloves
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Hand Wraps
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Broken Fang Gloves
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★ Broken Fang Gloves Jade Minimal Wear 0.1459 - Click me $170 Tradable
Trade Link Steam Profile
submitted by marionas7 to GlobalOffensiveTrade [link] [comments]


2024.05.17 11:32 CommanderRoku Fully Explained: Hero Descriptions (Part I)

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…
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
submitted by CommanderRoku to StarWarsBattlefront [link] [comments]


2024.05.17 11:31 Leyla_Berlin DOR at 30

Hey everyone, hope this is the right sub - otherwise I apologise in advance
I'm 30 now and about two years ago I started thinking about freezing my eggs. I was seemingly alone with his, none of my friends considered it or thought about kids seriously at this point (I live in a big hedonistic city in Europe). Somehow, I just had this strong urge to do it. So I went ahead and tested my AMH which came back at 0.7 in November 2023. Was diagnosed with DOR.
Went to a fertility clinic to freeze my eggs. They tested again and I got an AMH of 0.5 that time (January 2024). In March I went ahead with the treatment- got the highest dosage they give out. They gave me Gonal 300. Been taking these supplements as well: fishoil, Q10, Inositol, Vitamin D, Zink, Selen, Ashwaganada (love the mental effects of that), prenatal Vitamins.
In my first retrieval, they were able to retrieve 5 eggs and 4 were mature. Obviously, I was shattered as my doctor told me this confirms the lab results. Currently I am doing my second round with exactly the same protocol.
I have a partner who is moving in with me in four days, we've been long distance for the last six months. He obviously knows about my situation and knows we should start trying sooner or later - we discussed to see how we Get on now while living together and start discussing kids seriously. I thought I'd have about 1-2 years to figure this out, but my doctor told me a few days ago I should decide what I want to do within the next six months.
Not sure exactly what I am looking here for - maybe advice - maybe stories of people with similar stats. Maybe insights. Been thinking about this from all angles and just cannot come to a good solution.
I could:
Last but not least, all this feels incredibly unfair. My mom went into meno pause at 51, had two children and was pregnant four times (one abortion, one miscarriage). Somehow I always thought my fertility would be the same. I am healthy. I do smoke occasionally (haven't in months now, but used to be a party smoker). I definitely used to be a drinker, though for 1.5 years I drink significantly less. I took party drugs, smoked weed in my youth. Had a mild eating disorder as a teenager. I don't know. Sure, I could look at those things and call them the cause, but at the same time I also had a healthy diet since my 20s, lots of veggies and seeds and nuts, and been exercising regularly for the last 5 years, I get enough sleep, I try to avoid stress (though I have mild anxiety) - but then again, it seems this is normal for most people in my area.
So yeah - if anyone here experienced anything similar, I'd be happy to hear your stories!
submitted by Leyla_Berlin to eggfreezing [link] [comments]


http://swiebodzin.info