Increases ash cohesiveness. Enhances space charge effect. Ammonium Sulfate: Little is known about the mechanism; claims are made for the following: Modifies resistivity (depends upon injection temperature). Increases ash cohesiveness. Enhances space charge effect. Experimental data lacking to substantiate which of these is predominant. Bladestorm offers very high sustained single-target damage if you get all three of them to damage the same enemy while in Blood Stance, as well as amazing mobility and area coverage if you switch to Sand stance for increased AoE and Movement Speed.
Bladestorm: The Hundred Years' War is a historical real-time tacticsvideo game for the PlayStation 3 and Xbox 360 platforms. It was published by Koei and developed by Omega Force. A enhanced expansion remake, entitled Bladestorm: Nightmare was released for PlayStation 4, Xbox One and PlayStation 3 in Japan on January 29, 2015 and a couple of months later in the rest of the world. The worldwide Microsoft Windows release was on May 29, 2015.[4]The game is loosely based on the Hundred Years' War between the Kingdoms of England and France in the 14th and 15th centuries. Just like the Kessen and Musou series from Koei, certain liberties are taken from the original history. For example, unlike what happened in real life, it is possible to save Joan of Arc from being burned at the stake. The Nightmare edition features even fable creatures like Dragons and Goblins in an alternate storyline
Plot[edit]![]()
The game opens with a scene showing two anonymous mercenaries fighting each other during a clash between French and English troops. They converse as they fight, setting the tone of the game as they discuss the nature of mercenaries (who change sides as it suits them), how there is no real right or wrong in the war (picking sides isn't portrayed as a moral choice in the game), and how time seems to be standing still (even though the game covers events across the entirety of the Hundred Years' War, the game does not strictly follow chronology; for example, the player can fight alongside Gilles de Rais in one battle and with John Chandos in the next).
The player character, a mercenary leader in the making, fights in battles to advance the plot. Much of the game's story comes from overheard conversations in the tavern between battles. While most missions do not contribute to the plot, the player will often be given the chance to fight in famous battles, typically on the side that historically won. These special battles are usually accompanied by cutscenes that build on the story arcs of the various characters in the game.
The story follows a large cast of characters both (roughly) historical and original. The two most prominent characters are Edward the Black Prince, introduced campaigning for England at the beginning of the game, and Joan of Arc, who is introduced fighting for France much later. Many of the game's characters are paired; for example, John Talbot and John Fastolf interact frequently with each other and their story arcs are entwined throughout the game, and Phillippe le Bon is always accompanied by his subordinate Marie.
The plot hinges on the key battles of Crécy, Poitiers, and Orléans. Unlike most special battles, the player must choose a side. Depending on the player's choices, either Joan or Edward offers a commission in their army for the climactic battle – Bordeaux for the French and Agincourt for the English.
Gameplay[edit]
The player starts the game by creating a customizable mercenary character. Unlike characters from other Koei games like Dynasty Warriors and Crimson Sea, the player character must lead squads of troops to be effective; unsupported, the mercenary is very vulnerable. Over the course of the game, the player will improve the character by acquiring better arms and armor, improving leadership abilities, and learning how to command numerous unit types.
The gameplay takes place on battlefields in different regions of France and the Low Countries. At first, the player can only fight in the Normandy region, but as the game progresses the player can eventually fight in Brittany, Flanders, Champagne, Aquitaine, Gascony, the Île-de-France, and Auvergne. Battles are broken down by days (which last 10 real-time minutes), during which time the player can fight as he or she chooses. The player's objective is to fulfill the contract he or she accepted for that particular battle, typically by capturing a number of strategic locations for his or her side. Fighting frequently for one side in a particular region will result in that side dominating the region; as this reduces the opportunities to for capturing locations and gaining experience, players are subtly discouraged from favoring one side too much and benefit from maintaining a rough parity between the French and English.
Each battlefield has villages, castles, and cities that can be captured. Each of these has a defense value; small villages have a value as low as three, while walled cities have a value of nine. The player can reduce this defense value to zero by defeating the troops defending the location or escorting allied troops in assaults on the location. Once the defense value reaches zero, the base commander appears. When the base commander is defeated, the location is captured. Each side also has a variety of skilled officers leading troops. Capturing locations and defeating officers rewards the player with loot.
Combat takes place when opposing forces attack each other, whether under player control or not. To prevail in battle, the player must make use of appropriate units and abilities to fit the situation. In addition to a standard attack, each squad has three special abilities; for example, sword-and-shield infantry can stun enemies with a shield bash, raise their shields to sacrifice mobility for frontal defense, and can use a brief heavy strike to unleash wide-sweeping high-damage attacks. Special abilities operate on cooldowns. The more the player uses a certain unit type, the more experience is gained for that unit type. Experience points can be used to upgrade the passive attributes and active abilities for those units.[5]
The game includes a wide range of different warrior squads to command and recruit. The player can lead only one squad at a time, but may take command of any squad on the field unless it is a special base defense squad, already led by another officer, or is part of a unit type that the player has not yet learned to lead. At first, the player can only lead swordsmen, archers, and mounted warriors, but can find and purchase books that will let him or her lead other unit types. Unit types vary from historical (longbowmen, men-at-arms) to anachronistic (chariots) to foreign (ninjas, camels) to fantasy (magicians). Each unit type is broken down into a number of varying subtypes; for example, the Rapier group includes shield, two-handed, and dual-wielding squads, each with their own special abilities. Each unit type has a rock-paper-scissors relationship with other unit types. When the player has an extreme advantage over an opposing unit type, a greenish-blue light will appear over the enemy squad-leader's head. A reddish shadow indicates an extreme disadvantage. For example, cavalry are very effective against swordsmen, but can be defeated easily by pikemen.
Htc one e8 user manual download. Between battles, the player character spends time at a tavern which serves as a hub. Here, the player can converse with other mercenaries, purchase equipment from a merchant, recruit squads which can be called upon at any time in battle, and accept contracts.
Reception[edit]
The game met with mixed critical reception. GameRankings and Metacritic gave it a score of 65.44% and 63 out of 100 for the Xbox 360 version,[6][8] and 60.17% and 58 out of 100 for the PlayStation 3 version.[7][9]
Brett Todd of GameSpot gave the game a score of 5/10.[18] He said that 'Fresh ideas can't save [the game] from mediocrity.' Some of his complaints were that the campaign 'just recycles the same style of battles over and over again,' there was 'no strategic depth or arcade satisfaction,' the game suffered from an 'ineffective artificial intelligence,' and 'dated visuals and sound.' On the positive side, he said that the game featured 'easy-to-use controls for commanding companies of troops,' and he thought the game had a 'great idea to blend arcade action with squad combat.' https://newcw180.weebly.com/blog/download-assassin-creed-ii-dmg-free.
How to upload a song to soundcloud from garageband mac. However, Dave McCarthy of Eurogamer gave the X360 version a score of 8/10.[15] McCarthy said 'It's.a very, very good videogame: another brilliant evolution of Koei's unique interpretation of the real-time strategy genre, and every bit as satisfying as previous efforts. What it lacks in terms of the speed and immediacy of, say, Gundam Musou, it makes up for with strategic range, design ingenuity, and conceptual novelty.'
See also[edit]References[edit]
External links[edit]
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Submission, a recoil move, is used.
Best mac cleaner 2016. Recoil (Japanese: 反動recoil) is the damage taken by the attacking Pokémon when successfully using certain risky moves. In most cases, recoil damage is relative to the damage dealt to the opponent, but in the cases of Struggle (from Generation IV onward) and Shadow End it is instead relative to the user's maximum HP.
The moves Jump Kick and High Jump Kick have a similar mechanic called crash damage. Crash damage is only applied if the move misses; from Generation II to IV, it is similarly dependent on the damage the move would have dealt.
What Effects Ash Bladestorm Dmg 2
The item Life Orb has a similar (but otherwise unrelated) mechanic that causes the holder to lose HP upon executing any move. Unlike the HP loss by Life Orb (a secondary effect that activates after the move is executed), recoil is a primary effect and thus not negated by Sheer Force.
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In Pokémon Stadium only, if a recoil move knocks out the opponent, then the user will not take recoil damage.
The Ability Magic Guard prevents the Pokémon that has it from taking indirect damage (including recoil damage), except recoil damage from Struggle. The Ability Rock Head prevents the Pokémon that has it from taking recoil damage, except recoil from Struggle, Shadow Rush and Shadow End.
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The Ability Reckless increases the power of moves with recoil by 20%, except Struggle. Reckless does not increase the amount of recoil taken directly, but the user will also take 20% more recoil than normal because of the damage increase. Reckless does not increase the bonus or damage taken from Life Orb.
Moves with recoil damage
Moves with crash damage
In the anime
Infernape damaged by recoil
Recoil has been noted multiple times in the anime, most notable after Pikachu uses Volt Tackle. Brock has stated many times that Volt Tackle causes recoil and is very risky.
Ash's Staraptor and Reggie's Staraptor both know Brave Bird, which was stated to do recoil damage, making it a very risky move. The same goes for Flint's Infernape and Ash's Infernape, who both know Flare Blitz, and Roark's Rampardos, who knows Head Smash.
https://vrslejv.weebly.com/download-steam-for-the-mac.html. Take Down is referred to as a risky move numerous times in the anime, along with Double-Edge. However, in some early anime episodes, such as The Battle of the Badge, where Ash's Pidgeotto used Double-Edge, it apparently took no recoil damage.
Crash damage has been featured in the anime as well. When Gilbert's Hitmonlee failed to hit Pikachu with High Jump Kick in Saved by the Beldum, it only got hurt itself. Another such case was in Wheel of Frontier, when Greta's Medicham was hurt when its High Jump Kick failed to hit Snorlax. Ash's Scraggy has also got hurt as a result of a missing High Jump Kick. Korrina's Mienfoo took crash damage after Ash's Hawlucha dodged its High Jump Kick in Showdown at the Shalour Gym!.
In The Moment of Lumiose Truth!, Bunnelby was revealed to have learned Wild Charge. However, immediately after using Wild Charge, Bunnelby used Dig to cut down on the effects of recoil damage.
In A Legendary Photo Op!, Ash's Talonflame attempted to use its newly learned Brave Bird to protect Ash and his friends from a wildMoltres. The recoil from the attack exhausted Talonflame, rendering it unable to fly, and it nearly fell into the volcano they had been fighting over.
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