Motor mercury 90 hp 2 tiempos
[WTS]/[WTT]: ☀️ Pre-Summer Weekend Sale! 🔥 Hot deals on 90% silver coins & fine jewelry +++ 🎁 free gift with BIN! Peace, Barber, Franklin, Washington, Mercury & Commems ⚪
2023.06.10 18:58 onedeep [WTS]/[WTT]: ☀️ Pre-Summer Weekend Sale! 🔥 Hot deals on 90% silver coins & fine jewelry +++ 🎁 free gift with BIN! Peace, Barber, Franklin, Washington, Mercury & Commems ⚪
Summer's right around the corner and temps are already rising! Come get some smokin' deals on good quality stuff! I've got a variety of great pieces for y'all this weekend 👌🏽
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2023.06.10 18:53 fatefuldawn I Finished a No Somniel Ironman Run on Maddening!
I can't believe it. So a No Somniel run pretty much means that during the run, all activities that are done in the Somniel are banned. There are several combat-related implications of this - no refining weapons (no early strong weapons like a Levin Sword until Ch. 11 for example and can only use base weapons), no engravings, no Bond Rings, no cooking, no activities, no Well, and no Arena. The early Steel weapons that you get upon going to the Somniel from an update are banned as well as the Heroes rewards (the Bond Rings and the weapons, Folkvangr, Fensalir, and Noatun). No Arena means that leveling up the bond rank of Emblems on each character will have to be done in the maps themselves and skill inherits are impossible. Reclassing is still possible, but more difficult now that you have to level up bond ranks in maps and because weapon proficiencies past bond rank 5 will need at least two maps with the Emblem Ring. No DLC either, but that doesn't impact me since I don't have it anyway. And while it's not a Somniel activity, I didn't have Network Connection enabled for the weapon drops, EXP, and other small benefits scattered on a map. I had finished a normal Ironman run with no big issues (one death, RIP Louis), but I went into this run fully expecting to lose it. An Ironman means no using the Draconic Time Crystal, so no rewinding my mistakes and every input I make is final. If a character dies because of my poor decisions or they get crit by the enemy, they remain dead.
Run casualties:
- Chloe: Died in Ch. 6. Fog of war claimed another life. Chloe got hit by an axe fighter and a thief that I didn't have vision of. It was entirely my mistake to overextend with her when I could've just played it safe. I was going to use Chloe this run as an early carry before likely transitioning her to a more support based role if her combat couldn't keep up.
- Yunaka: Died in Ch. 8. Overall, I think Chloe's death kinda snowballed the deaths in Ch. 8. Going into this chapter, I lost a character that was going to be one of my early carries. Lapis was Chloe's replacement, but I needed to get staff proficiency on her just in case I was going to pivot her to a support later (especially since I can't get staff proficiency for a long time after Ch. 10). Lapis therefore had to have Micaiah for several maps and I tried to continue using Marth on Alear on Ch. 8 instead as a carry. However, because of my poor timing of Engage attacks and just being badly positioned because I was unprepared for when Kagetsu and Zelkov started moving, I got myself in a situation that required me to hit a 65% to defeat Kagetsu. Missed the 65% and Yunaka died to him.
- Framme: Died in Ch. 8. I didn't have Lodestar Rush or enough power in general to take down Ivy in one turn. But I had to start taking down her health bars eventually otherwise I would have game over'ed since enemies would've reached the target point. As such, almost all of my units were in range of Ivy at that point and she had free reign to choose whoever she wanted to kill. In the end, she chose to Killer Axe crit Framme to death (Framme would've died even without the crit).
- Celine: Died in Ch. 10. I'm really mad at myself for this death because Celine died on turn one. I calculated how much damage she would take from the armor and pegasus knight on the left if they both hit her and concluded if Celine was next to Alear, she would live at 1 HP. Well, she didn't live at 1 HP because I didn't account for the Resonance damage from having Celica on her. And of course both the armor and pegasus knight hit their 50% attacks. Celine was my only early game carry because Chloe had died. And now she was dead on turn one of a difficult 2-part map.
- Diamant: Died in Ch. 10. Got frozen by Hortensia and I couldn't get in range to Restore him without risking Alear's death to Hortensia's Dragon effective Luin. However, I did forget to have him equip a lighter weapon and because he had the armorslayer equipped, he got doubled by Hortensia and died. I don't fully remember if he could've lived if he wasn't doubled by Hortensia (because there were other enemies around him), but I'm still frustrated at myself for letting that happen. I don't know if it's just me, but I always have trouble with taking down Hortensia in this chapter; on my normal Ironman run, I had to resort to freezing her due to a lucky early Freeze staff from the Well, but alas, no such resources like that exist in a No Somniel run.
RIP Chloe, Yunaka, Framme, Celine, and Diamant.
The Final Team:
Some quick notes - the screenshot on the top has HP tonics already applied to everyone so subtract 5 if you want to see their true HP. That was the first thing I did when I went into the final map and then thought maybe I should screenshot everyone. The screenshot on the bottom has everyone with their Emblem Rings and full tonics applied to them.
- Martial Master Alear (Lucina): I really like support Alear and having them as the Bonded Shielder has worked wonders in my previous playthroughs. I figured that I would need Alear's +3 flat damage for my carries and since they support everyone in the cast, they provide +10 hit for free as well. I chose to go with Martial Master Alear because my combat carries were going to be in several different class types and I wanted the flexibility to have 100% activation rate on Bonded Shield for all of them if the need arises. I also really like Chain Guard. As such, in early game, I fed Alear experience through Mercurius farming and then gave them Micaiah to get staff proficiency and to farm via Great Sacrifice. By Ch. 11, Alear was a Griffin Knight because I believe having Alear in a flying class in Ch. 11 is invaluable so you can quickly reach the point on the map to trigger Ivy, Zelkov, and Kagetsu to join you before you get overwhelmed by Corrupted with Emblems. After staying a few more chapters in Griffin (until I could give Alear Lucina after getting sword proficiency off of her on another character), Alear became a Martial Master and mainly Bonded Shielded or Chain Guarded. Not being able to Micaiah Engrave a Shielding Art to drive enemy hit rates close to 0% meant that I had to be more cognizant of where I used Bonded Shield. The enemy AI mostly decides which character to attack based on expected damage (combination of actual damage they'll do in a round of combat, how likely it is they'll hit, and their crit chance on you is also factored in). So when Bonded Shielding, I had to make sure that Alear was not going to get targeted and if they were, that they were not going to get killed from it. As such, it wasn't as simple as plop two units down and go to town deleting enemies, but it was still really strong nonetheless.
Stat Boosters: One Boots, one Seraph Robe, one Speedwing, three Dracoshields, three Talismans, two Goddess Icons
- Wyvern Knight Amber (Lyn): For Amber, I was particularly cognizant of the fact that in my previous normal Ironman run, he sometimes had 90% hit rates in the endgame despite having a +hit rate engraving on his lances. That's why I decided to go with sword/lance Wyvern instead of axe/lance Wyvern even though it would've been easier to get axe proficiency on him (axe proficiency is at bond rank 2 on Leif while any sword proficiency requires at least bond rank 6, which means at least two maps worth of using a specific Emblem vs. just one). That decision really paid off. Amber was mostly using swords throughout the midgame of this playthrough because he wasn't getting 90%+ hit on lances even while I was activating his personal for +20 hit. I can only imagine his hit rates while using axes... it just spells disaster if a crucial attack misses in an Ironman (Yunaka's death...). If I saw Amber's hit rate really going into the gutter by the endgame, I was prepared to have him switch to Sniper and just kill fliers, but that never ended up happening especially after I used all my Secret Books on him (none of my other combat characters could use them since many of them capped dex and for those that didn't, they were accurate anyway). Amber remained good throughout even though by endgame, he rarely one-rounded enemies.
Stat Boosters: One Energy Drop, three Secret Books, one Speedwing
- Warrior Kagetsu (Roy): I had my sights set on getting Kagetsu into Warrior despite Wyvern being easier to reclass into and still a strong class for him because I felt I needed the absolute best out of my units to get through this run (and I believe Warrior is Kagetsu's best class). Getting him into Warrior was a bit of an endeavor, but having to delegate an Emblem to Kagetsu wasn't going to make the game harder; on the contrary, it likely made things easier because Kagetsu is such a strong unit to start with. Kagetsu immediately got Lyn for Ch. 12 and 13 to get bow proficiency. This worked out for me in a lot of ways because Ch. 12 is an easy chapter so Emblem allocation isn't that important to get through the map. Plus, Lyn on Kagetsu for Ch. 12 doubles the Wolf Knights once you get two Speedtaker stacks so I found it quite nice having Lyn on him. And my strategy for Ch. 13 always involved Lyn on Kagetsu (see my chapter thoughts in the comments) anyway. Now, he's got bow proficiency just in time for Ch. 14, where Ike immediately goes on Kagetsu to get axe proficiency. And soon after, he's a Warrior and just snowballed from there. I was initially a bit worried about using axes at all in this playthrough considering their low base hit rates (I was prepared to pivot Kagetsu into Wyvern and have him use swords if I needed to), but Kagetsu had 100% hit rate with a Silver Axe often. His Longbow was accurate too (same base hit rate as Silver Axe). Overall, Kagetsu snowballed hard. And when I got Roy on him, and eventually the Binding Blade unlocked, he could clear entire groups of enemies by himself (cleared the entire top lane of Ch. 24 himself with just a healer nearby). After this run, I wholeheartedly believe Roy is Kagetsu's best Emblem and it reaffirms my belief that Warrior is Kagetsu's best class. He just hits so hard with axes and doesn't take much damage either. Wyvern's great for Kagetsu, but really, try him in Warrior if you get the chance. He won't need crits to one-round, only a Silver Axe. If he can cleanly one-round a ton of endgame enemies with just a base Silver Axe and no inherits on this kind of challenge run, actually forging a Silver Axe up a bit and maybe giving it an engrave should achieve similar or better results than what I got as I'm pretty sure my Kagetsu is about average strength-wise (+1 strength than average if I calculated correctly, he got two Energy Drops and is overleveled which is why his strength looks astronomical). My Kagetsu was speed screwed (speed and build were lower than average in the midgame) for nearly the entire run because he should've capped speed way before looping and he didn't cap until after looping in Warrior. That actually mattered a few times and it made me really miss having Speed+X on him, but it wasn't something I couldn't work around and he was a powerhouse regardless.
Stat Boosters: One Boots, one Seraph Robe, two Energy Drops
- Mage Knight Pandreo (Marth): After I got Pandreo, I immediately gave him Lucina to get sword proficiency to switch into Mage Knight. He did pretty well in Mage Knight, but it wasn't until after getting partway through Ch. 17 (gave him Eirika so he got bond rank 3 for Bravery at that moment and got the Bolganone that Griss drops), where he really started to snowball. After that, he could consistently one-round a lot of enemies without help until Ch. 20. Unfortunately, that's when his speed cap in Mage Knight caught up and in the endgame, 31 base speed that is not quite enough without a bit of speed boosting from an Emblem considering I cannot inherit Speed+X. In the last couple of chapters, I mostly used Marth (sometimes switched to Eirika) on Pandreo. Marth has some +speed stat boosts innately and can boost damage as well if Engaged via Divine Speed providing an additional attack at 50% damage. Using Marth on a magic unit was something I did before when I played around and used Mage Knight Kagetsu lol It worked well then and it worked well now. This Mage Knight Pandreo's stats besides magic have actually been the least impressive I've had so far. I think his magic is maybe around +2 to +3 above average though (I forget what level I class changed him from High Priest to Mage Knight), which more than makes up for his other stat deficiencies. I'm just surprised he didn't cap dex or resistance by the end of the game when he usually does. Nonetheless, Pandreo was a powerhouse and carried the run like Kagetsu even though I couldn't just send him into a group of enemies without being covered by Bonded Shield and know he'll live whilst taking them all down (unless it's a group of enemies with Great weapons he can double, those are fodder to Pandreo).
Stat Boosters: Three Spirit Dusts
- Warrior Merrin (Eirika): Unlike with Kagetsu, I didn't go through four whole maps of raising bond ranks up for Merrin to change classes. That's because she'll probably end up being able to change into Warrior by Ch. 18 if I did that. Meanwhile, if I just waited until Ch. 17 to get Leif back, I would have Warrior Merrin in time for Ch. 19. It's a one chapter lag for a huge team power difference from Ch. 14 through 17 as one of my stronger units wouldn't be able to use Lyn or Ike. Merrin mostly chipped as a Wolf Knight and even when I got her into Warrior, she still was chipping (occasionally, she would one-shot fliers with the Radiant Bow) because her damage wasn't good enough and she was under the level curve. Plus, her hit rates were shaky for a good amount of time. However, I wanted her to be more so I kept feeding her kills whenever I could and I gave her Eirika after I got Marth back. With Eirika, she could sometimes do some great damage with a Brave Axe (and Eirika's damage boost helped her hit some one-round thresholds with a bow on magical enemies, that's how low her damage output was). But once she got access to Sieglinde, she could finally one-round some endgame enemies due to effective damage.
Stat Boosters: One Speedwing
- Thief Zelkov (Byleth): Bought a Short Knife just for him because I didn't want this unlucky guy to get randomly crit if he faced any combat, but in hindsight with all the luck that Byleth provides, maybe that wasn't necessary. Byleth on a covert gives +5 speed when Instructing and after a Goddess Dance and considering that I cannot inherit Speed+X on my characters, I knew I was going to need the speed buff since the speed thresholds get really high on Maddening. In the end, that speed buff wasn't needed for my primary carries (Kagetsu and Pandreo) until Ch. 20, but after that, it really was needed. Pandreo caps speed in Mage Knight at 31 (so with a speed tonic, Special Dance from Seadall, and Chaos Style activated, Pandreo can only naturally double enemies that are at 34 speed or below) and Kagetsu caps speed in Warrior at 35 (so with a speed tonic, Special Dance from Seadall, and while Engaged with Roy, Kagetsu can only naturally double enemies that are at 38 speed or below). From what I saw, enemy speed can reach up to 44 so that Instruct was absolutely needed so that they could double enemies up to 39 or 43 speed respectively.
- Dancer Seadall (Sigurd): I don't think there's much to say about Seadall except that I put Sigurd on him because I only have one Canter to give out and having it on a dancer felt like the most useful. I can't use Override, but that's a small price to pay for the flexibility in positioning for Goddess Dances.
- Sage Citrinne (Corrin): Citrinne replaced Celine's role as an early game carry after Celine's death. While she only really had one map to shine (Ch. 11), she really did shine in that map. I luckily had the foresight to get a melee weapon proficiency on Citrinne in case I needed to make her a Mage Knight. I could've promoted her to Sage, but I compared the stats and saw that Mage Knight Citrinne would double a lot of enemies on Ch. 11's map and that's what I needed at the time. Citrinne put in a lot of work that map, immediately one-rounding the first axe fighter (if not for Roy's Hold Out). I had Citrinne stay in Mage Knight for several chapters as she was my best option for a magical carry for some time (Pandreo was stuck in High Priest for several chapters while having Lucina equipped before he can reclass) and her performance was pretty good. If I kept using her for combat and gave her resources like Lyn, I feel she would've turned out great. But in the end, Citrinne reclassed to Sage once I got Corrin because she was one of my few units that could be in a Mystical class (no tome proficiency to work towards either for a long time) and pivoted into a support role after that (which was my intention with Celine once I reached that point). She was great nonetheless. Corrin on a Mystical unit is a tried and true combo that I really like because it means being able to debuff and freeze enemies in place from three range (especially important now that I don't have Canter), and the Fire Dragon Vein is the most useful one imo. In all honesty, I didn't use the Fire Dragon Vein much to ward enemies off. My combat carries were strong enough that I rarely needed it. As such, it was mostly spammed to raise Corrin's bond rank. But it was still great to have that option in my back pocket in case I needed it.
- Griffin Knight Lapis: Lapis replaced Chloe, but not as well as Citrinne replaced Celine. I couldn't really use Lapis much in combat because she had to have Micaiah equipped to get staff proficiency in the early game. I think I messed up and didn't focus enough on leveling Lapis's bond rank with Micaiah because she had to keep Micaiah all the way until Ch. 11 to get the proficiency. But tbf to myself, I nearly lost the run on Ch. 8 so leveling up bond rank wasn't on the forefront of my mind. By Ch. 11, there was no real justification I could make to try to make her combat work. As like any other staff user, she did her job.
- Cupido Fogado: I was unable to get Fogado off the ground in this playthrough. He was alright up to around when I did Roy's Paralogue as he could still one-shot the Wyverns there with a Radiant Bow even if his hit rates were in the 70s (had to just make sure to have a backup plan if he did miss, which he did a few times); but soon after that, I couldn't consistently find ways to have him contribute and he was left in the dust. I still brought him into the final chapter because maybe some of the chip damage he could do to fliers would help and I felt like I had enough staff users (he actually was helpful in two occasions on the final map!).
- Lindwurm Ivy (Ike): I probably would've used Ivy as a carry if not for the fact that she faces crit from nearly every enemy. Her inaccuracy with tomes is a problem as well, but I didn't need her to chip too often. Essentially, no engravings to fix these issues meant she was relegated to staff duty. She did her job and I think throughout this playthrough she had higher offensive staff hit rate (Freeze, Fracture) than Hortensia most of the time, though it wasn't by a significant amount. After midgame, Ike eventually went on Ivy mainly because I have just one source of Reposition (I really missed not being able to put this skill on most of my support units) and I wanted it on a flier.
- Slepnir Rider Hortensia (Micaiah): Nothing to really say about this as it's as standard and straightforward as can be. She and Citrinne had held a Surge tome just in case I needed someone with 100% accuracy to finish off an enemy (this did happen a couple of times this playthrough).
- Griffin Knight Mauvier (Leif): He's a staff user that can luckily take a few hits because he did need to survive a few in my playthrough. I put Leif on him because Leif wasn't doing much on anyone else after the midgame. But then again, it didn't much on Mauvier either besides being used to Quadruple Strike the Dark Bishop on the final map.
- Sage Veyle (Celica): I kinda messed up because I didn't realize Veyle had access to S tomes in her Fell Child class and the main thing I wanted to do was use her with Nova. I could've saved myself the trouble of reclassing, but in the end, it was okay because reclassing to Sage does increase Veyle's offensive stats. I do miss out on the Fell Child class skill (which is quite nice), but getting Celica Engage back is low priority anyway so the trade-off was fine. Since my team lacked a second source of magic damage, Veyle was helpful as someone who can do a lot of damage with magic. She didn't one-round a lot of enemies, but her performance was satisfactory.
Stat Boosters: One Seraph Robe, one Speedwing
In comments below, I detail my thoughts on the individual chapters if anyone's interested (starting from Ch. 6 since that's the first chapter where something actually happened and where I also had a clear goal in mind for the map). I never thought I would successfully complete this run so I don't have any screenshots to chronicle events from before Ch. 24-ish (also, I forgot to screenshot too many things). I unfortunately don't remember the exact details of the early/midgame chapters that well anymore, but I tried my best to recall whatever information I could. This is listed by the order I tackled the maps. A full turn count, playtime, and MVP list is
here. submitted by
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2023.06.10 18:50 feurigeist rate/tips for my Chongus?
2023.06.10 18:39 CertainJump1784 Enemy's Max HP Damage (according to my experience) REVISED
| This is a Demon Hunter Sword aka DHS. The passive of DHS is making Basic attacks grant 3% extra PHY Lifesteal 3s up to 5 stacks AND basic attacks deal 8% of the target's current HP as Extra PHY Damage. So it's like this: a tank (RoameEXP/Jungler) have 10k/10k HP (current/max Hp) DHS will give extra dmg around 800 dmg (8% x 10k aka current HP) . This item is good for heroes who relies on basic attacks ( Sun, Helcurt, Masha, Argus and most Marksmen but excluding Granger, Kimmy, Natan, Edith, Clint, Lesley. ( click this link for more information about marksman 3 core item quick guide by anon4565)). DHS also a good item for physical heroes whose skills can trigger basic attack effects (From what I know only Badang, Hanzo, and the missing Helcurt are the only heroes who has skills that triggers basic attack effects like DHS). https://preview.redd.it/eehfw3mmn75b1.png?width=100&format=png&auto=webp&s=57f99d212035b80c51625510fb58760008198959 The second image is Glowing Wand. Let's called it GLW. The passive of GLW is Magic Damage will burn targets for 3s, dealing Magic damage equal to 1.5% of the target's Max HP per second, and increasing their Magic Danage taken by 2 - 4 (scales with level). Stacks up to 6 times. Lets say a tank have 10k/10k HP (current/max Hp) GLW will give dmg around 150 dmg (1,5% x 10k aka Max HP), that's how GLW works. GLW is suitable for DPS mages, like Gord, Chang'e, Valir, Lylia, Yve, Zhask, Luo Yi, Harley, Cyclops, and sometimes Vexana. Gusion, Aamon, Kimmy, and Natan can use GLW as well. GLW is also good enough for Novaria, a burst type mage, because her passive's scales with max HP, so it can synergize with GLW as well. https://preview.redd.it/6vy5kvr6t75b1.png?width=100&format=png&auto=webp&s=84b8cd13de7ba45cec64211b83ae030beadb980b Those above are tank killer items. How their passive works are different each other. Remember that Current HP and Max HP ARE TOTALLY DIFFERENT. DHS deals damage based on current hp, so while it is true and proven that it does deal damage the more hp a target has effectively, the damage from DHS’s passive goes down when they are about to die. Glowing Wand however, deals damage based on max hp so the damage is consistent and isn’t affected by current hp or hp lost so whether they are at full or 10% hp, Glowing Wand will do the same damage unlike DHS. Now, let's move on to a tank killer emblem, and that is Impure Rage from Mage emblem sets. https://preview.redd.it/uy9yr2uyt75b1.png?width=100&format=png&auto=webp&s=64b07d9abfee89c667753e656ef03cef3bb6acce With Impure Rage, you can deal extra magic damage equal to 4% of target's current HP and restores 2% Max mana each time you uses skills at the enemy. Remember that this fiery effect has a 3s Cooldown. All that's only my opinion or my guess, so I do have a right and wrong. Is there any heroes who deals damage scales with target's max HP? Here are the short list of the heroes that deals max HP damage. - Karrie's Passive. Once the target got a lightwheel mark, the attack will deal true damage equal to 6% - 8% of the target's max HP. I tried it in training mode, level 15 Karrie even can kill a squishy level 1 Layla bot in a seconds.
- X.Borg's last insanity. After 3s from the start of his ultimate, X.Borg's firaga armor will explode, dealing true damage equal to 300 plus 15% of target's max HP.
- Alice's Blood ode. Her ultimate deals 90 (+20% total MAG) + 0.5 (+0.05% Total Mana)% of target's max HP as magic damagw to nearby enemies every 0.5s.
- Hilda's Power of Wilderness. Each stacks she gives to enemies makes her ultimate deals 2.5% of target's max HP. At maximum 6 stacks, it will deal 20% of target's max HP as extra damage.
- Hanzo's First skill while in his demon form deals 300 (+60% Total PHY) and 15% of target's max HP.
- Edith's Passive. Thanks to her buff in S27, her passive can deal magic damage equal to (30% Total MAG) plus 4% of target's max HP to up to 4 enemies.
- Thanks to S28 buff, Bane's passive deals 100% Total PHY plus 3.5 (+0.3*Hero Level)% of target's max HP.
- Valir's passive. Each of his skills apply stacks to enemies, dealing magic damage equal to 0.6% Max HP. At 3 stacks, the fire exploeds, dealing damage equal to 6% of target's max HP and stunning them for 1s.
- Baxia's Shield of Spirit. Baxia's second skill deals magic damage equal to 180 (+120 total MAG) plus 6% of target's max HP.
- Lunox's Chaos Assault. Her Second skill deals 200 (+120% total MAG) plus 2.5% of target's max HP as magic damage
- Pharsa's passive. Every 8s, her partner Verri enters hunting state and assists Pharsa on her next basic attack against the target, dealing 8% Extra magic damage equal to the target's max HP (+1% of every magic power owned) and slowing the target by 60% for 1s. Her passive is the most CONFUSING passive I have ever read according to myself. So for any Pharsa user here, please give a better but more understandable explanation in the comment section.
- Lolita's Charge. Her first skill enhanced her basic attack, which deals physical damage equal to 200 (+100% Total PHY) plus 7.5% of target's max HP.
- Kaja's passive. Every 6s, his next basic attack deals magic damage equal to 100 (+100% Total MAG) plus 4% of target's Max HP and paralyzing them.
- Novaria's first and second skill (Astral Meteor and Astral Recall). First, the astral meteor, when the sphere of Astral Meteor exploded after 2 seconds, it deals magic damage equal to 260 (+50% TOTAL MAG) plus 4% of enemy's max HP to nearby enemies. Second, the astral recall, when the sphere that she threw hits the enemy, the sphere will explode, dealing magic damage equal to 230 (+45% TOTAL MAGIC POWER) plus 4% of target's max HP.
submitted by CertainJump1784 to MobileLegendsGame [link] [comments] |
2023.06.10 18:30 simoku Really happy with Thoma! Lower HP than prev build but the utility is now perfection. Also, previously, 198 ER was a touch not enough, 208 somehow feels perfect.
2023.06.10 18:27 One-Establishment515 Upgraded My Circlet. What Else Do I need to Improve?
2023.06.10 18:01 nagash31979 [blackmarket][wts] Lowered price accounts, 2013 Raven account , high admiral raven and AMD mustang,Carrack bis 2952 475, mercury bis 2952 220,Bulk carrack+mercury bis 650,OC LTI ships: Piooner VIP, Hull-C, Carrack , Merchantman, Orion, Starliner, C2, Reclaimer, Hammerhead serial number,etcetc.
Hi selling some ships, some nice pieces here, PayPal invoice. The prices are EUR and VAT and pp fees included and my country as one of the highest European VAT so if some prices look high to you Sry but I can't do nothing, anyway I'm open to negotiation. If you need something not here Pls ask i have tons of paint , items etcetc too many to list here. Accounts on the bottom.
Original concept ships with Lti if not otherwise specified.
Aegis Avenger stalker 120
Aegis Avenger titan renegade 130 SOLD
Aegis Eclipse serial number alternative skin SOLD
Aegis Hammerhead 840
Aegis Hammerhead with serial number 900
Aegis Redemeer 480 SOLD
Aegis Retaliator Bomber 430
Aegis Reclaimer 550
Aegis Vanguard Hoplite 290
Aegis Vulcan 250
Anvil Arrow 110
Anvil Carrack 600
Anvil terrapin 290
Anvil Hornet 150
Anvil Hornet wildfire 230
Anvil Super Hornet 240
Anvil Crucible 460
Aopoa nox 85
Aopoa nox kue 85
Argo mpuv cargo 60
Argo Mole carbon edition 650 SOLD
Banu Merchantman 600
Consolitadet Outland Pioneer VIP 1700
Land deed estate 8x8. 500 SOLD
Crusader Hercules C2 550
Crusader Genesis Starliner 525
Crusader Ares Ion with radiance skin 450 SOLD
Drake Dragonfly yellowjacket 75 SOLD
Drake Cutlass Bis 2949 120 months 160 SOLD
Esperia Prowler 530
Misc Freelancer 165
Misc Hull B 235
Misc Hull C 400
Misc Odyssey windrider paint 820 SOLD
Origin x1 baseline 85
Origin x1 force 95
Origin x1 velocity 90
Origin 400i with penumbra and meridian 350 SOLD
Origin 400i with meridian 325 SOLD
Rsi Constellation Andromeda 300 SOLD
Rsi Mantis with Sabine undersuite and calva helmet 500 SOLD
Rsi Polaris Serial number 1100 SOLD
Rsi Orion 600
Citizencom 2948 digital goodies 200 SOLD
Package also lti if not otherwise specified
Fortuna Legends LTI pack Ursa ccued to nomad 750
Lightspeed package Lti with origin suit 350 SOLD
Uee exploration pack 2948 900
Scoundrel pack 900
Pathfinder Lti package 180 SOLD
Entrepreneur pack 740
Banu Combo pack 850 SOLD
Freelancer MIS anniversary with UEE coat 2y 300
Offroad pack Lti 190 SOLD
Ccued ships
Mercury Star Runner bis 2952 lti ccued 220
Carrack lti+600i bis paint and jacket 420 SOLD
Constellation Phoenix LTI +hartwell music sentinel 88c 850 SOLD
Mantis ccued Lti with QUIRINUS tech Sabine suit and calva helmet 400 SOLD
Reclaimer bis 2949 lti 350 SOLD
Caterpillar bis 2949 lti 300 SOLD
Carrack lti 390 SOLD
Carrack bis 2952 lti 475
Caterpillar pirate lti 450 SOLD
Mercury Star Runner bis paint and jac lti 240 SOLD
Scorpius lti 210 sold
Accounts ask for more info pics and prices
2014 Sabre raven grand admiral account with huge buyback and night runner paint 1200 SOLD
2020 Sabre raven and Amd mustang omega high admiral account 650 lowered 600
2013 Sabre raven account 550 lowered 500
2018 Cheap high admiral account 80 lowered 50
(1) I am "selling" the right to be added as an "Authorized User" to my account, which is allowed as per
RSI's 2016 Terms of Service.
(2) I will remain the original owner only in the event that official contact is required from the parent company (CIG).
(3) I understand that my personal information may be permanently retained in the address and billing sections.
I agree to the above clauses and will not attempt to access, recover or tamper with the said account unless it is requested by the Authorized User. submitted by
nagash31979 to
Starcitizen_trades [link] [comments]
2023.06.10 17:53 ShadeyMyLady New Age makes meso/fams farming easier in reboot
The exp may be gone, yes, but keep in mind the hp got reduced aswell, so are the final damage to lvl changes. Most ppl even at 250+ don't know the fact that in regular per lvl diff you get 2% fd and in reboot it is 5% fd per lvl, scaling crazy hard at 10+ lvls. In regular you could easily enter and clear zak while in reboot you will hit 1s. A 240 30k guy in will is gonna perform much worse than 27k 250.
I started NL in reboot and for 90% of my playthrough my marks were worthless. Yes they oneshot in arcana at 30k stats but with how hard they reduced the exp curve over the years, I simply won't ever be in that range. My marks were for the most part 5-6 shotting. Now again in odium completely worthless alongside my dark flare.
You just need to 2-3 shot with most projectiles/ summons to full clear most maps + you can enter arcana at 225 and immediately go to the upper path maps for example because your damage will allow it. Arcana + the lvl required to enter vs the mob lvl have such a discrepancy, most ppl I met in reboot stay in arcana even at 235 for example, while now they can easily farm in morass. Farming classes like Shad, AB, Mech, NL, Kanna, IL, zero etc will have lesser stat requirements to farm efficiently now.
If you compare yourself to regular with their frenzy, yes you will be miserable, but if you compare to what u were able to do before and after. Not that bad. Daily exp has been buffed heavily, exp curve reduced by 2x till 260 (240-260 for the most part). If you no life grinded all day at 270+, yes be miserable, it's a huge nerf, but for 90% of maplers, it's not as bad as people make it out to be. We should get carnaval event in november again (the crazy exp event) and maybe another haste+. If you stress it out just rush to 275 till december and afterwards most ppl I met just gain lvls with dailies anyway. If you wanna complain about: Not everyone has this much time to grind and no life 24/7!!! - This patch isn't affecting you, you're not grinding enough for it to matter.
submitted by
ShadeyMyLady to
Maplestory [link] [comments]
2023.06.10 17:48 SnooGuavas8376 Done farming after 3 weeks, she will have 71/226 crit and higher atk (around 1.8k), now all that left is win 50/50
2023.06.10 17:09 Shocker144 I heard we were supposed to show off our Hu Tao builds here :)
2023.06.10 16:41 Alternative_Ear3041 How does my Yae look?
2023.06.10 16:30 khoafraelich789 Off-Road Comparison: Ford Bronco Sasquatch vs Jeep Wrangler Rubicon Xtreme Recon
| Jeep and Ford take different approaches to 35" off-road packages, each with specific strengths. https://preview.redd.it/7osf1yj5ad3b1.png?width=1200&format=png&auto=webp&s=2af5f7f65a9ad46e024396fa1fe0cf966ec22533 Elle Alder: Jeepers creepers, look at that Bronco! We’ve got a mightily rubbered matchup today, mates. Before us are the Ford Bronco Badlands Sasquatch and the Jeep Wrangler Rubicon Xtreme Recon 392. Riding 35” tires, big suspension, and uhh, ‘comparable power,’ these off-roaders represent quite nearly the most capable of their breed. Clayton Seams: Nearly, but we are short one carnivore: the Ford Bronco Raptor. The muscled-up Braptor was not available to pair up with the Wrangler 392, so we’re making do with the still-incredibly capable Ford Bronco Badlands Sasquatch. The ‘Squatch can’t match the big Raptor for high-speed off-roading or acceleration, but it’s a closer rival to the Jeep Rubicon — or it would be, were it not for the badge on the Jeep’s hood that says “392”. Those three little numbers make a very big difference. EA: Very big. Converted from cubic inches, the big Jeep’s V8 measures 6.4 litres displacement. It’s straight off-road muscle, but fortunately for Ford, this comparison is really about the platforms beneath. The arrival of the new Bronco has unquestionably challenged Jeep’s trailhead throne, and the big question is how the two match up on road and trail. Assessed as equals, these rigs offer similar but distinct skill sets at a similar price point. The V6-equipped 2023 Ford Bronco Sasquatch comes in from $72,189 with destination, or $74,289 as tested. A V6-powered 2023 Jeep Wrangler Rubicon Xtreme Recon arrives from $67,480, from $78,495 configured with the good stuff, or a mighty $116,890 for the tested 392 V8 with one-touch power top and all of the goodies. CS: Mechanically, the largest difference between the two is the front suspension. Jeep famously hangs a solid front axle under the front of every Wrangler and Gladiator, while the Bronco uses an independent front suspension setup. Out back, both use burly live axles and coil springs. Both of these are real 4x4s built largely in the traditional way with body-on-frame construction, two-speed transfer cases, and are specced up with huge 35” tall tires. Underhood, the Bronco can be specced with a turbocharged 2.3-litre inline-four (the one to have), a 2.7-litre twin-turbo V6 like our tester, or the top-dog 3.0-litre twin-turbo V6 that you only get in the Raptor version. EA: Jeep’s modern reputation was built on six naturally aspirated cylinders, and the available 3.6-litre Pentastar V6 — by no means a powerhouse — is plenty of power for the platform. Its 285 hp and 260 lb-ft bounce and crawl with a reputation for reliability and serviceability, making it an entirely respectable path. Standard today is a 2.0-litre turbo-four producing 270 hp and 295 lb-ft, an efficient commuter for the lifestyle crowd but perhaps not to the tastes of NA traditionalists. Manual transmissions are available in some Wrangler trims, but don’t expect to see many of them amid the usual ZF eight-speed automatic configurations. The 6.4-litre in the Wrangler 392 is the naturally aspirated gasoline powerplant seen in the Ram 2500 and Dodge Scat Packs, tuned here to deliver 470 horsepower and 470 pound-feet of torque. It’s a fun option with a silly sound and an expensive gasoline habit — and also entirely overkill. Accelerating in 4.5 seconds on solid axles and wobbly sidewalls is a skittery affair. Ford Canada hasn’t dared make any Bronco Raptors available for comparison with the 392, so in the interest of fairness we’ll overlook the Jeep’s obvious power advantage and treat it as a Rubicon Xtreme Recon — a comparatively priced suspension and goodie package available with everything you see here, less the 470-horsepower V8. CS: While you’re commanding that muscle-car V8 through the trails, you’re sitting in a 2023 cockpit like no other. The exposed door hinges mean the doors swing freely with no stops to easily keep them from hitting cars next to you. There’s more visible painted steel in this interior than a 1985 Toyota Starlet, and the windshield appears almost vertical in front of you. Sure it has Stellantis’s latest uConnect touchscreen system, Alpine premium nine-speaker audio, and heated front seats complete with fetching Rubicon embroidery. But even when compared to the equally rugged Bronco, the Wrangler interior feels like a throwback to an earlier time. The cabin is noticeably narrower than the Bronco, the dash is more vertical, and it still knocks your ankle with its long door harness. It is certainly a Jeep. Conversely, the Bronco interior manages all of the rugged off-road looks and sacrifices nothing in practicality over a ‘normal’ SUV on the inside. The cabin feels more modern, the touchscreen is much larger than that in the Jeep, and the quality of materials throughout the cabin is superior to the Jeep’s. Despite costing as much as a luxury sedan, both of these SUVs have rubber floors — not carpet — for easier washing after a muddy day on the trails. One gripe would be that the chunky grab handle is located on the dash and not higher on the A-pillar. This makes it easier for passengers to grab during “oh heck” moments, but less helpful for shorter people using it to hoist themselves into the cabin. EA: Fording is a loss for the Bronco. Ford says that the Sasquatch is good for the same 85-cm (33.5 in.) water crossings that the Jeep is rated for, but that V6 engine leaves its alternator low and vulnerable to rushing water. The Wrangler, meanwhile, mounts its alternators up high and clear of water, and an optional water-diverting intake provides further protection from overenthusiastic gulps — albeit at the compromise of a seriously hefty hood. That weight shouldn’t be surprising, however, for nothing about either of these rigs is in any way light. Exact figures vary depending on configuration, but equipped with V6s, the Bronco Sasquatch curbs around 5,100 lbs; the Wrangler Xtreme Recon at ~5,200 lbs. Similar as these curb weights are, the two SUVs carry their weight very differently. The Bronco’s independent front and overall construction feel lighter, whereas the unsprung mass of the Jeep’s solid Dana 210 front axle (an electronically modernized 44 variant) renders a more precarious highway drive and more heaving sensations on the trails. With that handling shortcoming comes confidence in durability, however, and I’d certainly rather have the option of running that solid axle up a log for a backwoods wheel swap than wince at the mercy of a mud-footed jack under the Bronco. Such weight doesn’t assure invulnerability, however. While both the Sasquatch and Xtreme Recon packages equip these SUVs with underbody shielding in vulnerable areas, it does leave a little to be desired. Hesitant gut impressions of the Bronco’s under-sump shielding and the Jeep’s fuel-tank cladding will hold most stock drivers to the side of caution. CS: But to get to those trails where fording depth, breakover angle, and tire height matter, you probably have to commute there on pavement. And in that asphalt environment where these vehicles will spend easily 90 per cent of their time, these SUVs are severely out of their element. To be fair, the 392 Wrangler is the first Wrangler that’s ever been fun to drive on the street, thanks specifically to its outrageous muscle-car power and NASCAR soundtrack. But the Wrangler is sketchy to drive at speeds in a way that no other modern ‘car’ is. Those huge meats and solid front axle make for a decidedly wobbly experience on pavement, and drivers must constantly steer a Jeep in its lane on the highway to keep it pointed between the lines. Wind noise is strong at speed, though it faces competition from the droning mud tires and the 392’s dual-exit exhaust. On the plus side, the steering wheel turns easily even with those massive tires, and the ride is cushy-smooth across rough pavement because, of course it is. And that’s before we talk about the fuel economy which is good only when compared to a TRX. Even with gentle driving, you can expect to average around 14 L/100 km at best, and you won’t get that number without a tailwind and some luck. Compared to the Jeep, the Bronco is a serene experience much in the way that skydiving would feel calm after going over Niagara Falls in a barrel. The independent front suspension allows the Bronco to do novel things like track straight down a highway lane. Although the exhaust is markedly more subdued (granted, the V6 Wrangler is similarly tame), the Bronco’s seats are not as comfy as the Wrangler’s and the ride is a bit harsher over highway bumps. That said, I vastly prefer the Bronco’s stereo, and if I had to take one of these on a road trip, I’d choose the Bronco. EA: As a single vehicle to live with every day, I must reluctantly agree that the Ford takes it. The Bronco is significantly more ‘car’ than the Jeep, and carries itself along the commute with far shinier technological comforts as well. Nicely appointed and priced to compete directly with the Wrango-dango, it’s simply a better truck for the roads of today. Still, neither vehicle should be looked to as a commuter. These trucks are large, inefficient, and costly toys better suited to a multi-vehicle family. Relegated to a secondary role for off-road play days, the Jeep is doubtless the hardier, more trustworthy, more capable, and more customizable rig. The Bronco makes trails more accessible, but it’s no old-fashioned, hard-knockin’ Wrangler. Source: driving ca submitted by khoafraelich789 to CarInformationNews [link] [comments] |
2023.06.10 16:20 Pumpkins_Apples I just hit 335k with my F2P Yoimiya. Here is her build.
2023.06.10 15:54 mikashura how much em for nilou?
| today i rolled some new artifacts for nilou hoping for some extra em since i already got past the 74.4k hp threshold with my previous build. now i got this build with way more er (previously 121.4%) but slightly less em (previously 163) and it got me thinking how much em is adequate for an ideal nilou build? i run her with clam baizhu, fopl xingqiu, and deepwood kaveh (so no nahida for +250 em) for context if that helps. thank you! submitted by mikashura to NilouMains [link] [comments] |
2023.06.10 15:52 ApocalypseBirb F-01-36 (Stray Fox)
Description:
A light brown, shaggy fox curling around an umbrella. It is also pretty small and is always sleeping.
Overview:
Classification: F-01-36
Name: Stray Fox
Selection Text: The fox offers you a shelter in the warm rain.
Risk Level: WAW
This abnormality is capable of breach/ employee alteration/ facility alteration
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Basic Information (Cost (20) PE-Boxes):
Qliphoth Counter: 4
E-boxes capacity: 22
White Damage (4 - 6)
Good Mood Range:
14 - 22
Normal Mood Range:
6 – 12
Bad Mood Range:
0 – 5
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Ability: - When an agent finishes a work on this abnormality, they will receive an umbrella icon above their head. The agent with said icon will have all Red damage reduce by half. There can be an unlimited amount of agent having umbrella. - Every time an agent with umbrella receives damage by suppression (not by work), counter would lower by 1. This have an individual cooldown of 1 minutes. - When an agent with umbrella receive fatal damage, lower counter by 1 to heal them to the point before they die. - If a Qliphoth Level passed and an agent with umbrella hadn’t work with the Abnormality once, counter was lower by 1. - When counter was lower to 0, the abnormality breaches. - While breaching, the fox’s eye glow yellow and in its mouth is a closed umbrella. Stabbed on the fox's back are multiple open and tattered umbrellas. The fox grows to a bigger size but its fur became more shredded and dirty. The fox has high amount of HP at 3000, and has slow movement speed. When breached, the fox will crawl slowly to the department’s main room, occasionally stopping out of exhaustion. The fox will not attack back and will only try to crawl. Its speed can’t be lower by any means. - When it reaches the main room, the fox will howl out desperately. Afterwards, a black cloud will form in the top of the facility. Then, rain will fall down from the cloud, dealing constant White damage (10-12) to everyone in the facility every 2 seconds. Agents with the umbrella icon won’t be damage by this attack. - Agents with umbrella can’t damage the boss. - When suppressed, the fox will fall down to the ground as all umbrella start to disperse. After 10 seconds, a sun appears to accompany the cloud at the top of the facility. Now, the sun would heal everyone in the facility by 10-15 SP every 5 seconds for the rest of the day. The agent with umbrella icon won’t be heal by this. - If the abnormality’s counter reaches 0 again after reaching the main room once, the sun would be cover by cloud, and the rain would switch back to dealing White Damage. The rain will continue to shower down until a Qliphoth Level was passed, then the sun would come back again. While in this state, the abnormality can’t be work with.
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Abnormality Work Favor: (Costs: (7) PE-Boxes)
Instinct:
1 Common (40%)
2 Common (40%)
3 Common (40%)
4 Common (50%)
5 High (60%)
Insight:
1 Low (20%)
2 Low (30%)
3 Low (30%)
4 Common (40%)
5 Common (45%)
Attachment:
1 Common (40%)
2 Common (45%)
3 Common (50%)
4 Common (55%)
5 High (60%)
Repression:
1 Very Low (0%)
2 Very Low (-10%)
3 Very Low (-20%)
4 Very Low (-50%)
5 Very Low (-90%)
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Managerial Works 1/2/3/4/5/6 (Cost: 4 PE-Boxes)
Managerial Tips 1: Agent who completes a work on it receive an umbrella. Their physical defense can halve the damage with the umbrella helps.
Managerial Tips 2: When said agent receive damage in combat, lower counter by 1.
Managerial Tips 3: When said agent receives mortal damage, lower counter by 1 then heal him to the point before death.
Managerial Tips 4: If it was not work on at least once before each Meltdown Level, lower counter by 1.
Managerial Tips 5: When counter was lower to 0, rain fall down to the facility. Umbrella could shield agent from the harsh rain.
Managerial Tips 6: If the abnormality was suppressed, a faint sun glimmers in the facility.
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Escape Information (Costs: 20 PE-Boxes)
Escaped Object
Qliphoth Counter (4)
Red: 1.5 (Weak)
White: 1.5 (Weak)
Black: 1.5 (Weak)
Pale: 2.0 (Vulnerable)
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Observation Level:
Level 1 (1 Section unlocked): Speed Rate +5
Level 2 (2 Sections unlocked): Success Rate +5%
Level 3 (3 Sections unlocked): Speed Rate +5
Unlocks the E.G.O. Gift 'Umbrella'.
Level 4 (All details unlocked): Success Rate +5%
Unlocks the E.G.O. Weapon and Suit 'Sunshower'.
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E.G.O. Equipment:
E.G.O. Weapon Sunshower:
Risk Level: WAW PE-Box Cost: 60 Max 2 10 – 15 White Damage Fast Near Unlock at Observation Level 4
Description: This weapon is an old and transparent umbrella. When attacking, the user whaps the target with the weapon, dealing 10-15 White Damage. Occasionally, the user can impale the umbrella into the target, dealing 6-7 White Damage 10 times.
Special information:
A rain would follow the user, dealing 3-4 White Damage to everyone in the same room with the user every second. The user would be immune from the rain, and employees that stay near them would also be immune.
E.G.O. Suit Sunshower:
Risk Level: WAW PE Box Cost: 40 Max 2
RED: 0.8 (Endured)
WHITE: 0.4 (Resistant)
BLACK: 0.7 (Endured)
PALE: 2.0 (Vulnerable)
Special Information:
Occasionally heal 10 SP every time the agent takes damage of any types.
E.G.O Gift Umbrella:
An umbrella pierce through the holder’s back
Effect: +5 Prudence
2% drop chance
Unlock at Observation Level 3
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Origin: N/A.
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Story: Long ago, a great rain arrives in the middle of a forest. At the beginning, the creature there doesn’t care much about it, so they just simply ignore the rain and continue with their daily life. After 2 days with nonstop rain, the animals start to felt worry. They try to find the reason, and also a way to live their life without being affected too much. But the rains don’t stop, it continues to shower down endlessly. After a week, several animals have died from being drown by the rain. The water doesn’t fuse together to create a larger self, but instead disappear right at the moment it lands down into the ground. But the rains were too large and ferocious, so many animals have fallen in that week. The next day, a large fox decides to try and help other animal from their suffering. It carries an umbrella so that it can prevent the rain from killing more innocent animals. The fox goes to every section of the forest to help people amidst the raining apocalypse, it would use the umbrella to shield the forest inhabitant from the rain until they reach a safe spot that would be safe from it. One day, the fox realizes that only one umbrella isn’t enough to help all the poor animals… So he decided that he would impale several umbrellas into his body to cover a larger space from the rain. Even if it hurts like hell, even if stream of bloods were to be created from it, he doesn’t care anymore. All he wants was to help those peoples around him. After another month, many animals have died from the rain, but the fox also had save an innumerable amount of animal. Every day, he feels great pain from his back, but he still chooses to ignore it and continues to save more animals. The rain starts to dissipate day by day, and after a while, the sun starts to appear behind the cloud. Another month passes, and the rain has completely stopped while sunlight appears everywhere in the forest. The animals rejoice and celebrated happily for the rain had stopped coming. Now, they look up at the sun in happiness. But for the poor fox, umbrella has impaled his body, and they shield every bit of sunlight from reaching his body. All he knows is that the rain has stopped, but he can’t even raise his head to look up at the sky to see the sun. The fox just lays down, exhausted from everything. The animals that he had helped in the past, they have forgotten his kindness, and ridicules him for being so pathetic with so many umbrellas on his back. But the fox can’t even care about it anymore, he just wants some rest after everything that has passed. So he sleeps, occasionally squirming from the pain.
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Flavour Text:
“O-01-36 sleep soundly.” “ pats O-01-36 happily.” “ observe O-01-36 in silence.” “O-01-36 squirms a little when tries to approach it.” “ smiles when they saw O-01-36 peacefully sleeping.” When finishing work: “O-01-36 gives an umbrella.” When counter drops to 0: “O-01-36 felt extreme pain in their back.” “O-01-36 just wants to protect people from the rain.” “O-01-36 howls with extreme fatigue hidden in its eye.” “O-01-36 struggles to stand up.”
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Trivia:
- I can't understand why Sunshower's EGO in the game is a fucking stick.
submitted by
ApocalypseBirb to
LobotomyCorp [link] [comments]
2023.06.10 15:21 Wonderful_Design_999 Current Yae build :)
2023.06.10 15:12 sunny730 Which is better?
2023.06.10 14:47 shoptecogroup 910-343-273-00 AEG b90K 90-120A Thermal Overload Relay
2023.06.10 14:41 firstdropof Hello. New to RC car world. Looking for some help!
| So I was recently gifted this RC car and got really excited to try it out. However to my disappointment it does not come with a motor, battery, ecu, servo and transmitter. Been diving into research into all these parts and learnings been pretty fun to say the least. I'm looking for some recommendations for type of motor and battery to put in. Sellers page recommendations a 6s battery to hit max speed of 100km/h. If I use a 5000mah 11.1v 3s battery, what type of motor should I get? submitted by firstdropof to rccars [link] [comments] |
2023.06.10 14:41 Individual-Fee-5910 a month after pulling for ganyu, it is a good stats?
2023.06.10 14:26 QuickVehicle7612 Mammoth ?
2023.06.10 14:21 pause_button XXL alolan exeguttor