Runescape complete item id number

Old School RuneScape!

2013.02.13 20:38 crazydavy Old School RuneScape!

The community for Old School RuneScape discussion on Reddit. Join us for game discussions, tips and tricks, and all things OSRS! OSRS is the official legacy version of RuneScape, the largest free-to-play MMORPG.
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2014.07.29 14:45 Holydiver19 Your Canadian Hardware Swapping Hub

Welcome to Canadian Hardware Swap - your trusted subreddit for buying and selling computer hardware in Canada. Join our community of tech enthusiasts, browse a diverse range of items, and connect with fellow Canadians for seamless transactions. Happy swapping!
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2012.01.30 03:29 Apalis Organizing the Private Trade / Sale of knives

Welcome to Knife_Swap! If you have any questions, please contact the mod team through modmail, accessible via a link in the about section. Please read the rules before posting!
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2024.05.17 11:56 dxrshy Raising Awareness - Vinted Scams

I’m not sure if this has been spoken about already, but it’s doing my head in and I need to do something about it. There are scammers all over Vinted, we all know that, but I want to educate people on what the scammer’s accounts look like and how they actually achieve the scam.
Firstly, what do the accounts look like, these are the 5 things I use and you can use to tell if the account is dodgy:
Username: Usually a name with random numbers and letters intertwined, such as j0hnathan43z0 (not a real user name)
Price: Tends to include pennies such as £48.50 or £18.75, not very common for a legit seller to use pennies, so when they do, pls check their account.
Reviews/Followers: Almost always they will have 0 followers and 0 reviews.
Photos: Poor quality photos that are clearly cropped, and sometimes have a distorted/barcode-like pattern along one of the edges of the image
Wardrobe: Usually consists of completely random items, with very good prices. Check the background in the image of each item, are they similar? Or do they look like they are taken in what’s clearly a different household for instance.
How does the scam actually work you may be wondering… well:
What they do, is they list an item, using images stolen from an old sales listing from Vinted, eBay etc. The item will be very well priced. (Most of these scam listings are posted in the evening, at around 9pm onwards, however you may notice them popping up all day)
A person will be attracted by this price, and no doubt they will buy the item.
At checkout, you will notice the only courier option is Royal Mail. Why is this? Royal Mail is the only courier on Vinted that isn’t a tracked service, it’s only 2nd class, and because of this, you have to send a proof of postage receipt to the buyer as an image, hence the “Here’s the postage receipt”… message that shows when the seller has sent you said receipt.
The scamming seller will activate this message, in doing so, the Vinted software will update the buyer telling them that their item has been sent. However the buyer won’t upload an image of the postage receipt. (Some time after this, usually an hour or so, the seller will delete their account, I’m not sure how this bit helps the scammer in any way, but they often do this).
If a parcel goes missing on Vinted, Vinted will refund both the buyer AND the seller regardless. Services like InPost and Evri can be tracked and used to prove if the parcel has been delivered or not. Royal Mail 2nd class on the other hand cannot be tracked. So Vinted assume the parcel is lost and eventually refund both parties.
What Vinted fail to do however, is check the transaction for a proof of postage receipt. Checking if the seller actually sent the item off and can prove it, would allow the seller to be rightly refunded or not (the buyer will be refunded regardless). This is bad on Vinted part obviously, because Vinted are paying out scammers for absolutely nothing.
I can’t believe they are getting away with it and it has to stop, because people are paying good money for items that never arrive, and are then out of pocket for 3ish weeks before they are refunded. I hope this post helps the community and raises awareness.
Thanks for reading and stay safe on this marketplace.
If it’s too good to be true, it usually is!
submitted by dxrshy to Scams [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 11:48 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%
https://preview.redd.it/7niqijd2ky0d1.jpg?width=225&format=pjpg&auto=webp&s=dce8567050da9c5a38dd9b609bc5ea657d5aa82c
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%
https://preview.redd.it/6r2c4aw3ky0d1.jpg?width=225&format=pjpg&auto=webp&s=f23097511d0055b022bf1b0206bc8df3b72d3b63
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%
https://preview.redd.it/sas5j5d8ky0d1.jpg?width=225&format=pjpg&auto=webp&s=13b86952db61251a6401fdd4108a48e6e754967c
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
https://preview.redd.it/6wpincp9ky0d1.jpg?width=225&format=pjpg&auto=webp&s=22ba97c819a84b7dd797fff239969506bf3d25b3
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%
https://preview.redd.it/ntqor26bky0d1.jpg?width=225&format=pjpg&auto=webp&s=4ec87916373e1ffb829456df7e92693147ed64d0
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%
https://preview.redd.it/x03xl11dky0d1.jpg?width=225&format=pjpg&auto=webp&s=5837169f02f1ae9dbe8c8278730b4e8d2bed45c0
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
https://preview.redd.it/axci7mbeky0d1.jpg?width=225&format=pjpg&auto=webp&s=f682b931e4fedcb5d634fa7a8a16042a85816b71
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
https://preview.redd.it/kqupxytgky0d1.jpg?width=225&format=pjpg&auto=webp&s=c3ce16ce0ddd44b94cef4ce410a0b479395a457f
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
https://preview.redd.it/ylbdt8phky0d1.jpg?width=225&format=pjpg&auto=webp&s=ee3ad33ee7f2955d939fc536b8a7e8a18584c56a
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
https://preview.redd.it/phtuqg1tiy0d1.png?width=809&format=png&auto=webp&s=9f6775ab15d6e32a72808c8229690f1465dd6eab
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 11:46 GlitteringFormal8043 Do you think an auction house like Old School RuneScape would work on PoE? Long text alert!

Do you think an auction house like Old School RuneScape would work on PoE? Long text alert!
So basically OSRS or Old School RuneScape has an auction house and it works like this. I'll use PoE terms so it makes easier to illustrade the idea. Keep in mind the way I translate the OSRS ingame trade mechanics are just to make it digestible to the PoE community and are not by any means how it must be. With that said:
https://preview.redd.it/mv07i5bb4y0d1.png?width=487&format=png&auto=webp&s=fa8b8a1727f6252ca29642732a3a3bf8732ab669
OSRS has a trade restriction under 20 hours active play time. This would translate to 20 hours + finishing campaign on PoE. This is to reduce botting.
1 - Everyone has a set amount of trade slots, you can buy more for ingame currency, slots are where you put your orders in.
The amount of slots is to reduce botting and discourage flipping.
2 - Every transaction above a low threshold has a tax equivalent to 1% of it's price up to a maximum of much higher threshold cost.
The trade tax is also to prevent botting and discourage flipping. An equivallent for PoE would be every transaction over 10 chaos up to 1 mirror has a 1% tax.
3 - Every item has a limit to how many you can buy, usually that limit is much more than the "maximum possible use limit for any given player".
To put it in perspective, it would be like 400 scarabs of domination every 4 hours, not any scarab, just scarabs of domination. (something that you really can't use in just that amount of time). This is to discourage flipping as well.
4 - When trading, prices are shown to the player at current average, The player has the fast option to make it 5% cheaper, more expensive or type the price. Respectively represented by "⌄", "⌃" and "...".
https://preview.redd.it/y7eny3vv9y0d1.png?width=546&format=png&auto=webp&s=63576730b37da1463ce1310ac0bf0195023388d2
5 - Every sell/buy go for a queue.
5.1 - Queue for buying goes for the cheapest item and then the oldest item for sale.
This means that If you order a tabula for 10 chaos and the cheapest tabula is listed for 8 chaos > You receive the tabula and 2 chaos back.
5.2 - Queue for selling goes for the oldest request for the price setted by you.
If you intent to sell a tabula for 10 chaos, you'll always receive the 10 chaos for the item OR not sell. Players are able to remove offers at any time.
https://preview.redd.it/bno8gcokky0d1.png?width=549&format=png&auto=webp&s=f8771ec823d697c31d2d41f52362e235ed083cdf
6 - sell/buy orders don't need to be completed by one single player. If you intend to buy 200 scarabs, you could be buying from 20 different players and all automatically. The bar shows the current progress of your buy order.
https://preview.redd.it/ykivgf1cfy0d1.png?width=548&format=png&auto=webp&s=f6d229c6cd9e746de068ea0e730f3b767f12d7aa
How it really works? TLDR.
  • Instabuy and instasell are possible. Usually if you want to instabuy something you would have to pay 5% more, if you want to instasell something you would make 5% less.
  • It's possible to buy items cheaper, especially farming goods ( like scarabs on PoE) cheaper if you are able to wait for them to be bought overnight. Same is true for selling items, if you are patient you can wait for someone that is willing to pay more for your goods.
  • The economy is much more alive, as people don't need to be online to sell or buy. Trades are way easier as one order can buy from multiple sellers, and the other way around is also true.
  • Flipping is possible and profitable, but it is not the best by any means. The limited amount of slots, the 1% tax and the maximum by of any item limits the power of flippers by a good amount without making it completly impossible.
To be honest, I don't know if it would really work as intend as PoE is a really complex game, but I see how it should be adapted to work well without the draw backs of having an auction house.
Image to illustrate the post:
https://preview.redd.it/kjtw7ja2gy0d1.png?width=487&format=png&auto=webp&s=129a744ecc720dcb2163336e46af62a639f6053e
submitted by GlitteringFormal8043 to pathofexile [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!
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2024.05.17 11:37 Dacxi Five Aussie startups that raised $163.6 million this week

Five Aussie startups that raised $163.6 million this week
Source: smartcompany
From insurance and property management to plastic recycling services, the startups featured in this week’s funding round up are focused on game-changing services to their customers.
Keep reading to find out more about five Aussies startups that collectively raised $163.6 million this week, including a former Smart50 Awards winner!

Cover Genius: $120 million

Former Smart50 Awards winner Cover Genius leads this week’s funding round-up with a huge $120 million (US$80 million) Series E funding round.
While now headquartered in New York, the insurance tech startup was founded in Australia in 2014 by Angus McDonald and Christopher Bayley and was crowned the overall winner of the Smart50 Awards in 2017 with a three-year revenue growth of 2606%.
According to Startup Daily, US-based VC Spark Capital led the latest funding round and included existing investors Dawn Capital, King River Capital and G Squared.
Cover Genius previously raised $112 million (US$70 million) in Series D funding in 2022 and $100 million in Series C funding in 2021.
The company, which initially started out in the travel insurance space before expanding into other areas, reached unicorn status in 2021 and reportedly has some 30 million customers around the world.
It plans to use the new funding to accelerate its growth plans and improve its digital solutions, according to the report. This will include using artificial intelligence for claims handling and offering more insurance products on its platform.

Data Zoo: $35 million

Sydney-based digital ID verification startup Data Zoo has secured $35 million (US$22.7 million) in Series A funding from Ellerston Capital fund, Ellerston JAADE.
Announcing the funding on Wednesday, Data Zoo said capital injection will help it scale its ID verification software, which it says provides efficient access to authoritative data from over 170 countries while also prioritising data protection and privacy by eliminating identity data storage.
The software is used by financial institutions, payment providers and fintechs.
Data Zoo was founded by chair Tony Fitzgibbon in 2011, and is led by recently appointed chief executive Charlie Minutella.
“There’s been a long-standing need for a more efficient and secure way to verify identities,” explained Fitzgibbon in a statement provided to SmartCompany.
“Data Zoo has spent years refining its solution — the result has been incredible innovation, UX optimisation, and growth in a fiercely competitive market, putting us head-to-head with today’s most established identity providers.
“Ellerston JAADE spotted an opportunity in Data Zoo’s proven ability to help global firms verify consumer and business identities, reduce fraud, and meet global compliance standards.”
The Series A round represents Data Zoo’s first outside investment. It now joins a number of other Australian firms in Ellerston JAADE’s portfolio, including Mable, Camms, and Phocas.

Neo-Bionica: $5 million

Also securing funding this week was Melbourne-based Neo-Bionica, which has raised $5 million from Breakthrough Victoria.
Neo-Bionica was founded in 2021 as a joint venture between the Bionics Institute and the University of Melbourne.
The startup specialises in manufacturing and commercialising medtech, working in the fields of engineering, bioelectronics, and neurotechnology to develop advanced medical devices.
Neo-Bionica offers services to other companies, such as medical device prototype development, clinical trials, and initial low-volume manufacturing, and has two workshops at St Vincent’s Hospital Melbourne that are used to develop implantable and wearable tech.
The company plans to use the funding to help it expand its manufacturing capability, facilities and market presence, both in Australia and globally.
Read more.

Asseti: $2.5 million

Sydney-based proptech startup Asseti has secured $2.5 million in seed funding to continue building its AI-powered real estate asset management platform and take on the US market.
The round was led by early-stage VC Tidal, which has previously invested in the likes of Shippit, FrankieOne, and Sonder.
Asseti was founded in 2018 by Aonghus Stevens to help property managers improve the lifetime value of their assets. It does this by using high-quality images and machine learning to predict and prioritise what needs fixing in a property.
The platform, which is reportedly being used by the likes of Mirvac and Colliers, can help manage things like wear and tear of items and potential hazards in buildings.
On its website, the startup said it plans to use the new funding to build out its AI features and expand into the US market from a new base in Dallas, Texas.
This move “follows significant year-on-year growth in Australia and marks an important next step in helping customers to manage the vast and aging real estate landscape of the United States”, the company said.
Asseti now employs a team of more than 30 people and said it has recently welcomed two new key hires: Nima Idel as head of product, and ‍Courtney Cusack as head of growth marketing.
The opportunity for Asseti is vast, said Tidal’s Kieran O’Neill in the VC’s investment notes.
“Every building and structure is a potential asset that Asseti can assess and help manage,” he said.

RecycleSmart: $1.1 million

More than 1000 investors have backed Sydney-based RecycleSmart, with the recycling startup successfully raising $1.15 million via a Birchal equity crowdfunding campaign that closed on Thursday.
Founded in 2019 by Marco Prayer and Giorgio Barracchi, RecycleSmart helps households, businesses and councils dispose of hard-to-recycle items by picking up unwanted waste from a customer’s doorstep.
The startup will pick up soft plastics, clothes, shoes, and small e-waste, and then sort and transfer them to specialist recycling partners like APR Plastics, Mobile Muster, and the Red Cross, which accepts unwanted but wearable clothing.
The startup says it has sent 800,000 kgs of items to be recycled to date but now wants to scale that impact.
This latest fund raise follows a previous $1 million raised by the startup in July 2023, also completed via an equity crowdfunding campaign on Birchal.
In the time since then, RecycleSmart has extended its Power Pickup program to businesses and is now recording more than $2 million in annual recurring revenue.
Source: https://www.smartcompany.com.au/startupsmart/news/five-aussie-startups-raised-163-6-million-this-week/
submitted by Dacxi to DACXI [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 11:00 TheLotStore .16 Acres, Highland Drive, Fordyce AR 71742

.16 Acres, Highland Drive, Fordyce AR 71742
.16 Acres, Highland Drive, Fordyce AR 71742
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Property Address: .16 Acres, Highland Drive, Fordyce AR 71742 (Map location is approximate) County: Dallas Assessor Parcel Number: 970-04664-000 Legal Description: Part of The Southeast 1/4 of The Northwest 1/4 Section: 35 Township: 10S Range: 13W Zoning: Residential Annual Property Taxes: $20.08
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Additional Information: https://thelotstore.com/property/16-acres-highland-drive-fordyce-ar-71742/?feed_id=10632
submitted by TheLotStore to u/TheLotStore [link] [comments]


2024.05.17 10:52 Locus_Natit How to download PvZ Hybrid Mod

How to download PvZ Hybrid Mod

Intro

As we all know this mod was originally created by 潜艇伟伟迷 on bilibili, and the link he posted need to login with Chinese phone number to download all the files. So it's really tough for us to get access to it. But recently I've found a way to download it with an email address and your cellphone (better Android, I have no Apple devices).

Preparations

Before we start, you should have this two apps downloaded on your cellphone: Alipay and Quark Browser (夸克). Basically Alipay is a Chinese version of PayPal, and Quark Browser is a Browser App famous in China, but it isn't available on Google Play, so we choose to download it on it's official site. Visit the website with your cellphone browser and the click the blue button to download the application installer as follows.
How to download Quark Browser on the website
The installed Apps

Alipay Sign Up

Note: if you have QQ\WeChat\Weibo or Taobao account, you can pass this section and jump to Quark Login
After we had the two Apps installed, we ca start with opening the Alipay. Select "Sign up" and select "Sign up with email", then use your own email address to complete signup. After you signed up, the app would ask your country, you can select as your preferences, and then it's all done for registration.
Alipay Sign Up

Quark Login

Then we go to Quark Browser, on your first open, it will popup a policy window, click the blue one to proceed. After entered the main menu, click the button on the bottom-right, and login via Alipay (or if you have QQ\WeChat\Weibo\Taobao account would also be ok). The application would automatically jump to Alipay and you should click agree to login.
Quark Login

Find Download Link

The original mod was published on bilibili, it's also suggested to go to bilibili to get the link. But the author also has an account on YouTube, so you can also find the link on it, though it may be a little bit out-of-date.
Note: the author has just published v2.0.88 of the Mod, you can find the link on the bilibili video description.

Download Link

Download File with Quark Browser

Once you have copied the link, you can go to Quark Browser, the app will automatically recognize the share link, and guide you to the download page. You can also paste the link manually. Click "Save", and the browser will save it to your account. Then, hold the saved file and click "下载" to download it to your cellphone. Once it's done, you can go to your profile page to view the location of the downloaded file as shown in the picture, and transfer it to your PC with a USB Cable.
Download Files

Ending

For version 2.0.0 and above, the author had integrated it within a installer file. All you need is to double-click the program and install it as you want.
Installer Options
Sadly the game hasn't have an English localization there, so you can just play it in Chinese. But I think actually it's ok to play without knowing what the game is saying lol.
Enjoy!
PostScript: Actually at first I thought writhing such a tutorial would be easy, but it proved to be a time-consuming issue. Anyway, it's finished now and feel free to ask any questions you encountered. Wish all of you a good day!
There are no similar tutorial posts, aren't they?
submitted by Locus_Natit to PlantsVSZombies [link] [comments]


2024.05.17 10:50 SadWasian I asked him for his number 😳

Some background: He's (21M) my (21F) coworker. We've been working together since June of last year but didn't really start talking to each other until September. We were hitting it off during the fall but didn't get the chance to work together as much during the spring due to scheduling changes. I definitely liked him first. I'm honestly not sure what I did to get him to like me back; I'm not particularly good at flirting at all. I guess I just annoyed him enough that I eventually started to grow on him. He's always asking me how I'm doing and how school's going. He goes out of his way to start a conversation with me. We have our little inside jokes; he's always teasing me about how aggressive I am. I've caught him looking at me several times.
Anyway, now that the school year is over, he's going to be doing an internship in another state for the next three months. I, on the other hand, am working on finding a new job so that I can move out. Suffice it to say, I'll probably be gone by the time he comes back to work in the fall. So, I decided to message him via our work communication app and ask for his contact information. I would have asked him in person, but our workplace only releases the schedule week-by-week, and it's not always consistent each week, so I didn't know that our last shift together (on May 5) would be our last 😔. This is a part-time job comprised mostly of high school and college students, so it's not like dating a coworker would risk my career or anything, and like I said, I'm planning on quitting anyway. What I said was this: "Hey, do you have Instagram or Snapchat or a phone number or something? Since I probably won't be working here by the time you come back in the fall. Idk just in case we never see each other again 😅".
I'm so scared. I was literally trembling as I sent the message. That was about six and a half hours ago; it's nearly 4 am now, so he's definitely not responding until morning. Was I too forward? Guys like it when girls make the first move, don't they? Did I make the right decision? I mean the worst he can say is no, right? Or, I guess, leave me on read, in this case. I'm worried I might be bothering him during finals week, although I think nearly everyone's finals are over at this point. I know he's a super busy guy; if he doesn't get back to me right away, I understand. I just couldn't hold back any longer; I was worried he'd stop looking at our work app over the summer and I'd lose my chance forever.
I'm also worried that he thinks I lost interest in him. I feel like I was bolder when talking to him during the fall, but these past few months I've been kind of shy around him since we hardly see each other anymore. Sometimes my mind just goes blank around him. I'm able to socialize with my other coworkers really easily because I'm not attracted to any of them, but when it's just us one-on-one my brain is just like "Oh my god, cute guy!" and turns to mush and I forget how to speak. Most of the time he's the one initiating the conversations and I feel bad. But I don't know, maybe I'm just overthinking things.
Lastly, I'm worried he might think less of me now that I've dropped out of college. I told him during our last shift together that I had dropped out about a month ago, and the way he reacted seemed a bit judgmental. I don't think he meant to be judgmental, though; I think he just had no idea what to say. Or maybe I'm just hypersensitive to criticism, I don't know. I didn't want to go into the personal reasons (mental health and family stuff) behind why I decided to drop out (although I think he can kind of tell something's up), so I'm worried he just thinks I'm lazy and a quitter. It doesn't help that I tend to goof off and socialize a lot during work; not to the point where I'm not doing my job, but enough that it's clear I'm definitely not the hardest worker there. He, on the other hand, is super conscientious about his work; he has a great work ethic, which I admire. I think we just view work in different ways. I'm never going to slack off so much that I'm hurting my coworkers, but I'm also not going to put in maximum effort for a corporation that doesn't even pay me a living wage. I'm just worried that he sees the way I act at work and thinks of me as this ditzy dumbass when I'm so much more than that.
I've never actually been in a relationship, but I have had quite a few crushes, and I can say without a doubt he's the biggest crush I've ever had. I know everyone views their crush through rose-colored glasses, and while I know he's not perfect, this man is seriously a walking green flag. He's so smart, handsome, and funny. He's the sweetest guy; I don't think he has a mean bone in his body. He's always trying to cheer me up whenever I'm down. He's effortlessly kind to everyone and goes out of his way to help people. Did I mention we work at a movie theater? Well, during the worst shift of my life, two weeks after Barbenheimer (fun for audiences, but absolute madness for movie theater employees), I was stuck working the concessions stand completely alone on a Saturday night (usually we would have three to four employees on such a busy night). It was chaos; literally a nonstop line for at least an hour and a half, with absolutely no help from my managers (until I had a mini mental breakdown later that night, but I digress). Anyway, my crush was literally the only one who helped me prior to my mini mental breakdown. He was working as an usher that night (one of the people who cleans the theaters after each movie) and stayed ten minutes past the end of his shift to help me make popcorn and restock the concessions stand. He didn't have to do that. Our managers worked us like dogs that summer; most people would have been out of there the moment their shift ended. But not him. This was before we had even started talking, definitely before he started reciprocating feelings. There was no ulterior motive here. He just saw a coworker struggling and decided to go out of his way to help, with no benefit to himself. Because that's just the type of person he is. And that might seem like a small thing to you guys, but I feel like genuine kindness is so rare these days. I feel it's such a dog-eat-dog world out there; seems like we're all becoming more and more individualistic, and that everyone is only looking out for themselves. I don't know, I just hear horror stories about shitty guys all the time, and he just seems different.
I'm just terrified of the response (or lack thereof) I'm going to wake up to in the morning. Because even if he does give me his number, what then? There's been this unspoken chemistry and connection between us for months now. One of us has to confess our feelings, right? Will it be me? Will it be him? Will either of us have the guts to do it? It's our last chance. It's now or never. And I feel like maybe I'm not in the best place in my life for a relationship... but are any of us ever truly ready for one? I couldn't help falling for him when I did. I just feel like if I don't take that risk and confess my feelings to him now, I'm going to regret it for the rest of my life. And even if he rejects me, or we try dating and it doesn't work out, at least I can say I tried. The pain of rejection is nothing compared to the pain of regret, right?
I just need some reassurance and support. Someone tell me I made the right decision. And wish me luck 😅
submitted by SadWasian to Crushes [link] [comments]


2024.05.17 10:41 Erwinblackthorn How to Make a Final Fantasy Plot

Final Fantasy is one of the biggest(if not the biggest) RPG franchises out there. As an anthology series, the games each hold a different world, every single numbered installment, as well as a different story. The patterns that connect the stories are there in order to keep a Final Fantasy game a Final Fantasy game. They’ve been able to make these games feel consistent in their approach for about 10 installments, with the titles after 10 being more on the subversion side. Now that Final Fantasy 7 is getting a remake “trilogy”, this subversion has become a complete deconstruction of what made the series well loved. The new people in charge of the IP seemed to have lost the magic, resulting in the series becoming a hollow husk of its former self.
With so many RPG Maker people wanting to recapture the magic, as well as Square Enix itself, this brings up the question: what exactly is a Final Fantasy plot?
In the 80s, Final Fantasy was conceived as a response to TTRPG games like Dungeon and Dragons and computer RPG games like Wizardry, with Dragon’s Quest being an influence and sharing the same influences itself. These fantasy game influences created a lot of the gameplay, with the story coming from what came prior in the form of Tolkienesque stories. To further the chain of influence, these Tolkienesque stories were inspired by Arthurian romance and mythology, holding a big focus on how alchemy approached the combination of mythologies to express a monomyth. Carl Jung helped popularize the monomyth, along with Joseph Campbell, which would later establish the media usage of the hero’s journey. When Lord of the Rings came out, the prevention of the world ending by the usage of a MacGuffin became a staple in heroic fantasy storytelling.
Final Fantasy began with nameless characters of unknown origins, having you play as the 4 warriors of light. 4 warriors were picked to represent the 4 elements, the 4 corners of the world, with 4 monsters of the elements acting as their main form of opposition as they head to the final boss. Fire, water, air, and earth were treated as vulnerable crystals that must be restored, bringing order back to a chaotic world, with the final boss being Chaos itself, to end the game with a peaceful kingdom. Rather than a single ring to rule them all, the MacGuffins in FF1 are instead key items, each one unlocking a new location to move the story forward. The world map is entirely used, from land to sea to air, forcing a journey process across different areas as these heroes attempt to fix the world.
The gameplay focuses on classes, with each class serving a different party purpose, forcing the player to pick different types for easier results. Each class was given a different outfit, easy to tell the difference between their roles, with each one symbolically having a different personality. It’s not that they had a personality in the game where they never speak, but rather the roles they hold grant them different paths on how they got there. For example, the fighter would have to become physically stronger and knighted to become a knight, while the thief would have to sneak around and learn black magic to become a ninja. In fact, having more thieves in your team was a way to make the game harder, because of their lower HP.
This combination of classes and a quest to save the world changed upon the second installment, where characters were finally given names and backstories. Due to this held history, their hometown was presented as the catalyst for the story to begin, being saved by a princess this time as they start a rebellion against an evil Emperor. Sounds familiar? This is where Star Wars comes in more full, acting as an inspiration for the science fantasy elements that come in during the later half of this game and the first one. The final location of a floating island could be considered part of Star War’s Cloud City, but it can also be tied to the more Japanese inspiration of Castle in the Sky.
Studio Ghibli, the “Japanese Disney”, came out with this movie a year prior to Final Fantasy 1’s release. In this movie, steampunk retrofuturism was inspired by science romanticism books of the 1800s, while its castle in the sky was inspired by the floating island in the satirical novel Gulliver's Travels (1726). All of these are still directly inspired by both the hero’s journey of alchemical study (through Star Wars) and mythological journeys(with floating islands being found in Homer’s Odyssey). The steampunk style continued into later titles, allowing the usage of swords with the combination of robots to make sense to the player. This also reinforces a romantic approach to storytelling, as Arthurian romance and scientific romance are combined into a mythological premise concerning the end of the world and heroes who go out to save it with MacGuffins.
Two creatures that would play important roles for the heroes were both made by the same designer: Koichi Ishii. The Chocobo would be used as a giant bird that you ride like a horse, while the Moogle was meant to be a spiritual assistant that has a pom-pom growing out of its head, symbolically declaring itself as your personal cheerleader. The cat-like body of the Moogle, as well as its infinite source of magical assistance, could easily be traced back to the 60s blue cat named Doraemon. While the cute Moogle was based on a culturally significant source (as well as the kami of Japanese folklore), the chocobo turned itself into one by becoming a cute form of transportation, both allowing the game to become more appealing to kids and animal lovers. These additions allowed the traveling merchants of the game, as well as the trusty galliform, to serve more of a story purpose when their significant locations are visited.
By the time we hit Final Fantasy 6, the classes are changed from choosing outfits to become character locked. At this point, the characters themselves are the class, with more classes collected as more characters are collected along the way. Their backstories come with their discovery, allowing their hometowns to become different locations across the map, and their relationships growing into pre-game histories and future romances. The summoner, a special type of mage, is treated as the most important type of character, due to their control of creatures that are based on our polytheistic gods and some mythological characters. Their role is to serve as a humorous deus ex machina, a reference to how plays would use a god of mythology to interfere with a story and set things right when the writer usually wrote themselves into a corner.
The roles of characters each become a repetition of this setup from 6, causing several key plot points to occur. The main “leader” is a young male who holds a bladed weapon, in the form of a sword or dagger. This is the “Luke Skywalker” of the group who is aided by an older magician or mentor who shows him the ropes. Along the way, they find a “princess” with access to ancient powers who is able to lead them to the MacGuffin that will save the world. From the beginning, they are opposed by a “black knight” who is the shadow of the leader, with an emperor antagonist that is overshadowed by this black knight, leading to the final showdown that is fought in several stages.
Three stages are utilized to represent the destruction of the antagonist’s body, mind, and spirit. Their presence throughout the story is in the form of stages, acting as spiritual checkpoints for the heroic leader to confront their shadow. Once the evil “emperor” is defeated, the shadow's presence brings in the apocalypse that threatens the world, as well as their symbolic four horsemen. Across the journey of the main party, they unlock the 4 forms of transportation: earth(main map), water(boat), air (airship), and fire (combustion vehicle/chocobo). Each quest unlocks the next quest with the next ability to access it, whether it’s a key item or a form of this transportation.
Each game comes with about 10 hours of storylines, making up about a fifth of total gameplay for an average playthrough. This sounds like a lot, but when split up by the 5 point story structure, this gives about 2 hours per point. When we realize there are an average of 70 locations per game, we can feel overwhelmed by the amount of locations to visit. Thankfully, only a small handful are actual story locations and the majority are battle locations for gameplay. The trick to figuring out their location planning is all in the types of locations they go through.
Locations are split into two types: 1. Hub 2. Dungeon
Hubs come in: 1. Small merchant 2. Rest stop(usually a save point) 3. Village (people but no shops) 4. Town (people and shops) 5. City (people, shops, side quests) 6. Castle (people, shops, main quests)
The dungeons come in the variety of: 1. Grassy 2. Desert 3. Snowy 4. Mountain 5. underwater 6. Cave 7. Forest 8. Haunted House 9. Laboratory 10. Castle 11. Space/unknown
When we view it in this way, those 70 locations get split into 35 each, with about 4- 5 hubs for each type and 3 - 4 dungeons of each type. With how each game needs a main hub as the kingdom, the emperor’s tower, the shadow’s fortress, a hometown(plus dungeon) for each side character, 3 to 4 main islands, and remakes of locations caused by running themes(like the gardens in 8), the tall order becomes far more shorter than presumed. The gathering of the side characters make up the bulk of act 2, which include: 1. A driver of the airship 2. An unconventional “mancer” 3. A gag character 4. One who betrays the empire (sometimes comes as an NPC or temporary character) 5. Secret characters 6. A tragic character (seeks revenge on the empire) 7. A dragoon (or sniper in the case of FF8
These character types can be combined in any way, but the goal is to include them for a full experience.
As for villains, the typical boss will be based on a particular weakness to a single(or theme based) type of attack. Reoccurring “Team Rocket” style battles will act as another form of story checkpoint, with these goons being a creature like Ultros or a trio like The Turks. In the final dungeon, a boss rush will either summon a lot of previous bosses to take you on at a higher level, or introduce a cast of new bosses that are to be fought at different layers. The defeat of a boss is meant to be the ending of a quest and the expansion into the next quest area until the game is over, with optional bosses causing neither of these(hence the name “optional”). The normal enemies of the area are (supposed) to train the player for the encounter with the boss of that same area.
Final Fantasy followed this simple formula for about 10 installments until the PS2 era started to make it shaky and then Final Fantasy 12 removed the doomsday weapon. 13 removed the male lead and any coherent recollection of a main antagonist. Once we got to 15, the doomsday weapon was back but now the summonings are treated like main characters. The remake of 7 flips everything on its head as it tries to force Midgar to be a world of its own, not realizing that the journey requires the player to leave the castle and get on an airship within the same game. As time goes on, the romanticism of its origins will be lost and it will just be building over itself without understanding where any of the structure comes from, because each installment comes with more deconstruction.
Final Fantasy started as romantic mythology, tied together with the fairy tale magic of Disney and Studio Ghibli. Everything about it is supposed to be cute, aimed at kids, hits hard enough to make an adult cry, and blessed by the presence of consistency. We don’t need the games to be more realistic, we need them to be more enjoyable. But hopefully, with this guide, you will be able to make your own Final Fantasy one day. You will make it better, make it proper, and it will certainly not be the final time we see it.
submitted by Erwinblackthorn to TDLH [link] [comments]


2024.05.17 10:38 SapphireHeaven According to Korean articles CL and YG's YHS had meetings recently, with the company responding they cannot confirm a 2NE1 reunion. What are your thoughts?

This is one of the articles I'm referencing:
https://m.entertain.naver.com/now/article/109/0005078493
It is known that singer CL and YG Entertainment (hereinafter referred to as YG) executive producer Yang Hyun-suk had a surprise meeting in complete secrecy, and interest is focused on the background. In particular, this meeting has added meaning as it took place ahead of the 15th anniversary of YG's four-member girl group 2NE1.
According to entertainment officials on the 17th, CL and Yang Hyun-seok recently met for the first time in a long time and talked for a long time. It is rumored that CL, the leader of 2NE1, and Yang Hyun-suk, the producer of 2NE1, had a dinner party that lasted much longer than originally planned. Although the details of what was discussed are not known, 2NE1 celebrated its 15th debut anniversary on the 17th. It is said that these two would not have had a meaningless meeting ahead of 2NE1's 15th debut anniversary. Moreover, there is speculation among high-ranking entertainment officials that there may be some reason why CL, who still has a deep affection for 2NE1, met with Yang Hyun-suk, the head of YG, who is recently attracting attention again for the musical ability of the girl group BABYMONSTER.
...
There is already great interest in whether the 2NE1 members will reunite with Yang Hyun-suk and achieve the full reunion that fans are looking forward to, and if so, what form it will take.
Meanwhile, YG's side stated that it "cannot be confirmed" regarding this.

Most fans have been praying for a reunion and it looks like that might only be possible as "2NE1" under the YG umbrella. Hope the two sides might have solved any disputes they had and it moves forward. While the members are extremely talented as singers and performers their particular sound is also tied to the company and the producers I feel like, even if they manage to buy back the rights to the name and all the discography. YG could also use some good publicity and revenue in a time when the number of active groups has grown smaller. While I'm not forgetting or forgiving the way they handled the group and the members' solo activities that led to disbandment, I'd love for a reunion under YG to happen if 2NE1 are also happy with the deal.
submitted by SapphireHeaven to kpopthoughts [link] [comments]


2024.05.17 10:29 MatchaLatte16oz Thanks to whichever redditor it was that told me to contact the FBI

2 years ago I changed forever.
I had hourly texts/emails with threats to my entire family (including names, addresses) and other things that I won't say. I changed my number 3 times and within 30 min he'd get the new one, taunting me for trying to evade him. Every text/email he sent was from a different numbeemail address using VPNs and spoofed phone numbers. He also contacted and threatened my coworkers, friends I hadn't spoken to in years, even their parents. Yes, he contacted and threatened my coworkers and the parents of friends I hadn't even spoken to in years.
Random people started showing up to my gfs work, thinking she wanted to hook up with them (the stalker used photos of her to fake a dating profile for her).
I called police in 2 states, 3 cities, and they said there was nothing they could do. They said to buy a gun and hope for the best. Keep in mind I'm only typing maybe 1/3 of what he did (e.g. he used false reports to trigger state investigations into things in order to screw up my gf's life). At one point, they called and accused ME of being the stalker, with the stalker taunting me with more texts every step since he somehow knew I was talking with police.
Even my little sister, who the guy said he was on his way to (with her exact address and apartment number, and saying how easy it was to get a gun in my state), that was all the police suggested, was for her to get a gun. She was actually completely down, but I told her she'd go to jail if she just fired a gun through a door. If she waited until he banged down the door, it'd be a 50/50 chance she'd survive, and even if she shoots first, adrenaline can keep someone going for plenty of time to shoot back.
So she slept at her work (a hospital).
And yes, the whole time I knew with 99% certainty this filth would never do anything violent, but I didn't want my sister or parents to be dead and for me to only have "I didn't think he'd actually do it" as a response.
My gf had a suspicion of who it was. When the police questioned me as if I was the stalker, I was done. I was done with life at that point. I screamed at them over the phone that if they didn't put an end to it, that I'd kill the guy my gf suspected myself. That even though I'd be in jail, it would be worth it because nobody would have to deal with him anymore.
I posted my drama to reddit, somebody suggested the FBI. I figured if the police were so fucking useless, there's no way in the hell the FBI would be helpful.
Wrong. They called just days later, sent special agents to meet me. I was terrified, I didn't think they were real. I figured their phone calls to me were fake, and the agents would just be paid associates from the stalker or maybe the guy himself. I confirmed that wasn't the case (I won't say how) and met with them. They took photos of every single text, every single phone number this piece of shit used, every email, they were cordial and professional, although one agent never spoke.
Time goes by. My gf has me check whatever random noises we hear in the house. Stalker was silent, which was almost scarier, because he of course knew we went to the feds. At the time I thought I was fine, other than severe acid reflux and left sided chest pain and my muscle wasting away and turning to fat.
One night my gf and I had absolute mental breakdowns and break up, for some drunk reason I was convinced she was the stalker all along, that's how manic I had slowly become. And after the breakup, that was when the PTSD finally set in. At random points in the day, my ears would become super-human, which unfortunately was not fun for my ear drums, and my heart would try to explode itself. I once asked a cashier once if the fans in the grocery store are always so loud, they had no idea what I was talking about. My heart rate was so fucking loud and fast all the time, luckily urgent care and later an ER visit showed nothing wrong, but breaking down in tears for the first time to an urgent care psych helped a fair bit (even though I was already in therapy).
More months go by, in a drunk rage I look up the address of the guy I suspected it was using some shady website. 15 minutes later, I get an email from the FBI saying to please be patient while they conduct their investigation. I will never be able to describe the feeling I had when I read that.
More months go bye, and while I'm showing America to the European girl I met while I was hiding and drinking my PTSD away abroad - they call me, saying who they arrested. A man who was framing the guy my ex-gf suspected. A man with a high paying job, living a quiet life. Threw it all away, arrested and in federal prison. They say the guy who was being framed is absolutely going to the sentencing and I don't blame him. They said they'll pay for my flight and hotel to attend as well, but I want nothing more to do with it.
But I do want to thank whichever redditor it was who said I should contact the FBI in my post those years ago, on whichever account it was. Those were some shitty days. hope he dies in prison
submitted by MatchaLatte16oz to offmychest [link] [comments]


2024.05.17 10:25 vertigointothewild How can I find missing number from a list ?

Hello everyone. I am struggling to find a value with ansible to create a LUN Mapping ID on NetApp ONTAP.
Let's imagine this scenario, I will have a list of LUN mapping IDs ( they are always > 9 ):
If I deleted the LUN with LUN mapping ID = 11, my playbook gives me 14 as the next lun_id value. What I want is for the playbook to have this list :
and check if a number is missing, in this case is 11 so the next lun_id would be 11 and not 14 . Same thing if I deleted 11 and 12 the list would be :
so the next lun_id would 11 and the next run would be 12
Here is my current code :
- name: Build LUN Mapping list when: lun_map_output.msg.num_records int > 0 block: - name: Make LUN Mapping list ansible.builtin.set_fact: lun_map_list: "{{ lun_map_list default({}) combine({ index_lun_map.path: index_lun_map.lun_id }) }}" loop: "{{ lun_map_output['msg']['records'] }}" loop_control: loop_var: index_lun_map - name: Get latest LUN Mapping ID ansible.builtin.set_fact: lun_map_last_id: "{{ item.value int }}" with_items: "{{ lun_map_list dict2items sort(attribute='value') }}" - name: Define LUN Mapping list when none exist when: lun_map_output.msg.num_records int == 0 ansible.builtin.set_fact: lun_map_last_id: 0 - name: Set calculated LUN Mapping ID ansible.builtin.set_fact: lun_map_chosen_id: "{{ ( lun_map_last_id int + 1 ) if ( lun_map_last_id int != 0 ) else 10 }}" 
How can I make it look for missing numbers from the list ?
Thank you in advance !
submitted by vertigointothewild to ansible [link] [comments]


2024.05.17 10:05 MYSFITS_OFFICIAL Children of Sol 59

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Anglestan
Augustus 5, 1923
Facility 9, Mancheston
Colonel Jacobs
His hands flew through the folders General Jorgenson and Colonel Thatcher had. There were dozens of them, stacked upon each other all filed in alphabetical order. It had only been a few days since he had woken up from his coma and visited his home— now his mother’s grave. He clenched his fists at the thought. The grief and rage threatened to bubble and spill over once again. He took a deep breath and dragged out the exhale, almost to the point where he had emptied out his lungs.
He was the only one with clearance, and so he couldn’t disclose any of what he learned with his team. They would simply have to trust him and his judgment. Which he was sure they would do. His hands went over one of the folders skimming through it. There were multiple secret projects, but the ones with the most notes were Project S.T.A.R, Project L.U.N.A.R.I, Project R.E.V.I.V.E, Project D.A.W.N, and Project T.E.M.P.L.A.R.
The colonel decided to start with the most notes and papers. Project D.A.W.N.
He skimmed through the notes, reading through some of the details and highlighted words. Project D.A.W.N, the espionage project Thatcher had started placed two spies in Verlin who were to report directly to a Crescent general named Sienna Moretti who was apparently on humanity’s side.
So I was right. There was an espionage element. With the recent attacks and Thatcher’s death, however, it’s safe to assume that it had somehow failed. Either they got found out or they betrayed us. Both seem very likely, but if they were found out, it would be possible that they had died.
He read through all of it before setting the folder down. There were no new notes recently. He sighed and assumed that Project DAWN was a failure. Whether or not the agents were still alive and well, it was too risky to check if they had been compromised. It was better to assume that they had been and cut all contact. The only way to find out now was to go there himself and check. I can’t contact them again. There’s no telling if it would still be Moretti or the agents who would see my messages. It’s a big risk, and judging by the state of things, best to assume it failed.
He picked up another folder. This one had the label ‘under development’ on the folder. Project Templar. He opened the folder and was instantly met with a blueprint and drawings of a massive bipedal machine. It looked humanoid with strange proportions and was supposed to be standing at an impressive 30 meters, or 100 feet. The Titanic Engine Mech for Personal Land Assault and Reconnaissance.
It was apparently a joint project with the Church of Sol, utilizing new and advanced technologies he hadn’t heard of. A 203mm Gatling cannon on one arm, while the other had three different weapons. A massive firestarter that utilized a new type of fuel mixture that could theoretically spew flames a kilometer away using a high-pressure nozzle. The fuel was ignited using an electrical spark. The second weapon was a high-powered light weapon that fired a single powerful beam of focused light that was even further amplified by layers of focusing lenses that could increase its output several times. Its third weapon was… a dust domina?
Mark read through the specifications of the so-called ‘sand cannon’ weapon. It was a massive cannon that accelerated tiny particles several times. Each particle was to be electrically charged, and it would travel at immense speeds. Near impossible speeds. The resulting impact of a microscopic particle at such speeds would be enough to form a small crater and punch through armor like it was nothing. This weapon would fire multiple at the same time, which could literally eat away at anything on the opposing end.
In terms of secondary weapons, the titan had two missile launch chambers in front of its shoulder each containing about 40 missiles, and two massive howitzer cannons on top of it. Both are 800mm in caliber. It had massive stumpy legs that served as bunkers for a small platoon on each leg. Each leg had machine dominas and 155mm cannons. Its chassis held two nuclear reactors inside providing for its power and weaponry. Its armor was the thickest and most ridiculous he’d ever read. Two meters of heavy steel armor.
How far are we in terms of technology? This thing looks like it came out of an H.G. Wells sci-fi novel. He thought, shaking his head. It was over the top, but there was no denying its combat capabilities. If it was already under-developed then it must be the first prototype. This has already been approved. Guess I better see it for myself later and check how it's coming along. Construction apparently started just a few months before the invasion.
Next was project L.U.N.A.R.I. It was a project involving Six. “Huh,” he said, continuing to read on.
The Light Undone: Nocturnal’s Adaptive Resistance Initiative. As he read further, his eyes widened. The reason why Six was so special wasn’t just because of her immunity to all strigoi weaknesses, but because of her impressive ability to turn any true born strigoi like her. She could transfer her strain like any other strigoi and transform them into a version of hers. It however only seemed to work for naturally born strigoi. The new species of ‘half-breeds’ were called ‘Blessed Children’ as Thatcher had coined in the folder.
The plan was to turn all willing true-born hemolite strigoi into these blessed children. Able to withstand the sun. Immune to silver. Free from the dependency on blood. They could remove all the weaknesses of the strigoi and after the war— make it possible to integrate them into society as normal citizens living on the surface. The project folder also made mentions of a city-wide draft in Dante and highlighted the possibility of turning all Dantenite true born strigoi into these blessed children and renaming them as ‘Lunari’. A mix of the dark and the light. The light of Sol reflected in the children of the night.
“Thatcher, what the fuck have you been up to…” Mark whispered to himself.
While it was true that it could help in the war effort by utilizing Six and the dantenite population, it would also invite some unforeseen problems and consequences. Would humanity be okay with the Lunari? Would the world even be ready for them? Strigoi who were immune to the sun. They wouldn’t be impossible to kill, but they would be immensely more powerful if we were to take away their inherent weaknesses. This is a gamble. Its gain would only be seen during the war period, but its unintended effects on society could be catastrophic.
He frowned, setting the folder down. It was obviously Thatcher’s main plan; seeing as all her moves could be traced to the path of the eventual completion of this project. It seemed dangerous in the long run, but the duskwalkers and dantenites had been monumental in the war effort. Maybe it was the time the world started to accept them more. Isolation and segregation was definitely not the way to disperse fears and foster understanding.
If Thatcher thinks this is the next step forward… then I’ll put my faith in her plans.
Next up was Project S.T.A.R, or the Superior Tech and Adaptive Resistance. An upgrade to the current hemolite weapons and gear by using new researched studies. The Starfire Pattern Domina. The SFD-23 This thing features a new loading system and magazine, ditching the rotating cylinder most domina used, or the rotating helix magazine design of the current hemolite standard BM-16 domina.
The new domina had its magazine like a box… a strange design but it was certainly easier to handle than the bulky cylinders the helical mags used. In terms of ergonomics, it was smoother and fit more. Its placement however was on top of the domina, just above the barrel. Most of the weapon were to be made of lightweight polymers and the barrel itself were to be crafted out of reinforced aluminium. In addition to that, it had a 10-inch bayonet attached to it.
There were other new things as well, such as the composition of the bullet. Looking at the conceptual cross-section designs, Mark read through its description and how it would function. A .308 cased telescoped bullet covered in a silver jacket with break-away petals surrounding the main body. Inside the jacket was a penetrator core that was to be made of depleted uranium. It had a small amount of incendiary compound and… powdered white phosphorus behind an explosive compound. The thin silver jacket would deform and trigger the explosive compound inside the body. It would blow up causing massive internal damage and release the incendiary materials into the body with the flecks of powdered white phosphorus. The penetrator core could still potentially keep going and hit a second target, or punch through heavily armored targets.
Part of the new Project S.T.A.R was overhauling the armor and gear of not just the Hemolites but the Hunters as well. Starfire Mk 1. Carapace Armor. Carapace? It looked like plates of steel covered in a rubberized coat. It was supposed to be slipped on over the original hemolite body armor. It added a spring-loaded wrist blade to the gauntlet, a thicker coat made of resistant materials, and added extra padding for the knees, shoulders, and elbows.
However, the hemolites weren’t the only ones mentioned in the folder. It was to serve the Hunters as well. “Hunters…” Mark said. “August’s group is part of this initiative too.” He flipped through some of the pages. There were blueprints and drawings of an armored suit. A mechanized suit even smaller and more compact than the jotunn units. The Mark 1 STR battlesuit. It was supposed to hug the wearer’s frame and increase their overall power. It was supposed to be built of titanium alloy and a heavy steel frame with composite armor. It had a cooling system, life support systems that could recycle bodily fluids, and an exoskeleton frame that could increase the wearer’s strength and speed.
However, the real eye-opener was Thatcher’s notes. She had been ranting about the new human evolution, and how the Hunters were the first of the ‘Solari’. She wanted to enhance human genetics and push past the peak of human ability to reach greater heights. Implants and restructuring of the anatomy to make it more efficient. Using the blood of the goddess herself. She must have lost it. These are the ramblings of a lunatic. At least… if she didn’t mention the goddess. Why was the goddess important here?
The writings ended with the words: “See Project R.E.V.I.V.E, for more details.”
Mark eyed the final folder. His hands shook as he reached out to take it. Flipping it open, his hands nearly dropped it in shock. The goddess Helena was alive. There were pictures of her naked form floating in a giant tube of fluid. There were more of Thatcher’s ramblings and excited rants about the possibilities of such a discovery. Resurrection, Enhancement, and Veneration: Implementation of Visionary Evolution.
The goddess is alive?! According to the file, she’s currently under the Cathedral of New Lundun. Not only that, but the file also detailed the extraterrestrial tech that lay beneath the cathedral. So the goddess is real and she’s— not really a goddess, but rather, a vampyr who created herself a human body to stand in the sun, and decided that it wants to be on humanity’s side… what the fuck.
Mark’s frown and confusion only increased as he read on. Thatcher’s notes seemed to nearly descend into madness as she had written about creating ‘the first hundred’, alluding to the 100 members of the Hunters division. Her plan was to revive the goddess, and with her help and expertise in genetics— use her DNA to transform the Hunters into demi-humans. Super soldiers. Literal children of the goddess Helena. They would then don the STR battlesuits, the first of the superhuman warriors to defend humanity. Solari.
Their lightning-speed advancement into technology was heralded by studying the alien tech, which deepened the understanding of physics and engineering. Nuclear technologies, chemical warfare, new material sciences, the mechs, and walkers, it was spearheaded by trying to reverse-engineer technology centuries ahead of our own… for the past hundred years. It wasn’t completely stolen, however. More or less borrowed ideas that had been made into our own with our own designs and implements. Still, the speed at which the Church and the military had deciphered such advancements all by themselves was… impressive to say the least.
Still, the fact that the goddess was alive, and could be brought back was big news. Checking the file for details, he found that the previous general, Jorgenson, had already approved this project. It was their next step as soon as they returned from New Amsterdam; which never happened.
If Helena was alive, then she could end this war swiftly, or at the very least help greatly like she once did during the War of Darkness. Having the goddess back would throw a massive wrench in the Crescent’s plans. It would certainly be something they wouldn’t expect. Not even I expected this, since many sources say that the goddess had already ascended to watch over humanity, while conspiracy theorists claim she had died in battle and that the Church was worshiping a corpse. This could be the trick up our sleeves that no one would even consider.
The colonel quickly got up from his seat and gathered the main files he had read. He placed them in a bag and rushed outside of his office in Facility 9. He went over to a nearby room and flicked the lights on. “We need to go,” he said. In an instant seven hemolite soldiers got up from whatever they were doing and instantly stood in line.
“Sir! Whatever you need of us, sir,” the group said in unison.
They were Hemo-1. His former squad members. He had taken up Louis' suggestion that they be his personal security detail. It was a shame that he had basically placed the best hemolite team out of commission, but after all he had been through he convinced himself that he could be just a little selfish. He didn’t want to lose any more friends. Not on his watch. Not while he was in an office, and they were out fighting.
“We’re going to New Lundun. Better pack up, it’s going to be a long night.”
“Mark,” Olivia said.
Jacobs turned to her direction and gave her a nod.
“Colonel, sir, may I ask where in New Lundun?”
“Liv, you don’t need to do that with me. Please. I give all of you special permission,” the colonel groaned. “It’s so weird. I mean, ‘captain’ was bad enough, but now you’re acting like I’m an authority figure.”
“You… are, though,” Emma shrugged.
“I’m your friend, and Liv I’m literally your partner. Unless you have some kind of weird fetish, save it for later.”
Olivia grinned, shaking her head. “Duly noted!” she chirped.
“That’s better,” Mark chuckled. “Now come on, we have a cathedral to visit.”
“Uhh, I’m not sure if you noticed, but we’re kinda… strigoi?!” Louis groaned. “I’d burn the moment I step in that place! Plus, it’s coated in silver! Anything I even touch will give me burns!”
“Oh come on, Lou. You have fucking gloves on. As long as you’re not a clumsy dumbass you’ll be fine… oh wait.’
“Uh huh, just sayin’ what I think, boss.”
The group headed out and Mark said something on his radio. He then sat on the ground, making his joints pop. The rest of the squad shrugged and followed his example, sitting down on the grass and waiting for… nothing. Charles and Zach looked at each other in confusion. “Uh, sir?” they asked. “Aren’t we supposed to be heading out and traveling right now?”
“Oh yeah, we’re just waiting.”
“Foooor…?”
The colonel gave them a smirk as a loud noise began to make itself known. A hummingbird transport appeared out of the distance and stopped right above them, slowly descending into the grass. “Being colonel has its perks,” Mark said with a smile. He stood up and hopped inside the hummingbird as soon as it landed. “Come on now! We’ve got work to do! Last one aboard buys everyone food later!”
Emma zipped in before Mark could even finish his sentence, followed by Olivia, Phineas, Charles, Zach, and then Louis, who sadly took too long to process what the colonel said, and lagged behind.
“Aw, man! Fuck this shit.”
“Rules are rules, Lou. Prepare your wallet later.” Mark grinned.
With a smile, the colonel pulled Olivia to his side, who blushed for a moment before shaking her head. “Take us up! New Lundun Cathedral! How long would it take?” he asked the pilot.
“About an hour and a half!” The pilot replied. “Less if you want to get there as soon as possible!”
“Take your time! The night’s still young.”
The hummingbird started to lift up, taking them into the air. The group settled down in their seats and watched outside the open. Mark opened up a bag inside the hummingbird and took out some ear muffs built for a strigoi. Extremely loud noises were damaging for a strigoi’s enhanced hearing, so the military started implementing ear muffs for them after complaints from early deployments of the hemolite squads.
The trip didn’t take too long. In only an hour and twenty minutes they had arrived at the safe zone of New Lundun, heading straight for the cathedral. The night mass had just ended and people were leaving the cathedral. “Looks like we made it in perfect time!” Mark smiled. They hovered for a few minutes in the air before eventually landing down right in front of the statue of Helena.
As soon as they landed, the colonel and his group left the hummingbird. Mark instructed the pilot to wait for them. He went straight for the cathedral with his group following behind. He entered inside, clearing his throat. “Hello?”
“Well this is surely unexpected,” an old man said, walking up to greet them.
“Great Grandfather Aurelius. It’s uh, an honor.”
“Please. The honor is mine… I see you’re the new colonel. Yes, I’ve heard the news,” he said. “Would you mind telling me your name, young man? As well as your companions, if they feel so. I usually don’t allow duskwalkers here but, I have nothing against them. I’ll make an exception for your group.”
“Thank you, Great Grandfather,” Mark replied. “I am Colonel Mark Jacobs. These are my friends and security detail. Olivia, Zach, Phineas, Charles, Emma, and Louis.”
“I see, and what brings you here?”
“Since Thatcher’s demise, I was given access to her research and project folders upon taking up the title. I’ve learned about what’s under your cathedral,” Mark cleared his throat. “Would it be alright if we could see it? I’d like to check it for myself. Of course, under your permission and guidance, Great Grandfather.”
The church head looked from Mark to his companions. He pulled a slight frown and hummed. “Do these companions of yours have the clearance? Surely, we wish to keep our secrets hidden,” he said. Mark nodded.
“They do not have clearance to know what is in Thatcher’s folders and her findings,” the colonel nodded. “However, I give them permission to accompany me, and should they discover things for themselves, then you have my word and my trust that I can keep them from spilling state secrets.”
The Great Grandfather gave a short pause before ultimately relenting. “Very well,” he let out a sigh. “Follow me.”
Aurelius walked behind the altar and pulled the same lever, which opened the same staircase leading underground, where Jorgenson and Thatcher had once gone. “Over here, colonel,” he said. “I do not know you completely yet, but this is a big deal of trust I am giving you. Perhaps you would be the one to do things that Thatcher could not have.”
Mark nodded, he and his group followed the Great Grandfather down the staircase. It led down to a massive underground facility, with numerous priests, researchers, and scientists. Libraries, records, instruments, and artifacts of old. It was a treasure trove of learning.
“So,” Aurelius cleared his throat. “What would you like to know about?”
“This isn’t all of it,” Mark said. “Thatcher mentioned a living, breathing, Helena.”
His group behind him let out a soft gasp, but they tried their best to hide their surprise.
“Hm,” the Great Grandfather nodded. “Perceptive young man aren’t you? Very well.”
They were then led into another room, behind a set of heavy blast doors. If the whole group were trying to hide their surprise then, now they could barely contain it. Even the colonel stared awestruck at the things he had seen. Despite the near-magical objects around them, the true shock was the massive starship at the end of the hallway. “It’s impressive isn’t it?” Aurelius said. “All of the goddess’ artifacts and items at our disposal, to use and learn from, to integrate into our own. This is why Anglestan is the most powerful nation in the UHT in terms of development. When it comes to industry, however, that would go to the UNA. But we share our secrets with them. All our advancements are handed to them first before any other nation.”
“This is all amazing, Great Grandfather,” Mark replied. “But this is not what I’m here for.”
“No, it’s not.” Aurelius nodded.
He led them to another room, one that was sterilized and sported advanced machinery. Things that Mark had never even seen. There were screens with luminous green texts that appeared in front of it. Large panels with numerous keys, levers, and dials. Graphs of all sorts and beeping monitors. In the center, was the very thing he had come all this way to confirm. A large cylinder filled with liquid, sporting tubes and pipes connecting to its base. Inside was a woman of large proportion. Four arms, two legs, and six wings. In her bare chest was a symbol of the sun that seemed to glow dimly.
“There she is, there’s you goddess.”
Neither Mark nor his group spoke a word. He walked up to it, eyeing the woman inside. It really is her. Down to the last details. Golden hair, six limbs, six folded wings, and she looks massive. Probably as big as her statue just outside the cathedral. This is it. The very goddess in the history books, the one spoken about in legends and the one worshiped in the Churches of Sol.
“Can we free her?” he said.
The Great Grandfather nearly choked on his spit upon hearing those words. “Free her?! That could kill her! We don’t even understand this technology, let alone control it!” he said pointing at the panels. “The machines you see here are the best and most advanced we have based on what we can reverse engineer, but even then, the consequences of tampering with its functions may be disastrous!”
“I understand, Great Grandfather,” Mark said. “But we are in a dire situation, and the goddess may be our hope of turning this around. Whatever secrets of her tech that you don’t understand, wouldn’t she be able to teach us directly? What good is she floating around in Sol knows what?”
“That is her miraculous healing fluid. She had already built this contraption centuries ago in case anything were to happen to her, that her body’s natural healing could not sustain,” Aurelius said. “During the War of Darkness, Helena was struck with a weapon so deadly, her very cells began to tear away. The Reaper. Dealt to her by Absolem the progenitor. Her flesh was peeling from her body, and she began to decay whilst she still breathed. She entered this contraption and gave strict instructions to the Great Grandfather at the time, not to interrupt the healing process. The machine that monitored her, however, began to fail over time.”
“So this… these screens and panels…”
“Is only what functions we can understand. We took it upon ourselves to rebuild and study it the best we could. What we have right now is only a cheap imitation of a technology we do not fully comprehend,” he said. “It took us decades to even figure out the fundamentals and create a working prototype of this machine. By some miracle, the goddess’ healing process had remained even while we replaced components of technology ahead of ours.”
“But you know how to free her, don’t you?”
“I… yes.”
“Great Grandfather Aurelius,” Mark began. “We can end this war. Imagine what we could do with the goddess fighting on our side. We could advance even further, we could finally end the bloodshed, and we can show humanity that there is still hope. Imagine how people all over the world would feel seeing as their goddess has returned.”
“I wish I had your enthusiasm,” Aurelius said. “But it is simply too risky. The Church’s duty is to protect Helena and her legacy. We keep her alive, literally and figuratively. She nearly died the last time she was involved in a war. Would you risk losing the goddess?”
“Would you risk humanity losing?”
The Great Grandfather fell silent, looking back at Helena floating inside the tube, then to the panels that controlled it. He frowned and let out a long sigh. “The goddess said that we should not interrupt it. That it would end as soon as it was finished. Maybe we should trust her words.”
Mark shook his head. “I don’t spot a single blemish on the goddess. Not a single scratch,” he argued. “You said it yourself that the machine had begun to fail and you replaced components. How would you know that the thing that’s supposed to wake her up was not tampered with? Think about it. What you may think is a useless piece may be integral to the whole machine. Or maybe your replacements were not up to the task. Just because nothing’s happened doesn’t mean its functions have remained whole.”
“Young man, we simply cannot gamble with the goddess’ life here.”
“Have you no faith? Great Grandfather?”
Aurelius stepped back in shock. Mark’s companions looked at each other, clearly surprised as well. “Mark… I don’t think we should keep arguing with—” Olivia tried to say.
“No,” the colonel said firmly, cutting her off. “Great Grandfather Aurelius, do you think that Helena will not be able to pull through if we wake her? How long has it been? A century? How much longer will we wait? She may be immortal but humans aren’t.”
“I'm sorry, but the chances of failure are too high. The probability of her—”
“I don’t care about the probability! Would you rather put your faith in a statistic?!” Mark raised his voice. “I lost my mother to this war! My friends! My job! My eye, and almost my life! I’ve put mine on the line out there! You don’t know what it’s like out there! Was my mother’s death just a probability too? Was she just a statistic to you?! That as long as the numbers are good, no matter how many are lost, we are ‘winning’?!”
“Mark—!”
“No, Liv! He needs to know what’s really going on out there!” he spat. “Great Grandfather, with all due respect, but you don’t have a damn clue what it’s like to be in the field. You’re a man of faith, aren’t you? Take a risk. Everyone else has.”
Aurelius stood there, dumbfounded. He bit the inside of his cheeks and clenched his fists. “For your insolence, I would have had you flogged and stripped of your rank,” he glared at the young colonel. However, his features slowly softened, letting out a soft sigh. “But I have never seen such conviction. Mighty is your faith.”
The Great Grandfather moved over to the panels and reached into his robe, pulling out from around his neck a key with the symbol of the sun. He inserted it into the machine and turned. A beep sounded, right before Aurelius pulled a lever. In an instant, the fluid inside the glass chamber began to drain out into the tubes under it. Slowly, the chamber emptied and all that was left was the nude form of the goddess sitting in the glass.
“Did it work?” Louis asked, stepping forward and looking at the woman.
Aurelius stayed silent, his hands shaking in anticipation. Mark moved toward the glass chamber, when suddenly, the glass opened up like a door, releasing a fragrant mist. They stood there, watching for a whole minute. Nothing. At first nothing. The Great Grandfather looked like he was about to break down. His knees shook as he covered his mouth, thinking that he was responsible for the death of Helena.
That was when… a soft sound was heard. Movement. Olivia immediately went over to Mark and stood in front of him. Ready to protect him should anything happen. Slowly, the goddess moved more, her arms inched to the side.
Then, her eyes opened.
submitted by MYSFITS_OFFICIAL to HFY [link] [comments]


2024.05.17 09:57 PeenooseThaThicc Almost a year as a legal assistant at a large law firm, is every firm like this?

I work at a very large and well known personal injury firm as a legal assistant in pre-litigation for motor vehicle accidents. This has been my experience so far. Every day I am expected to be able to go through my checklist and produce accurate work, but the caveat here is we are glued to a phone system and we work in a team environment so I am taking client calls, adjuster calls, etc. Approximately 30 - 45 calls per day, the only way to avoid this is by calling out aggressively myself leaving my coworkers to take the call backs (I know the number chasers here do this, not a fan of the practice). This makes getting through actual work nearly impossible as I am constantly taken off task to work on other people's cases when I take a call (and i take very detailed notes), and depending on the volume, this can be back to back to back. I have to back track to reorientate myself to what I was previously working on. I have case counts in excess of 160+ on the low end, I mostly work on high priority items that push cases along such as demands and drafting settlement paperwork (these also have unrealistic deadlines in accordance with the call volume), leaving the low priority stuff to the wayside hoping they delegate it to one of the interns
The company on the other hand acts completely indifferent, we will get passive-agressively chastized for missing expected due dates, yet they offer nothing to relieve the pressure from taking so many calls. We have asked for higher pay because everyone is stressed and burnt out (i call it being phone fried) but the company has taken a stance they don't want to pay us more and we have PTO if we're feeling burnt out. They are fairly predatory in their reviews from what I have heard from other employees who have asked for raises. The turnover here is abysmal, my training was cut short due to a number of employees quitting in a short period so they gave me a case load and put me on the phones prematurely (I am a confident speaker so this may have contributed to this as well in addition to the desperation for more phone coverage), I had to either teach myself or ask others for guidance on most things in a trial by fire fashion but I figured it out.
I don't want this to come off as a rant as I love the job itself, I do good work, I am personable and do enjoy talking to my own clients and building a genuine rapport, multiple attorneys are willing to write me letters of recommendation for law school, but I feel as though we operate as an overglorified call center at times when we have genuine important work to do. I knew I was signing up for fast paced, but no day ever has an end goal, everyone is always technically "behind" at all times
I guess my real question here is whether or not this is the standard across all firms, I honestly don't know if I am in a toxic work environment as this is my first job in the legal field so I lack a baseline comparison. It's not all bad, I do like my coworkers and other than pay practices the company culture isn't bad. I would stay until law school next year, but also wouldn't hesitate to jump ship if there is greener grass elsewhere.
submitted by PeenooseThaThicc to LawFirm [link] [comments]


2024.05.17 09:52 frustratedsighs tips for beginner & casual players

preface: this is compilation of tips that i feel get undermentioned in general guides and that i wish i knew when i started playing, from my personal experience as a casual player who has been playing for less than a year. it is NOT comprehensive guide.
i refer to casual players as anyone who doesn't regularly (NOT the same as frequently) play the game, doesn't take part in every event, generally doesn't bother with more complicated techniques, etc.
feel free to share any tips you also wish you knew as a beginner and i'll try to add as many as i can (with credit of course)!

non-gameplay

**there technically is a guarantee system in that, if you max out a tsum's skill level, they will be removed from the pool. needless to say, it will take VERY LONG to reach any sort of guarantee.

actual gameplay

i hope this will prove to be helpful to someone! and please let me know if i've made any errors!
i will try to keep adding tips if/when they occur to me or someone offers a good one, so again feel free to share your own!
submitted by frustratedsighs to TsumTsum [link] [comments]


2024.05.17 09:43 DrankeyKrang My best guesses as to the multiple reasons why Banana Guard was chosen

Ok, so obviously people are pretty mad that a free game with a bunch of iconic characters already is launching with one character who isn't highly requested. People are freaking out about how the launch is the most important time for a game's life, and that if there's one singular character that people don't like, the entire game is going to die instantly. So many people are asking, "Why add a character nobody asked for?"
But, hear me out, I actually think this might make sense on a few different levels. I have no idea if any of these reasons were why he was chosen. It's possible that it's a combination of them. But here are the reasons, in no particular order:

Reason 1: He was originally fleshed out in order to be a common enemy in the PvE mode, but ended up so close to playable they just ended up going for it.

This is what I assume lead to the idea in the first place. PvE mode required a bunch of new content, and Banana Guard was part of some campaign. He was already a summonable item in the Beta, which gave them a head start already, but all he really did was run across the stage back and forth. So they had to flesh him out a bit for him to work.
So they gave him a bunch of new animations, a few silly attacks, maybe a couple dodges, maybe they made him playable as part of a developer debug mode to test him out (which is EXTREMELY common, by the way), and realized one day "oh crap, this guy is like 99% of the way to being playable!" They could either leave it or say "fuck it, let's just finish it and put it in the game!"
I assume it was just a really easy character to add at the end of the day, and that he'll end up being a very simple character as a result. Essentially a playable goomba. Which leads to my next guess:

Reason 2: Joke characters are popular in fighting games.

If you watch Adventure Time, you'll know that Banana Guards are basically completely useless. They never do anything cool at all, at any time through the entire show, and end up getting completely decimated nearly in every scene. They're weak, stupid, and totally useless cannon fodder.
So, being weak, and being totally irrelevant, makes them a pretty good candidate for purposefully bad.
It might not be everyone's cup of tea, but it's a staple of competitive fighting games. Dan Hibiki, Pichu, Roll, Hercule, and dozens more I don't really care to research. Like it or not, there's a huge audience that loves picking the shitty, weak, broken character and styling on their opponent anyway, giving them an additional handicap to overcome. In a way, I really can't think of a better character than Banana Guard for this role. That's practically their role in Adventure Time to begin with.

Reason 3: No Publicity is Bad Publicity.

Whether you agree or disagree, chances are, you've heard this statement. And this outrage, I wouldn't be surprised if that was part of why specifically he was chosen for a relaunch character. We need people talking about the game, so why not have people talk about a totally out-there character? A few clickbait articles about the new character everybody hates? That's a huge new audience that's hearing about Multiversus for the first time, and learning it came back.
This creates controversy, and gets people talking. Talking about Multiversus, creating free word-of-mouth advertising.
Personally I think that's giving WB marketing WAY too much credit, and frankly I don't think they're smart enough to intentionally do that. With all the Banana hints on Twitter, I think it's pretty clear that, regardless of what the community thinks is obvious, THEY truly believe it to be an awesome, hilarious character. That it's just hilarious to play as a Banana in a fighting game.
But intentionally or not, I think it's working. I've seen WAAAAAAAAY more discussion about Banana Guard in the past 6 hours than ANYTHING pertaining to the Joker, who I think we can all agree, is a billion times more popular and iconic. Joker is expected. Banana Guard is controversial.
Which actually leads me to my next guess:

Reason 4: To create Fortnite Brand Confusion, and Capitalize on Popularity of Minions (yes really).

I'm not sure if this reason is genius or stupid. But look at Fortnite. In every single advertisement for the game, EVERY SINGLE ONE, they advertise Peely front and center. He's practically the game's mascot behind Jonesy (the blond guy). And I'm sure kids LOVE Peely, and going around shooting people as a giant Banana Man.
Obviously Banana Guard isn't literally Peely, but I can see them adding him in as a way to attract Fortnite players. "We can't get Peely, buuuuuut we got somebody else pretty close!"
Also I realized when describing Banana Guard from Adventure Time, there's quite a lot of overlap between them and the Minions from Despicable Me. Both are dumb, silly, useless, incompetant Yellow stubby "funny" boneheads. I really wonder if Banana Guard was chosen to be the honorary Minions Rep.

Reason 5: Hype is a Marathon, not a Sprint.

This is why I think, specifically, he's being released on Day 1 (assuming that is, indeed, the case) rather than, say, Dexter or Beetlejuice. Or any other big heavy hitter.
People are panicking right now, so hard, that Multiversus will be "dead on arrival". That it'll die unless it receives 10 Banger new characters day 1.
And I get the fear. Lots of Live Service games die. You need to hook an audience in. But here's what I think: They already did that just fine.
The game's been offline for a year, and their "Mic Test" exploded on the internet. People want this game to just come back. People are chomping at the bit. People spend every single day bitching on this subreddit about them not saying enough, or not coming back fast enough.
People are hyped, but more importantly, they need to STAY HYPED. Not just on launch, but for the next year, and the year after that, and the year after that, and so on.
I get the idea that Multiversus devs should just blow their load entirely and release 10 new banger top-shelf characters on Day 1 to create the biggest Explosion of Hype possible. But they need to save a heavy hitter for 2 months from now, when people are getting bored and need to be hooked into playing for another 2 months with a new rush of players and brand new content, and so on and so fourth. If the Launch is full of excitement and wonder, with trillions of new players hooked and waiting for new exciting content, and the devs are left with their dicks in their hands with nothing to show because they released all their best characters at launch, where does that leave Multiversus? Pretty much exactly where they were at the end of the Beta.
And I don't think Banana Guard is going to bring that hype back, after a few months have passed. I've seen a lot of people say this isn't the time, that adding a joke character like this at launch will tank the game, and they should save a character like this for the "right time", 10 characters or so from now. But the thing is, what if the hype is dying down then? What if Multiversus REALLY needs a boost that, say, Dexter or Daffy Duck or Beetlejuice could provide? But Multiversus already revealed them at the start, and all they have left is Banana Guard waiting to be released? That's not gonna bring people back after 10 months!
The relaunch already has Joker, [INSERT CHARACTER 3 HERE], and the entire Beta Cast, as well as new PVE content. I'd look at Banana Guard as a side-bonus, not a hype-killer. Just the cherry on top of the sundae. Not enough heavy hitters? Just wait a couple months, when the devs will want to add another influx of new players.
Remember, the Beta didn't end because the characters they picked weren't good enough and people didn't stick around (despite what I've seen some people claim). Players left because, after months of characters being released every 2 weeks at a completely unsustainable pace, the Devs ran out of characters and we went an entire season with only Marvin the Martian left. I don't think that would've changed if it was Harry Potter instead, the Beta still would've died either way.

Reason 6: It's just a really, really, REALLY silly fighting game.

Imagine that. Imagine if one of the fighters was a Green Dog that spit fireballs? Or Shaggy, but the meme version where he has DBZ powers? Or Lebron James from Space Jam 2? Or Velma revealing the opposing player is actually Old Man Jenkins in desguise. Or Taz transforming you into a giant cooked chicken that runs around.
Imagine if they released Joker, and gave him a move referencing "I'm the Joker, Baby!" Or if they copyrighted Big Chungus to use as a character probably eventually. Or if they released an advertisement TODAY where Finn and Jake rap and Kevin Controy Batman calls himself a "Queen" with a crown graphic on top of his head. Or if the official Multiversus Twitter and all it's affiliates made non-stop Banana Puns when they were supposed to be advertising the game instead.
Basically...maybe relax?
I'm not saying you aren't allowed to be disappointed that you didn't get a different character. But I think some perspective can help. I think remembering what kind of game this is, always was, and always will be, can help set the tone for this.
This is gonna be the fighting game where Batman can fight Lebron James, Big Chungus, Ultra Instinct Shaggy...and a talking stupid Banana. This is completely 100000% on-brand for the game you signed up for.
submitted by DrankeyKrang to MultiVersusTheGame [link] [comments]


2024.05.17 09:32 FancyInvestment397 Lucky Creek Bonus Codes [May 2024] – Our Expert Casino Review

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Lucky Creek Loyalty Program

Although it’s not strictly a Lucky Creek casino bonus, the loyalty and VIP program is worth mentioning here. By joining the Genesys Club program, you’ll earn reward points at several online casinos, including this one. There are five tiers in all, with various perks on offer the higher you climb.
For instance, on your birthday, there’s a special deposit match reserved for you if you’re at the Newbie and Bronze levels. However, those at Silver, Gold or Platinum will receive a free cash bonus of $75, $150 and $250, respectively. Other rewards include exclusive invitations to tournaments and events, dedicated customer support and weekly deposit match deals.

Lucky Creek Refer a Friend

Unfortunately, there are no Lucky Creek referral codes available to reward you for recruiting your buddies. If that ever changes, you’ll find out here on this page.

Mistakes to Avoid when Claiming a Lucky Creek Bonus

With so many Lucky Creek promo codes to choose from, it’s crucial that you don’t get confused and make a mistake. Here are some top tips to ensure you get the maximum possible value from your bonuses.
1. Failing to deposit the minimum amount
Deposit match offers require you to add a specific amount of money to your account in order to qualify. You might think you’re getting a 300% bonus on your $10 deposit. However, you’ll actually receive nothing if the Ts & Cs set the minimum amount at $20.
2. Choosing an offer for the wrong games
Many bonuses feature conditions that determine which games you can play. Free spins may be restricted to specific slots, for instance. While a deposit match bonus might exclude live dealer games.
3. Watch out for playthrough requirements
Sometimes called “turnover requirements”, or simply “wagering requirements”, you won’t be able to withdraw money until you’ve met these. There’s usually a multiplier specified, such as 35x the bonus amount. In that example, $700 worth of play is required to clear a $20 bonus.
4. Claiming multiple bonuses
Unfortunately, you can’t juggle several Lucky Creek bonus codes at once. You’re only allowed to claim one welcome bonus, naturally. But if you’re still in the process of clearing the wagering requirements on a bonus, you can’t activate a second promo code.
5. Not depositing enough money
Lucky Creek has a high minimum withdrawal limit of $100. If you deposit a small amount, claim a bonus, clear the requirements and finish with less than $100, you can’t actually withdraw your winnings.
6. Overlooking expiration dates
In most cases, you’ll only have a fixed amount of time in which to meet the wagering requirements of a bonus. What’s more, when you do succeed, the bonus credits awarded may expire in as little as seven days.

Lucky Creek Casino Login – Registration Process: Rating 10/10

This is a very simple casino to join. It took us less than two minutes to complete the single page registration form, plus you won’t have to verify your identity until later on. Once you’ve created your new Lucky Creek casino login credentials, it takes a matter of seconds to enter your account.

How to Sign Up to Lucky Creek Casino

As simple as the registration process is, allow us to walk you through step-by-step, to ensure no mistakes are made.
Visit the Lucky Creek Site
Load up Lucky Creek and find the “Sign Up button in the top-right corner. Tap this to load the registration form.
https://preview.redd.it/3xsjzd36tx0d1.jpg?width=350&format=pjpg&auto=webp&s=728c07d78d4315e12e6ae482152cfbaa851a79ea
Fill in the Registration Form
Next, you’ll need to fill in a number of basic personal details, such as your name, email address and date of birth. However, you won’t have to insert any Lucky Creek bonus codes here, as that comes later. Tap “Create Account” when you’re ready.

Log Into Your New Account
After creating your Lucky Creek casino login credentials, you should automatically be taken into your new account. However, if you’re not logged in automatically, hit the “Log In” button found in the top-right corner and enter your details.

Claim Your Bonus
Use the yellow “Deposit” button at the top of the page to visit the cashier. Here, you’re able to add cash to your casino wallet. However, you should first press the “Claim a Bonus” button and enter a promo code. There are several offers available, including some Lucky Creek no deposit bonus codes, so be sure to enter the right one.

Account Verification

Although you’re free to play without verifying your identity, it’s not possible to request a Lucky Creek casino withdrawal until you do. Luckily, it’s not a difficult thing to achieve and you can perform it at any time, even before you request a payment.
  1. Find a valid identity document, such as a passport, as well as your payment card.
  2. Visit the cashier by hitting the “Deposit” button.
  3. Click the “Verify ID” button towards the far-right of the page.
  4. Tap “Verify Identity” and take a picture with your ID by following the on-screen instructions.
  5. After submitting, click “Verify Card” and repeat the process to validate your payment method.
  6. You may need to wait 24 hours for the Lucky Creek verification process to complete.

Lucky Creek Casino Withdrawal Process: Rating 7/10

Ready to cash out your winnings? You’ll be pleased to learn that the Lucky Creek casino withdrawal process is quite simple. The minimum amount of $100 is a little high compared to other online casinos, but on the flip side, withdrawal times are comparatively fast.
For the most part, you’ll receive a card payment within 48 hours. Crypto transactions are usually wrapped up in a matter of hours. However, while Lucky Creek withdrawals are processed daily, no payments are made on Fridays, Saturdays or Sundays. As such, a little patience is required at weekends.
Here’s how to request a payout.
  1. Log into your Lucky Creek account.
  2. Visit the cashier page by clicking on the “Deposit” button.
  3. Complete the verification process, if you haven’t already, otherwise you will not receive any funds.
  4. Click on “Withdrawal” to initiate a payout.
  5. Choose your desired cash out method and follow the prompts on your screen.
  6. If you request a withdrawal before verifying, you must complete that process within 14 days. If you fail to do so, the money will return to your account.

Lucky Creek Casino: Rating 7/10

In this section of our Lucky Creek review, we’ll analyze the various games on offer.

Games Selection

The Lucky Creek game library consists almost exclusively of slots. There are just under 300 to choose from, supplied by developers like BetSoft, Rival, Saucify and Genii. It’s not the biggest collection, admittedly, but there’s a broad enough selection of themes to keep most slots fans satisfied.
While the games here are taken from some respectable software companies, none of the real industry giants are present. Don’t expect to play slots from the likes of Pragmatic Play, NetEnt or Play’n GO, for instance.
If classic table games are more your thing, there’s a small collection of nine RNG titles to choose from. Unfortunately, these are all variations of roulette and blackjack, so it’s not possible to play craps or any form of casino poker. However, there are a dozen keno and video poker titles to enjoy.

Live Casino

There is also a simple live casino on offer at Lucky Creek, with a total of eleven games to choose from. In addition to various forms of blackjack and roulette, you can also play baccarat here.
Although it’s not the most expansive live dealer casino you’ll come across, the games are of the highest quality. They’re provided by Evolution, widely-regarded as the number one supplier of live casino games in the world. Expect charming and professional hosts, along with reliable streams in high definition.
Don’t forget that you’re not allowed to use Lucky Creek bonus codes to play live dealer games.

Casino Features

Lucky Creek is one of the most simple online casinos around. You could argue that “less is more” but we’d still prefer to see the addition of a few key features. It’s not possible to play games in demonstration mode, for example. That is always a great way to familiarize yourself with the rules of a new game.
Although there is a search facility, accessible by clicking the “Open Filters” button, there are no quick links. The ability to easily view titles from a specific provider, or games with certain features, would greatly improve the casino’s design.
As it stands, you can only drill down into the different types of game, i.e. slots, table games, poker or “other”. When the overwhelming majority of the game library is made up of slots, filtering by “slots” doesn’t feel especially useful.

Lucky Creek Poker: N/A

Lucky Creek is a trusted online casino, however its poker selection is too limited to warrant a fair evaluation. While it offers a handful of video poker titles, you cannot play games like Texas Hold’em or Omaha in tournaments or cash games.
We hope that Lucky Creek expands its poker category in the future, and when it does, you can expect to find a thorough review here.

Lucky Creek Sportsbook: N/A

Lucky Creek is just an online casino, meaning there is no sportsbook available. Should the situation change in future, we’ll be the first to update you.

Lucky Creek Payment Methods: Rating 8/10

There aren’t as many payment methods at Lucky Creek compared to the best gambling sites, but the needs of most players will be met. Crypto deposits and withdrawals are a very welcome addition, even if there are no eWallet options.
Payment Method Deposits Withdrawals Fees Payout Speed
Visa None Up to 5 days
Mastercard None Up to 5 days
Bitcoin None Same day
Money Transfers N/A N/A
Wire Transfers N/A N/A
Cheques N/A N/A
ACH Transfer N/A N/A

Lucky Creek Design and User Interface: Rating 7/10

It’s fair to say that Lucky Creek isn’t the prettiest of casinos, with its predominantly brown color scheme. It’s a simple but fairly effective design, which is identical on both mobile and desktop, ensuring seamless transitions between devices.

Desktop Experience

Everything you need to steer your way around the site is found in a classic navigation menu on the left-hand side of the page. A few additional options, including information about responsible gambling, can be found by scrolling to the site’s footer. Overall, the site functions adequately to appease users.

Mobile Experience

Whether you’re using the mobile site in your browser, or mobile-based casino apps, the design is indistinguishable. This applies to both the overall look-and-feel, as well as the practical aspects like the registration and withdrawal processes.

Lucky Creek Customer Support: Rating 9/10

In the unlikely event of a problem, getting in touch with the customer support team is a doodle. There are three accessible channels, all of which are staffed 24/7, and you’ll find the agents really pleasant to deal with.
We reached out via live chat and asked several questions, including some about the terms and conditions of the Lucky Creek no deposit bonus. All of our queries were resolved promptly and the support agent was extremely friendly.

Lucky Creek Licensing & Responsible Gambling: Rating 9/10

Like many respectable online gambling companies based offshore, Lucky Creek has a license from the Curaçao Gaming Control Board. As such, you can rest assured that a trusted regulator is observing the business, ensuring that it’s carrying out industry best practices.
This means your funds are safe, the games are fair and there are several responsible gambling tools available if you require them. These are as follows:
  • Daily deposit limits
  • Monthly deposit limits
  • Self-exclusion
submitted by FancyInvestment397 to OnlineCasinoWorld [link] [comments]


2024.05.17 09:23 Shrublandsprite Player attitudes towards characters in RimWorld - PhD research project survey

Hey everyone!
Thanks for clicking on my post! My name is Jonas Pastoors and I’m a game designer turned doctoral researcher at Breda University of Applied Sciences. Within my research I am diving into player attitudes towards colonists in RimWorld. The project relates to immersion, sociability, and empathy and is looking for ways to create deeper emotional connections in video games.
I'd really appreciate it if you could spare 10-20 minutes to fill out my survey. It’s completely anonymous and your data cannot be linked back to your person. Also, you can opt out at any time without giving reasons. I’ll then simply delete your data. To participate, you must be at least 18 years old.
For this study I am also posting my survey on other platforms to get a good mix of responses. So, if you've already filled it out somewhere else, no need to do it again! You might also find similar questionnaires relating to other games elsewhere.
Since this survey is all about your personal feelings, just answer intuitively and honestly - there are no right or wrong answers.
If you have any questions, please feel free to hit me up via pastoors.j [at] buas.nl.
Thanks a lot for your time and support!

Survey Link:

https://buas.eu.qualtrics.com/jfe/form/SV\_25EUM3zHnoJTcwu
If you don’t have the time to participate right now, but would like to do so in the future, please feel free to drop your contact details under the following link. Again, any data provided is anonymized and will be treated confidentially!
https://buas.eu.qualtrics.com/jfe/form/SV\_1zD8OBuOvcAdpEW
Cheers Jonas
Data Collection and participation consent
submitted by Shrublandsprite to RimWorld [link] [comments]


2024.05.17 09:14 NulloftheAbyss Characters that I deeply respect.

Characters that I deeply respect.
Endou Mamoru/Mark Evans: Endou has a highly admirable spirit and sense of resolve, down from the first episode of the anime up until his latest appearances, he never gives up no matter what the challenge ahead of him awaits, always motivating those around him and being a strong voice of support and motivation. Whenever you're down, doubting yourself, feeling as if you don't have this, Endou will be right there to pull you back up on your feet. He has strong charisma, everyone he's ever met has been influenced by this soccer freak one way or another, he has faith and belief in everyone, he wants the best out of everyone. Endou holds a spirit that I wish to have, he's the type of person I'd like to have around in my life, somebody that I wish I could be or even just meet one day.
Gouenji Shuuya/Axel Blaze: At one point when I was still fresh to this series, I sometimes would try to be 'different', I remember that I saw people saying this guy was overrated and all, I ended up finding myself trying to shy away from popular opinion and told myself he was ok, despite me always liking the guy. But, fortunately, I've grown out of this because Gouenji is incredible. Yes, he's a cool character and is an awesome player, but he's also an incredible brother. The moment you see his backstory and his reasoning for quitting soccer, you know right off the bat he'd do anything for Yuuka/Julia. He was going about it the wrong way, but he stopped playing soccer because he cared and loved her, what had happened to her due to him playing it traumatized him and he didn't want this to happen again. Then he later on realizes that she wouldn't want this, her becoming one of his main motivations to keep on playing. Gouenji then even stops when seeing that her life was in danger during S2, but he arises back stronger than even later on and his efforts were rewarded with her being in safe hands. Gouenji is a cool character and player, but he's just as good as a big brother as he is those.
Kidou Yuuto/Jude Sharp: Another character who's an amazing big brother. His whole life he spent it protecting Haruna/Celia and wanting to be there for her. From fighting off bullies to being motivated to win consecutively when they were separated just so they could be reunited. He cares so deeply for his sister and did a lot for her, the guy even plays the LITERAL DEVIL in Season 3 when she's kidnapped just so she wouldn't be used as a sacrifice, he lead a team to play ACTUAL DEMONS because he wasn't going to let them do anything horrible to his sister. That is an incredible sense of familial love and bond, you mess with his sister, you mess with the Genius Playmaker.
Tsunami Jousuke/Hurley Kane: He's a big brother of many without being of blood relation. I've always loved this character, from his design, to his thematics in hissatsu, interactions and even how he joined the team in S2, but one of his strongest traits to me is how much of a big brother he is to Tachimukai/Darren. Tsunami has such a lovable and fun personality, he's somebody that I'd really love to be around in real life, as well as a person I'd like to be in my life as well. Caring for others, always just being himself, fun to be around while having such a free yet kind spirit, never worrying about much, all things I want to be. And his interactions with Tachimukai is one of my favorites in the series, from S2 to S3 he's always had his back, always motivating him and helping him out, giving him his shoulder to lean on and helping him keep confident, Tsunami Jousuke is a role model.
Tsurugi Yuuichi/Vladimir Blade: My last character of the brotherly trope I seem to have going on. Yuuichi was a character I was fond of in GO1, even though he was there primarily to show what Kyousuke's motives were, I liked him on his own as a character. When he confronted his younger brother about how he was working off the Fifth Sector, angry at him for betraying the soccer they loved and making him humble himself, it was one of my favorite moments in GO1. Chrono Stone later on made me love the character more, even if it wasn't the Yuuichi we had previously saw. Not only did we get to see the guy play with the others AND pull out a Keshin (Along with Armed), he went out in a touching way. Yuuichi knew he was going to fade out of existence from this, but given that this was a timeline where his injures didn't happen, him and his brother had the opportunity to go play soccer abroad until their father says he could only afford it for one of them, making Kyousuke 'give up' soccer for his sake. Yuuichi wanted to give soccer back to Kyousuke, even if it meant that he no longer would exist, he met his end smiling, being happy as long as it meant that his brother kicked a ball again.
Kakuma Keita/Chester Horse Jr: Kakuma is such an icon, the reason for why he's here is quite simple, his undying passion. No matter where Raimon went, who they played or what their situation was (Excluding the second half of the FF), he was ALWAYS there to commentate their matches and was their hype man. Kakuma is quite literally gives off ride or die energy to me and I love it, he commentated their matches when they were fighting off aliens, followed them around when they travelled around different regions of Japan. Hell, he was even there for matches for Inazuma Japan that happened within school grounds which were the selection match and Inazuma Japan vs Neo Japan. Even during graduation he did one last commentation. He wasn't a player, but Kakuma was part of the team and will always be a member in my eyes.
Tachimukai Yuuki/Darren LaChance: My third (Yes, my third, he isn't my first believe it or not, lol) favorite character in the entire franchise, a character who I always had a soft spot for and see great potential in. I respect and love Tachimukai because of his journey as a goalkeeper and a person. Going from this fan of the legendary Endou who mimicked what he did to becoming his own man and stepping out of his shadow, unveiling his own unique hissatsu with the help of friends who wanted to see the best out of HIS ability. Tachimukai has had moments where his confidence in himself was weakening, something I can identify with as I lose my confidence countless of times and can get overwhelmed when things don't go too good. But, no matter how many times he's been knocked down, he has people to help him get up and his resolve further strengthens. His growth in S2 was beautiful to me, becoming one of the strongest keepers in the season and being as good as his idol, while he didn't do much in S3, he stepped out of Endou's shadow, being hit the realization that he can't keep doing what he sees his inspiration do and has to go his own path eventually.
Fidio Aldena/Paolo Bianchi: The number one of all characters for me in Inazuma Eleven. Fidio, for me, had one of the best arcs in the franchise, I've said it numerous times but Inazuma Japan vs Orpheus is my favorite match of all time and is where I really began to favor Fidio due to it and the Mr. K arc in general. Seeing him grow interested in the man's hatred for soccer despite being so good at it, then after Nakata gave him the answer as to why, even though this was the same man who directly tried to sabotage his team prior, he trusted his commands and became motivated to complete Catenaccio Counter. This caused distrust from his own team and they wouldn't even listen to him during their match, but his resolve was enough to not only get them to gain their trust back, but to also revive the hissatsu tactic, bringing back Kageyama Tougo's plays from the ashes. He made Kageyama see the light with his resolve and trust in him, even getting his team to completely trust him and had Nakata call him a reliable leader. Fidio even had a cool rivalry with Kidou and even had similarities to him, both played soccer due to it reminding them of their fathers and even played similarly to the point that Kidou was needed to counter Catenaccio Counter. I respect Fidio similarly to why I respect Endou, his great influence and resolve that can change people, even those who are in the lowest of the darkness.
Amemiya Taiyou/Sol Daystar: Unfortunately, this character nowadays is treated like a joke due to his handling in Chrono Stone, while I do feel that it was lackluster compared to other characters, it does not take away from having incredible of a character he was in GO1, some of my reasoning for respect will even apply to CS as well. Taiyou had an illness that refrained him from playing soccer how he wanted, despite being said to be a genius that comes every decade, he was practically bounded away from the field. But, Taiyou never let that stop him, no matter what everyone around him told him, no matter how much they tried to get him to give up on his dream, he still wanted to play soccer and would keep motivated to make that happen. Not only did he have an amazing match with Raimon thanks to his resolve, but he continued to play to save soccer in Chrono Stone. Even in Orion, a younger him helped Nosaka/Heath not lose hope in being able to play soccer despite being told that he couldn't due to his brain surgery, being in a similar situation to him, he rekindled the resolve back into him. Taiyou is admirable because he refused to give up on his dream and desires despite having a limitation, I really love that about him.
Matatagi Hayato/Falco Flashman: Lastly, we got our speedy falcon, Matatagi. This one may be a bit of a surprise compared to the others given what I said about them, but he's just relatable to me. Matatagi had a bad time trusting people due to how others treated him as a kid, the others kids not being interested for who he was and only what he had, then he took the blame for indirect trouble that his younger brothers caused, making people lose trust in him in return. While my trust issues aren't as strong as his, I don't have much trust in many people as well, I'm wary of others out there because that's just how this world is and I've had times in my life where I was betrayed or regretted trusting somebody. Matatagi never opened up to anybody on the team, not even considering them his teammates and was hiding his true self from them all, another aspect of him I can relate to because I keep a lot of myself concealed in real life most of the time, most of it is due to shyness and lack of socialness, but also thanks to me not always feeling like I can be who I am around people. Matatagi had such a nice character arc, Tenma/Arion bringing out the real Matatagi and showing genuine desire to befriend the real him was touching, it also made me like Tenma more as a character in turn. Seeing him now just being who he is without trying to satisfy everyone is something that I just want to do one day, consistently.
submitted by NulloftheAbyss to inazumaeleven [link] [comments]


2024.05.17 08:33 Awesome_Jason_00 I was wondering about the carcinogenic potential of carbon fiber accessories.

Hi! I'm very interested in carbon fiber accessories like phone case.
I'm considering buying a carbon fiber phone case soon, but I've found various controversies on the internet about the potential carcinogenicity of carbon fiber materials.
After reading up on the controversy, I've come to the conclusion that the controversy is caused by two articles in particular that warn of the dangers of carbon fiber materials.

https://www.presseportal.de/pm/6561/2804492

https://bmwi.bimmerpost.com/forums/showthread.php?t=1023172
And these are the controversies I've seen on the internet.
https://news.ycombinator.com/item?id=8162962
https://www.helifreak.com/showthread.php?t=182966
I'm a little confused because some people say carbon fiber contains dangerous toxins while others say it's a safe material. But there's no definitive article on the carcinogenicity of carbon fiber yet, so I really want to know which one is true.
I have some questions below:
  1. Does the carbon fiber warned in the above two articles mean ‘the carbon fiber as a raw material’, or ‘the reinforced carbon fiber(CFRP)’ as the finished product?
  2. Also, are they mentioning that carbon fiber itself is not very dangerous, but the particles generated when processing or burning become dangerous?
  3. I was wondering if carbon fibers as the completed products (car parts, carbon accessories, etc.) are mostly safe unless they are exposed to very high temperatures?
  4. I've also heard that someone who touched a carbon fiber phone case made from China got suddenly itchy. I’m curious of the reason for this itchiness.
I'd really appreciate it if you could give me some advices or answers,
Thank you very much.
submitted by Awesome_Jason_00 to CarbonFiber [link] [comments]


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