3 Moving Averages Binary Options Strategy

THE SEARCH FOR THE GREATEST SWITCH SHMUP: EPISODE 28 – Raiden V: Director’s Cut

Before I begin, I just want to remind everyone that all of my reviews can be found at my site: www.azormx.com. I tried to keep it as minimalist as possible, and it doesn't have any add or any other intrusive elements, so the content is king. Do check it out, as reviews are usually live there before I publish them elsewhere. Any way, on to the review!

The shmup genre hasn’t been a mainstream genre in a long time. To be honest, I don’t think it ever was, even during the arcade days. While we certainly don’t have a shortage of shmups, let alone new release, they usually come from smaller teams. Indies have taken it upon themselves to become a guiding light for all of us. Their creations have been nothing short of amazing! However, we don’t really have anything we could call a “AAA” shmup. We do seem to have the next closest thing: Raiden.
Developer: Moss Co.
Platform: Nintendo Switch
Release date: Jul 25, 2019
Price: $29.99
Tate: Unfortunately… no. This really needed to have TATE
Raiden V: Director’s Cut is a vertical shmup set in a fictional but real world. It claims to be the original bullet-hell, and after playing it extensively I gotta say that I agree. Raiden V features some intense air combat, coupled with giant bosses and some jaw-dropping transitions between areas.

THE GREAT INTRO CHECKLIST

Right out of the gate, what caught my attention was the intro. The best way I can put this is that it has everything great about shmups in a short video. It has a great track, it has giant enemies, it has ships and it even has pieces of lore I do not understand! Simply amazing!
Most importantly, it is a very accurate portrayal as to what you should expect from the game. Unlike other shmups, Raiden goes all out in the presentation department, with the story taking a mayor role. Another way I can put this, is that it certainly feels like a considerable effort was placed in every element of the game. Raiden V features a level of polish that very few shmups can claim to have.

WELCOME TO THE CUSTOMIZATION STATION

One of Raiden’s strength is the amount of customization you have available for your ship. At the beginning of the game, you can choose between one of 3 different ships: Azuma, Spirit of Dragon and Moulin Rouge. Each of these ships has different stats in terms of attack, defense and speed. They also have their own sub-shot which is always firing along with your main cannon.
On top of selecting a ship, you can arm yourself with 3 out of 9 different weapons. Those 9 weapons are grouped into 3 categories: Vulcan, Laser and Plasma. You can pick, or rather you must pick 1 for each category. The result is a combat style that is unique to you.
During your play throughs, you will encounter several power-up orbs. These orbs will power up each of your weapons up to 10 times! Each of these orbs can be either red, blue or purple depending on the weapon it powers up. The orbs cycle the colors, with an outer dot indicating a timer until it changes colors. This allows you to control which weapon you want to power up, giving you the flexibility to pick your own style or choose a weapon for the occasion.
The best part is that absolutely no power-ups are lost upon death! This means that you are free to retry to your heart's content and play at your own pace. Raiden won't punish you or set you up for failure with an unrecoverable situation.
I didn’t put too much attention into weapon selection at first. I figured it wouldn’t be too relevant, as I would probably just play the entire game with a single weapon, but the advanced scoring mechanics and the rank system were quick to make me second guess my decision.

ACE PILOT

At the core of Raiden V, there are 2 main systems to be aware of: your rank and your flash level. Both of them measure your combat capabilities, although in different ways. Your flash point gauge is a score multiplier that tracks how fast you defeat your enemies. By defeating enemies as soon as possible after spawning, you can earn higher multipliers to increase your flash gauge. By having quick kills, you can raise it to higher levels to increase your score. Your rank, on the other hand, only concerns itself with how many enemies you’ve defeated.
Your rank doubles as the deciding factor of which path you will be taking. Raiden features branching paths with an A, B, C or S version of each stage. Depending on your total destruction rate, you will either move up or down in rank after a stage. While I do not know the exact numbers, I believe having more than 98% destruction rate will increase your rank, 90 – 98% will keep it as is and <90% should decrease your rank. S rank stages are presumably harder than A/B/C stages, with C being the lowest.
Apart from having a higher score and challenging yourself with the difficulty, the importance of S rank is getting the true ending. In order to truly watch the ending of the game, you need to reach the final stage on S rank using a single credit. You also need to power up your 3 weapons to level 10. Once you meet those conditions, you will be able to challenge the final boss. Alternatively, you could just fulfill the level 10 weapons condition to fight the true final boss.

THE BEST CHEERLEADER

A new addition to Raiden V is the cheer system. By accomplishing certain in-game milestones like a certain number of enemies destroyed, you will get an achievement. These achievements are broadcasted to any players connected to the leaderboards. They can then “cheer” on your achievement to increase your cheer gauge. This goes both ways, as you can also cheer the achievements of your fellow Raiden players.
Once the cheer gauge is full, you can unleash it to clear the screen and gain a drastically stronger sub-shot. Think of it as a devastating bomb, only more devastating and easier to fill. It clears screens and decimates even the bosses.
Perhaps many people won’t think too much of it, but I found it really interesting to know that there’s someone on the other side celebrating my achievements. Likewise, there were times where I left my game on pause to do other stuff, but held on to my controller to provide support for my comrades.

SWIFT DESTRUCTION

Everything I’ve mentioned before plays out in the general strategy of the game. Assuming you want to get the best results, you need to know where to hit and how to hit hard. For the untrained eye, most shmups just look like games where you fire away with complete disregard and hope the enemy dies. This is definitely not the case in Raiden.
In order to succeed, you must be able to find your rhythm and read the stage. Learn the enemy formations and strategize the quickest kills. Be there before the enemy arrives and take them down before they realize what hit them. If you want to face the true final boss, then you must also learn to juggle your weapons and find the moments to upgrade them. Maxing a weapon and then switching is a recipe for disaster, as you don’t want to be on the later stages with a level one weapon and risk your flash level or destruction rate. With so many weapons and ship types, your strategy to succeed will be unique to you!

LORE GALORE

One of the main selling points, at least per the game itself, is the story. Raiden V features an extensive story that is fully voiced and occurs as you play the game. This story elements come as the prologue and epilogue scenes, as well as all the events happening mid stage.
As you fly your way to the levels, characters will be advancing the story by having conversations and narrating the current events. The dialogue is available on one of the gadgets located on the right side of the screen. You can read anything you might have missed and even pause to read the on-screen log of events (up to a certain number of events, as the log scrolls to open way for new text).
As for my opinion of the story, I have absolutely no idea of what happened during the game. I played my fair share of runs, but I found it next to impossible to focus on the dialogue while trying my hardest to survive. The voice acting would have been my saving grace, but I found the sound mixing to be the opposite of ideal for listening to dialogue. I even tried lowering the sound effects and BGM to see if I could focus on dialogue to no avail.
The text is also incredibly small when playing on docked mode. It gets even worse when playing handheld.

THE WORST CHEERLEADER

Out of all the voices, Eshiria’s was the one who got on my nerves the most at the beginning. Other than having her role as navigator on the plot, she also critiques your gameplay. In-between stage scenes, she will provide commentary describing your gameplay. She will be quick to point out if you did well, but also if you did poorly. On my early runs, when I was still learning, it would tilt me to listen to her complaining to me about stats I did not understand.
And perhaps, a huge part of my problems was a lack of understanding of the game mechanics. I listened to her complain about my destruction rate without knowing it was about my rank. She also complained about destruction speed without me knowing it was about the flash point.
The problem is that the game never bothered explaining any of its mechanics to me. I really looked around for some sort of tutorial to no avail. I had to resort to 3rd party resources. While that isn’t uncommon, I really don’t like games with obscure mechanics that can’t be discerned in-game.
Once I got better and consistently reach the S levels, I finally started to value her advice. Of course, I wouldn’t count on everyone reaching the same enlightenment as I did. In my opinion, her comments would more often than not add insult to injury. Once again, it’s not really the commentary, it’s the fact that none of what she said made practical sense until I started digging on the wiki.

GADGETS AND THE SCREEN REAL ESTATE

Perhaps the worst omission from Raiden V is the lack of a TATE mode. Vertical shooters don’t really have an excuse to do this, with the existence of add-ons like the flip grip or rotating monitors. Instead, Raiden decided to make the most out of the free space and add several gadgets.
In standard fashion, these gadgets will keep your stats like score, flash level, the dialogue and even hi-score statistics. Your left gadget can even be cycled between the score chart and cheer notification, in-game tips and global statistics. Out of those, the tips are definitely the winners. They do give some important advice, such as staying on top of the guns of the first boss to avoid damage.

NOT A FRIENDLY NEIGHBORHOOD

Every stage is divided into smaller scenes. These scenes serve as a way to catch your breath and tally your score. There’s even a nifty “restart scene” option that allows you to replay a scene. Choosing to restart will deny you the option to upload your score to the leaderboard, but serves as a great way to practice or even “fix” a run to so can get to the true ending.
Every once in a while, the action will pan out and open the way to a bigger stage, with you looking smaller in comparison. I admire the grandioseness of the resulting scenes, but they were also quite impractical. Think about your weapons, the destruction rate and the flash gauge. An extended stage means longer travel distances from side to side. Having a bigger stage means you move slower, which reduces the pacing of the game to a crawl. Reaching enemies quickly becomes a struggle. Worst yet, I’ve counted times where it took me whopping 5 seconds to go from side to side of the stage.

THE OG BULLET HELL

Despite all the fun of blasting enemies quickly to gain flash levels, I gotta say that I found the combat, specifically the bullets, to be lacking in grace. For a game that’s the original bullet hell, most enemy volleys feel like bullet showers. There’s no finesse in them, just a bunch of bullets moving towards you. Dodging them isn’t fun, it’s survival. The problem only gets worse in higher difficulties where the bullets just go faster.
Not all patterns are as bad though. While the vast majority will be just a bunch on increasingly faster bullets thrown at you, some exceptional patterns will show from time to time. As a result, fights tend to be very hit or miss, with both hits and misses being on their respective extremes.
What certainly doesn’t help is that the bullets are very hard to see. As pretty as the backgrounds might be, they are very busy and the quick motion makes them into a blur. Bullets don’t have their characteristic outlines or color palettes to become distinguishable. Some even blend with your own vulcan. The result is a lot of cheap kills caused by intentional obfuscation. It this was their intention, then perhaps I’m being too harsh, but you know visibility is usually one of my pet peeves in shmups.

REPLAYABILITY AND LONGEVITY

As far as game length goes, I consider Raiden V to be one of the longer ones. I was surprised after my first run of the game, as it took me 50+ minutes to complete the campaign. Usually, my baseline for shmups is around half an hour, which made this one almost twice as long. While I’m not fond of longer campaigns, I know a lot of people would certainly be glad to know there is plenty of content.
Of course, playing through the campaign isn’t enough to view the entire game. If you recall, most stages have 4 versions of themselves. Those versions are separated by the ranks: S/A/B/C. This means you would need at least 4 runs to see everything the game has to offer. There’s also 6 different endings to uncover.
Also new to the Director’s Cut edition are 2 bonus levels. These level are slightly different from your typical levels. The bonus missions will challenge you to fight a new boss ir oder to obtain medals. Dealing damage will detach the medals from the boss, allowing you to catch them. Gather enough medals and you will advance to the next phase. Higher medals mean higher ranking. Taking damage will take medals away from you, so surviving continues to be a priority.
Lastly, there is a new boss mission mode that allow you to play “boss rush” missions. These missions have certain conditions, like using a specific weapon or fighting at a specific HP level. The targets are usually 1-3 bosses. Boss mission is a very fun arcadey mode for those who enjoyed the boss fights and want more of them.

SOUND EXCELLENCE

If there’s a factor that merits my highest praise is the sound department. Simply put, the OST is fantastic. The track length syncs perfectly with the stages, and it always fits the mood. I just couldn’t get enough of the OST, and listening to it while writing this review was the recipe for a perfect Sunday! I also got some good coffee that would make the captain proud.
For all the praise the music gets from me, it still is dragged down by the terrible sound mixing. Similarly to the voice acting, I tried to mess with the sound settings to increase the volume and reduce the sound effects, but it still wasn’t enough. The tracks were great but I struggled to listen to them amidst all the explosions. The calm moments were great, as they let me listen to the songs in peace.

LAST WORDS

Raiden is a master class in shmup design for the wrong reasons. Its high points perfectly illustrate how shmups should look and feel. The low points also show what you should NOT do when creating a shmup game. Despite all of this, it all comes down to how fun a game is.
Raiden V is a very fun game. It isn’t different, but it’s certainly very polished. I delivers some levels of quality that are notably absent in the majority of the games. As a concept, I feel like it serves as an example of how current gen shmups should be. The execution fell flat in some regards, but as a whole I was satisfied with the time I spent with the game. It does come with a hefty price tag, so my advice is to check this game out when you find a decent sale. I got mine at -70%.

THE RANKING SO FAR:

  1. Ikaruga
  2. Psyvariar Delta
  3. Darius Cozmic Collection Arcade
  4. Devil Engine
  5. Rolling Gunner
  6. Blazing Star
  7. Jamestown+
  8. Raiden V: Director’s Cut
  9. Darius Cozmic Collection Console
  10. Tengai
  11. Steredenn: Binary Stars
  12. Stardust Galaxy Warriors: Stellar Climax
  13. Sky Force: Reloaded
  14. Strikers 1945
  15. Black Paradox
  16. R-Type Dimensions EX
  17. Sine Mora EX
  18. Shikhondo – Soul Eater
  19. Ghost Blade HD
  20. AngerForce: Reloaded
  21. Aero Fighters 2 (ACA Neogeo)
  22. Q-YO Blaster
  23. Lightening Force: Quest for the darkstar (Sega Ages)
  24. Pawarumi
  25. Red Death
  26. Task Force Kampas
  27. Switch ‘N’ Shoot
  28. Last Resort (ACA Neogeo)
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Ranking the P5R Palaces!

Howdhee-ho everyone!
So the other day I did a ranking of all the Showtime attacks. I’d said that if it got a bit of attention and people seemed interested in this kind of stuff, I’d do rankings for other Persona 5 bits.
So today I thought I’d explore Palaces. Now, this one is going to be a bit lengthy because Palaces have a lot to talk about.
And for the usual disclaimer; Spoilers ahead! And everything from here is just my own take on it. If you feel differently, awesome! I’d love to hear your thoughts as well!
So, here are the main criteria I’m basing this stuff on.
“Story” - Now, this isn’t a plot review, but rather a review of how the Palace feels in relation to the story. Essentially, how well does this Palace fit, and does it make sense for the ruler?
“Creativeness” - How creative does the Palace feel?
“Gimmicks” - Puzzles, areas, things like that. Are they good? Do they fit thematically?
“Atmosphere” - From design, to enemies, to music. How does it feel? Does it match the tone of the current arc?
“Length” - This is not necessarily “how long is the Palace” but rather “How long does it FEEL”. Does it drag on? Does it feel too short?
Also, I will NOT be including major bosses as part of the Palace. I’ll be covering bosses another day!
So without further ado… let’s dive right in with what I feel is the worst Palace. And I don’t think this one will be a very hot take.
#9 - Okumura’s Big Bang Death Star
Yikes
Alright. I’m gonna tackle this one at a time, just going down the criteria list.
So to start with the story, I don’t think that a space station makes sense, because thematically it’s a bit… odd. Realistically, the whole “point” of Okumura’s arc is that he wants to “Ascend to the political world”. And you uh… can’t ascend much further than outer space. I think they could have gotten the same general idea with the Palace being something like a NASA Headquarters. Then you still get the space feeling, and the concept of “escaping to Utopia”. I’ll admit this one is a bit of a nitpick. But it’s always been a nagging issue for me.
Now, this is a pretty creative design for a Palace. A giant space station with faceless, robotic drones sacrificing themselves for their leader. It screams of Star Wars with the Stormtroopers just letting themselves get ripped apart for Palpy and Vader. And honestly I remember feeling this sort of overwhelming sense of wonder as I walked into the Palace for the first time and saw SPACE sprawled out in front of me. It’s cool.
Now, here’s where the problems come in. The gimmicks. Not only are they not good, but GODS ABOVE they are repetitive. First there’s the “robot interrogation” section. Try to find the highest ranking robot. But first you need to go through all the ranks below him. If I wanted to be sent up a chain of command until I talked to someone who is actually useful, I’d call up tech support. And fun fact, calling tech support is awful and nobody does it for fun. Well, except apparently the person who designed this “puzzle”. Then we have the breaking arms and lunchtime puzzles which are just… build a bridge here, hit the button, sprint across to the new bridge, make another bridge, run back to the third bridge. I dunno. It’s very uninspired. And then we have the airlocks. Or as I like to call it, wasted potential. This puzzle COULD HAVE BEEN great. But they made it so overly complex and so long that it gets grating.
Now, for the atmosphere. Honestly, I think this Palace does atmosphere very well (which is ironic since it’s in space). But it really gives the idea of a ruthless, corporate conglomerate. And while I think the music is one of the worst tracks in the game, it really does fit here. It’s tedious, repetitive, and droning. Just like working in fast food (and being in this Palace).
And length. Yeah. It’s long. Probably the longest Palace. It definitely feels like it.
So yeah. This Palace is kind of not great.
#8 - Kaneshiro in the House from Disney/Pixar’s Up
Now, I don’t want people to think I hate this Palace. Because I don’t. But I do find it to be one of the more bland ones. It’s just kind of… uninspired. Eh. I’ll get more into it below.
So as far as the story goes it makes sense but… there isn’t a lot TO Kaneshiro. Like, he’s a guy who likes robbing people. We never get to know him beyond that. So a bank is kind of the only option. So it makes sense because well… nothing else would as far as we know.
And unfortunately, this impacts how creative the Palace is. It’s cool that it’s flying, but the flight part is a little… irrelevant. Once you’re in the bank it’s just kind of… a bank. Like, there’s nothing really unique or cool about it. It’s a bank. All of it. The whole thing is just a normal, run of the mill bank once you’re inside. Well… except the money pit. Which is a full like 5 minutes of the Palace so ya’know.
Now, for the Gimmicks. There is one. One singular gimmick. And I don’t really like it. Kaneshiro’s bank has the “letter math”. Basically he has a bunch of notes with things like D=1, U=2, M=3, and B=4. Then you go to a panel with the word DUMB on it and put in the code 1234 (sounds like something an idiot would put on his luggage). So yeah. It… certainly exists.
Now I will say, I do like the atmosphere. And the BGM is, as the kids say, “A bop”. I’d say it’s the… fourth best Palace track. And the Palace DOES really feel like a bank. It’s heavily guarded, and you really get the feeling of “I don’t belong here” after you pass the main room. This is the only Palace that really made me feel like I was trespassing somewhere I wasn’t welcomed. And if you’ve ever been anywhere in a bank that isn’t the main hall, I’m sure you get the feeling. And the basement level does give me that sort of “bank heist” vibe.
Now, I don’t know how long this Palace is. But it certainly feels long. I think most of this is the basement level. Once you get to the lettenumber puzzle it feels kind of like it starts dragging.
So yeah. This Palace is… it’s okay. It’s not good. It’s not bad. It just kinda exists.
#7 - S.S. Shido
I don’t know how controversial this one will be. But I don’t really enjoy this Palace all that much. It gets REALLY old REALLY quickly. But it does have some merits.
Firstly, the Ship idea makes a lot of sense. Especially after Haru just goes “Here’s the metaphor!” in case the player doesn’t get it. Yeah, it makes sense that Shido has a giant cruise liner filled with only the elite as the country around him collapses. Plus, he does talk about “steering the country” more often than Ryuji says “FOR REAL?!” … okay. Maybe that’s not factual. But you get my point.
Now I will say, this Palace is very creative. The idea of a giant Ship cutting through buildings is cool. And I like how it’s treated as a cruise liner because it allows for a lot of additional areas, like the pool restaurant, and obviously the usual ship bits.
Now for the gimmicks… there is one. It’s the rat puzzle. And it can go fuck itself. Thank you for coming to my TED talk.
Now for the atmosphere. It feels perfect. The Palace itself feels grand, powerful, and intimidating, and the score accompanying it amplifies that feeling by quite a lot. I think it’s a bit of a step down from other Palaces, but it certainly makes sense and really works in regards to Shido.
As for length… holy hell this Palace is long. Both literally and mentally. It has basically 5 mini levels, really annoying and long puzzles, and a whole game’s worth of dialogue. I get that they have a lot of loose ends to wrap up but ye gods this Palace feels like it takes an eternity to beat.
This Palace is the textbook definition of wasted potential. It could have been amazing. It has all the pieces it needed to be. But they squander them by diluting the palace with annoying puzzles and WAY too much tangentially-related plot stuff.
#6 - King Kamoshida’s Crazy Castle
Now, I know that I have this one at 6th. But that isn’t a bad thing. I personally think this is the first “good” palace. It’s nothing amazing or crazy, but for the first Palace it’s nice and fun.
Obviously the Castle aesthetic works with Kamoshida. It makes a lot of sense seeing how he lords his power over everyone in the school. Even Principal Eggman gives in to him. So an idea of him lording over everyone obviously makes a lot of sense. And a bit of a fun fact, the guards in his Palace have the same voices as the other teachers.
And the big Castle is actually pretty creative. For a first Palace it really sets a tone, and standard for other Palaces to follow. It’s grand, absurd, and completely disgusting. Makes sense for something formed from distorted desires. There are also some really cool areas like the chandelier hopping, and the crazy, distorted upper floors.
Now for gimmicks. They’re kind of simple. The two present are the book ones, where you need to place the proper book in the proper section, and the one where you need to kill enemies to get the eyes for the statue. Neither are particularly hard, or particularly inspired. They aren’t bad though. And they aren’t overly-long. They’re standard RPG trope puzzles.
Now the atmosphere is kind of… strange. Honestly, I find it hard to take this Palace seriously. The BGM sounds like something out of a 70’s porno, and the Palace itself honestly feels like 70’s porn meets Dungeons and Dragons. It doesn’t really fit the story content of the outside world. It doesn’t reflect Kamoshida’s abuse or Shiho’s suicide. It feels a little too silly. I still like the aesthetic, but I don’t think it really fits with the plot. It needed to be more serious.
And this Palace, unfortunately, does start to drag. By the time you reach the messed up, hyper distorted floors where the floor tiles are floating around, the Palace is getting a bit old. Though this could be due to the fact that you don’t really get to make any progress during your first like… four visits.
Overall, it’s a solid Palace, and a great starting point.
#5 - Madarame’s Museum (I couldn’t think of a creative name for this one. I’m sorry.)
I really like this one. It’s fantastic. And I realize saying that for the 5th ranked Palace is kind of weird, but honestly I think that’s just a testament to how great the next four are.
Starting off like normal, this Palace makes a lot of sense… but I always found it odd that his distortion is a Museum. Because like… that isn’t exactly unusual. He’s a renowned artist with a ton of very famous works. I feel like he has art in museums. I mean, we’re introduced to him at an exhibit. I dunno. It’s a nitpicky issue that I don’t want to press. Regardless, it obviously makes sense. And I love how all the paintings in here are sort of distorted in their own way to show how Madarame has to change his own cognition to accept his art as his own.
And uh… yeah. This Palace is creative as hell. Sure, at first it feels like a normal museum. But stuff like the weird golden staircase abyss, the awesome courtyard, and the painting puzzles are so cool.
Speaking of the painting puzzles. There are two major puzzles here. The painting ones where you enter paintings Mario 64 style, and the Sayuri puzzle.
The one where you enter the paintings is kind of cool, because ultimately it’s about remembering the path that works, while also unlocking other paths to take and figuring out which path will let you escape. It’s cool, and brief, but a little TOO easy. Then there’s the Sayuri puzzle which I love. Basically you are presented with a few different paintings. All the Sayuri, but with slightly different modifications. And you need to pick the “real” one. I like this because it tests how well you were paying attention. They start off obvious, but the differences get more and more subtle as it goes on. It’s a great gimmick.
As far as the atmosphere goes, this place is great. Not only does it match the overall feeling of an art museum, but it honestly has this sort of tenseness to it. I can’t really describe it, but it almost feels ominous. And I think that fits given that Madarame himself is a rather ominous figure. We know he’s bad, but we can’t really prove it for most of the arc.
And I think this Palace has a perfect length. It doesn’t feel rushed or like it’s dragging, and I think that’s more because of the physical length. It isn’t an overly long Palace as far as playtime goes.
So yeah. This one is pretty damn good. I like it.
#4 - Sae’s Controversial Casino
Yeah. This one is going to piss people off. I know that a LOT of people have this as their favorite Palace. And I can understand why. But it has a few issues that sort of drag it down for me. They don’t drag it down MUCH, but they keep it from getting any higher on my list.
Obviously, the Palace makes sense as far as the story is concerned. Sae sees her job as essentially rigged gambling. Anyone outside “the system” thinks they can win, but in reality it’s not possible. As such, everything in her Palace is rigged to make it unwinnable. Or it SHOULD be. But we have a Futaba. So we get to cheat too. “Mwehehe”.
Honestly, the casino and premise is very creative. The concept of a Casino full of rigged games that you need to unrig is awesome, and the layout and mission is great. Also, I love how they have it set up so Sae actively wants you to try to reach her. It’s incredibly unique as far as that goes.
Now for gimmicks. There’s really only one, because most of the time you’re either walking around or killing things. And this gimmick… kind of sucks to be honest. I’m talking about the House of Darkness. It’s the only part that is more than a cutscene, standard area, or standart fight. But all it is is a standard area you can’t see. And it sort of sucks. It’s really… boring. And kind of lengthy. It’s pretty bad.
As far as the atmosphere goes it uh… well, it certainly feels like a Casino. And Sae’s presence throughout makes it feel much like how the plot does outside. Sae and the SIU are closing in, rigging the game and challenging you to take the fight to them. It’s great, and I love the plot elements here.
And now onto my major gripe. The length. This is definitely the shortest Palace. And it feels short half of the time. The problem is that the parts that DON’T feel short are painfully bad, and feel painfully long. I’m talking mostly about the Dice Game, and the House of Darkness. As I just said, the House of Darkness is little more than some dark corridors. And unfortunately, the Dice Game is the same, but without the darkness. There’s no real “Game” to this Casino. It’s just a bunch of drab, grey hallways that feel like a nuisance to traverse. It sucks when what you WANT is to get to the good Casino shenanigans (like the Arena) but instead have… this stuff. It makes the Palace feel like it drags, even though it’s probably the shortest one.
So yeah. I still love this Palace but it has some glaring issues that I can’t overlook.
#3 - Lil Sister’s Big Pyramid
God I love this Palace. Much like with my Showtime list, I honestly think I could lump my top 3 all in as my “Favorite Palace” but for the sake of this I did want to try to dive into this on a deeper level. I’ll admit, too, that from here on a lot of these placements are more on gut feeling.
Anyway, to start off, this one works incredibly well as far as story. Throughout the entire Palace we see Futaba go back and forth between wanting help and rejecting help. Her shadow knows we’re busting in from day one and follows us around just like Sae does. But due to her desire to push people away, we are constantly fighting an uphill battle against her to save her, even though she wants us to save her. And the fact that her Palace is a pyramid out in the middle of the desert is awesome symbolism for how Futaba’s position is. She hates the idea of being near other people, so she locks herself away.
Now, I personally think this Palace is super creative. It has a nice blend of ancient Egypt with the pyramid, but also ultra-modern tech stuff. Random flecks of data appearing all around, mechanical traps, and the room before the boss which is basically a massive data stream with floating hunks of pyramid floor in it. It’s just so cool. It’s a combination of ancient and modern that shouldn’t work, but does.
As for gimmicks, there are three major ones here and I think they’re all great. Firstly are the Anubis puzzles. These are pretty simple, but the gist is you grab an orb from one statue and need to put it in another. However taking them blocks off certain paths. It’s not super hard. But I like it.
Next, there is the binary puzzle. Again, fairly simple. There’s a red column and a blue one, and you need to put in certain binary codes in these columns to unlock certain doors.
Finally, there’re the picture puzzles. And honestly I love these. You come to a mural of something important to Futaba’s life and you need to rearrange them to make the picture “correct”. I love it because the scrambled appearance is symbolic of Futaba’s distorted view of these events. And they get harder as you do more, but never overly hard. It’s just a quick, fun mini-game.
As for atmosphere, I think it does a great job of showing the isolation, desperation, and mistrust Futaba feels. The music score (my 3rd favorite Palace theme) is absolutely amazing and the wailing guitar helps to show the pain in Futaba’s heart.
And while this one is lengthy, it never feels overly long or overly short. It changes up the pace enough to feel fresh, and doesn’t overuse the elements it has.
So as you can see, I have no problems with this Palace. Only things I like. Which is why Placing these top three was so hard for me. But I think the things I like in the other two I happen to like more.
#2 - The Public’s Prison. Memes and Mentos.
Now, Mementos itself is kinda bleh. We all know this. But the Depths of Mementos, the Prison of Regression, is absolutely incredible. And I KNOW this one is going to be controversial as hell. But I can’t help it. I love this Palace. It’s so good.
To start with, obviously this one works with the story outside because… well… it’s the one most linked to the outside plot. This is about every single person in the world being unwilling to commit and plot their own lives. And this place thematically matches. It’s a prison, because every person sees themselves as a prisoner.
And the creativeness levels are off the charts. Sure, they could have gone with a stereotypical “hell” level but they didn’t. It’s a prison of almost alien design. It’s the kind of weird, off the wall evil that I’d expect to see in Mass Effect. Like I could see the Reapers living in the Prison of Regression while they wait for the next cycle. It’s just so damn cool looking. I love this place. It’s so menacingly malevolent without beating you over the head with the horror it holds. Plus the post-fusion part in the second half is so wild and insane looking. It looks like something I’d expect to see in Doom.
The Gimmicks are also great. While there’s only one real Gimmick, it’s a fun one. A puzzle where you need to light up tiles on the floor. The first one is a gimme. But they increase in difficulty to hilariously easy, to you actually needing to complete other puzzles first in order to do the one necessary to progress.
I already sort of touched on this with the creative part, but the atmosphere of just existential dread this place holds is immense. And the BGM, Freedom and Security (my personal favorite Palace theme) really hammers that home. It has an eerie, ominous feeling to it that really works well in tandem with the rest of the level. And as I mentioned above, tt flips from being dreadful and terrifying, to having our heroes triumphantly running up a staircase of bones, destroying Yaldy’s minions as they march on to kick his ass like Doom Guy sprinting through Hell to kill a big boss demon.
Finally, it’s a perfect length. Not overly long, but not short either. And the plot elements halfway through give a nice breather and tone shift before thrusting you into the awesome second half as you climb up to the Grail’s chamber.
If I had to give a reason why this one is in second place, it’s that the second half is a little too focused on being cinematically badass that it foregoes exploration in exchange for a linear path. And while it works well, I still prefer the first half of the Palace.
#1 - Dr. Snack’s Hospital of Happiness
Here it is folks. My Number one. I don’t think this one will be as controversial as some of the others. But even so. Here we are!
So to start, obviously this Palace makes a ton of sense for Maruki. He was intended to get a research lab built in the spot where this Palace forms, and the Palace IS a research lab. So obviously that works. And the whole concept was about using cognition to change people’s lives for the better. We can see this in the Palace during the quiz section where we see how Maruki guides patients to his happiness. Which is thematically nice because it shows that while Maruki claims he wants everyone to be happy with their desires, he actually wants them happy with his. Anyway, I’m rambling. The Palace is great as far as story and makes sense for the character.
And yeah. This place is creative as hell. It’s not just a research lab. It’s a massive spire with rainbow bridges, massive telescopes, and a dome on top meant to represent heaven since Maruki sees himself as God. It’s the most grandiose, over the top thing in this game. And I’ll remind you, in this game you shoot a God in the face with a sword gun.
*ahem* anyway. The gimmicks here are really damn good. The first thing is the awesome Quiz section. I do think it’s a little bogged down by the whole “The team must meet and discuss” part, but I love how this whole thing is just “How well do you know Maruki?”. If you know him well, you get a reward. If you don’t, you get punished. Then there’s the color bridge section which is just “If the Okumura space tunnels didn’t suck”. It’s so good because it requires a lot more strategy and a lot less luck than the Okumura port. And if you make a mistake it’s a much easier fix.
The atmosphere is amazing too. The sterile but obviously corrupted first bit when you’re in the main building feels very clinical. But the strange bits of oddities really gives off an other-worldly vibe. Remember how I said the Prison of Regression felt like it had Mass Effect vibes? This part has like… Resident Evil vibes. It’s like a modern hospital tainted by an otherworldly monstrosity and it’s awesome (and, actually, not far from the truth. Much love, Azathoth.) Oh, and the BGM is my 2nd favorite. I fucking adore Gentle Madman.
As for the length, I do think it’s probably the longest Palace. It definitely comes close with Okumura. The difference is you’re actually forced out about a third of the way through and, if you’re playing “optimally”, you won’t be back for a bit. So it never feels like it gets old or tired. And it changes up often enough, and with drastic enough changes that it never drags on like the bottom three Palaces on this list. So it’s great.
GOD DAMN I LOVE THIS PALACE.
Aaaaanyway. That’s my list. I’m thinking I’ll do bosses next, but I dunno. What would you guys want a massive rank essay on? Bosses? Awakenings? Phantom Thief members? Party Personas? And what are your thoughts on this here list? How would you rank the Palaces?
I hope you all enjoyed this, and I look forward to hearing your opinions in the comments!
submitted by Cirkusleader to Persona5 [link] [comments]

"Of Nen and Zen". A short essay concerning the eastern philosphy and mysticism in hunterxhunter.

Soo.. this has taken a lot longer than anticipated, but I think it is ready.
.
I believe I found something that shines a new light on togashi's nen system(maybe somebody already pointed this out but, maybe not. Either way this will be my own spin on it.) This will take some time to explain and is not the easiest of topics to convey with words, but I'll try my best. So bare with me. It will be worth it I promise.
Oh and by the way, I'm not a native speaker, so there are probably many misspellings and grammar fuckups included. I tried my best with what I've been taught, but yes there probably will be A LOT. :D
If anyone would like to help improve the grammar of this post, please message me.

- The book of changes -

how two makes four

So, I'm really interested in eastern philosophy and mysticism and while researching the four basic elements, I came about a system that goes up and beyond. It's kind of like the binary system actually. It starts with 2 components, light/hard and dark/soft. Those would resemble the dual level represented by 1/0 or yin and yang. They are portrayed as a continuous line **--- for yang(light)**and a discontinuous line - - for yin(dark). It's a bit un intuitive as they are drawn in black, but what can we do. While it doesn't visually fit with light and dark, there is another property included that is portrayed better through the lines and that is --- yang(hard) and - - yin(soft). The space really helps in conveying the soft quality at least. But enough critiquing of ancient peoples work. I really like to believe they wanted to do better, but just couldn't get their hands on that white ink. So let's cut them some slack and move on.
There are many things in nature that share a dual relation like that, to name a few: cold/warm, fast/slow, night/day, male/female and also to heaven(天) and earth(地) as in spatial directions. They're relation might seem opposite at firs,t but only on the conceptual level. In nature its an ever flowing and changing process.



Yin, dark, soft (female) - -
Yang, light, strong (male) ---
https://preview.redd.it/qqc7wzuv8av21.png?width=600&format=png&auto=webp&s=d239c1dc11520a33e78c0d7a07cce70d7eb8d388
So, right now we have only 2 distinct states, but if we add another line to the image we are suddenly left with four different states (in mathemathical terms this would be 2^2[ two exponent two] in this case 2\2, the first number being the possible states of the unit and the exponent being the number of units combined.* It's neat to see this, but if you totally loathe math, just ignore it, it's not needed to understand this.)
Anyway, I think these are the ones most people are familiar with: air(wind and sometimes wood), water, fire, earth also called: old yin, young yang, young yin, old yang. They make up a continuous cycle while inheriting and recombining the above properties and are fundamentally described like this:

Wind, (風)

dry, subtle, coldest (male)

Water (水)

most humid, dense, cold (female)

Fire (火)

dry, subtle, warmest (male)

Earth (土)

humid, densest, warm (female)

That's already pretty interesting I'd say, but what I really want to show you goes one step further. If we now add one more line (2^3), what we get are called the "8 trigrams". I first learned about these in German and now upon taking a closer look at the English versions out there, I chose to take the best from both worlds and use what I can.
Also, from here on out I can include the corresponding Unicode symbols (yes, they really are included, but unfortunately pretty small. But it's nice they don't count as images that way, curse you image limit!)

The 8 trigrams


Parents:

☰ Kiën (乾 qián),

the creative, is the force, is strength, is the sky, the father

☷ Kun (坤 kūn) ,

the receptive, is the field, is devotion, is the earth, the mother

Children:

☳ Dshen (震 zhèn),

the thrilling/exciting, is movement, is shaking, is the thunder, the oldest sun

☵ Kan (坎 kǎn),

the abysmal, is danger, is deep water or clouds, the middle son

☶ Gen (艮 gèn),

the solitary, is serenity, is standstill, is the mountain, the youngest son

☴ Sun (巽 xùn),

the gentle yet penetrating, is the wind or wood, the oldest daughter

☲ Li (離 lí),

the adherent, is radiant, is conditioned or bound, is the sun, the flash or the clear flame, the middle daughter

☳ Dui (兌 duì),

the joyful, is happiness, is the lake, the youngest daughter

These archetypal forms of energy or emotion are also in a continuous cycle just like the four elements, having additionally gained complexity and character, they inherit everything from their ancestors. At this stage they take on a more personal form. Atleast the 6 children that is, as the parents are still pretty much yin/yang and are, because of that, "out of the picture". They somehow stand above and influence all six, while not descending into their play.

As you probably have noticed this can be done another time creating now 16 variations, but let's not go there, the really important ones right now are the 6 children. Because, you now what also comes in the package of 6?

Yes, Aura types.
Could it really be possible to match these with our 6 categories of nen? Well I have tried. Tell me what you think:

Btw: This is my first drawing since like 10 years and that was highschool art class, so please spare me. If anyone wants to improve this. please do. :D The color grading is still pretty on point though and I wouldn't change that much about it if I did another one. Also this was born directly out of my inspiration when I found out about this, so it kind of grew on my heart. So shush! :P

- Wheel of emotion -


https://preview.redd.it/xbk15ksis9v21.jpg?width=960&format=pjpg&auto=webp&s=069ead2f6d93e12b7179b8da51e0803d50c28e9d

Note: This is my own system of ordering it. I choose it to match togashi's system and also because I think it's the most fitting when looking at personal energies. Only in this order you can really show the flow of energy visually. The original from the book of changes which is funnily called the "I Ging" (at least in German it is. I think there are different pronunciations out there) includes all 8 trigrams, but leaves out circular motion. (I will add that too as reference) .

So what does that jumble mean?
Basically, one could look at it as an age cycle of energy. from young age "Li" all throughout the maturing process right into old age "Gen". But there are many things happening in between that can be looked at.

To get a better understanding and overview, let us first look the symbols in the corner that represent our previous four basic elements:

alternate symbols

fire > passion, action

water < flow, emotion

air ^ renewal, intelligence

earth v courage, memory


The second part of this attribution comes from the yogic sciences, where there are four pillars of yoga.
Yoga however does not mean "twisting your body". It means unity and is the path of seeking inclusion.
I included them because they are the only 4 sources you can use to enhance your self.

Fire: Karma yoga. The yoga of action. Using your body and your movement to generate energy.
Water: Bhakti yoga. The yoga of emotion. Using your emotion to include something into your self.
Air: Kriya yoga. The yoga of life energy. Bringing change to once own life energies.
AiEarth: Ghana yoga. The yoga of intelligence, Using your mind to penetrate the world and become something more.

This is how they get extracted from the geometric hexagram:
https://preview.redd.it/o3izr2k5bav21.jpg?width=186&format=pjpg&auto=webp&s=cecb97951ad379f0aca1bc77b964850a3890765b

There's also another symbol right at the bottom (where gen is), that looks at bit weird.
It's the lesser known fifth element:

Akasha or Aether


It's somewhat mysterious and hard to describe as it is invisible in nature.
It's below and above the other four elements in the way that all of the other elements happen in it. It is:
Space.
No, not the literal space out in the night sky.. whereby it's often used as a visual representation, but what it really points to is the space that's all around us.
There are things in space and there is space. That's akasha.
There are different symbols used to represent it. In nature it corresponds to the universe, plasma or the color purple


https://preview.redd.it/5cq8wv2at9v21.jpg?width=509&format=pjpg&auto=webp&s=30c627c1b302ec90ea5a9cf2689086fb13443550

So far we've seen only the main attributition. Here's a more in-depth list of personal traits and correspondences for the four in their pure form. If we look at them in the dynamic spectrum they can mix quite heavily. Aether is not really relevant in that sense, but I think it's important to know its there.
(It's interesting how akasha is not really an element and specialisation is not really a class. But still I fail to see a direct connection. Also the symbol of the hunter association looks very similar.)

https://preview.redd.it/pq0nro4tbav21.png?width=200&format=png&auto=webp&s=b12c84b25d6aee9e7fb8260f790bf6fc4d76a7ed

Elemental correspondences:


The element of fire (choleric)
Positive qualities: vigorousness, zeal, enthusiasm, courage, decisiveness, power of creativity, daring, sedulity...
Negative qualities: quarrelsomeness, irritability, urge to destroy everything, passion, immoderacy, jealousy, voraciousness, vindictiveness, violence, hate, anger, sudden ebullition...
The element of air (sanguine)
Positive qualities: clarity, intelligence, vigilance, care-freedom,diligence, kind-heartedness, swiftness, clarity, lightness, independency, dexterity, optimism
Negative qualities: overly intellectual, lack of perseverance, dishonesty, gossipy, cunningness, garrulousness, inconstancy, touchiness, prodigality...
The element of water (phlegmatic)
Positive qualities: understanding, placidity, mildness, trusting nature, devotion, mercy, forgiveness, modesty, compassion, , pliancy, meditativeness, internalization...
Negative qualities: corruptness, lust, depression, indifference, heartlessness, laziness, indolence, rigidity, lack of daring, lack of concern, unstableness, dejection...
The element of earth (melancholic)
Positive qualities: consistency, conscientiousness, perseverance, punctuality, caution, resistance, responsibility, carefulness, firmness, reliability, sobriety, ambition, respectfulness, matter-of-factness...
Negative qualities: stuffiness, superficiality, laziness, indifference, cumbersomeness, touchiness, lack of conscientiousness, irregularity, timidity, scornfulness...

Somehow they also relate to the four major principles, but I haven't found a way too assign them sufficiently. This is all I got so far:

Technique Main element -> properties Supporting -> properties
Ten Water control of flow, serenity, rest in emotion earth steady, calm, balance, unmoving
Zetsu Earth no outflow, contain, rest, - -
Ren Fire power,strength Wind growing through change, tempering of will (objective)
Hatsu Fire aggression, release, outward projecting, ready, decisive Wind movement, change
While not perfect, there's definitely a tendency to be seen here. Most noticeably that ten and zetsu both employ "female" qualities, while ren and hatsu are dominated by "male" qualities.


While being more subtle, correspondences like that can also be found for each of the trigrams. I haven't found a source for that so I'll list all that I picked up:

Trigram Nature correspondences Properties
Li flame, flash, sun radiant, clear, light, adherent, bound, conditioned, steady
Dshen thunder, quaking, roaring movement, action, agitation, thrill, excitement, loud, rash, energetic, rushing
Dui lake, swamp, spring joy, innocence, open, light hearted, happy-go-lucky, avid, kind
Kan abyss, deep water, gorge playful, versatile, trickster, hidden, danger, knowledge of evil, corrupt
Sun wind, wood, tree soft, balancing, understanding, knowledgeble, intelligent, calculating, penetrating, strict
Gen mountain, rock, stone independent, strong, firm, solely, serene, unmoving, still.

Now that we got ourselves acquainted with the elemental 101 we can go and look deeper into it.

- Relations between children -

(I advise to keep the image of the wheel of emotion open in a sidetab, so it can be looked at while reading the explanation. Otherwise you'll need a very good memory or an avid scrolling finger, But it seems i can post it one more time, so here you go:)

https://preview.redd.it/drvjr4z1s5b31.jpg?width=960&format=pjpg&auto=webp&s=e70992e5977a6ca650471474fcef25b4dbd1f57d
The arrows in the middle that form a hexagon display the hierarchy from oldest to youngest child of each gender and also indicate the parents from which they inherit. As you can see male and female alternate with every image. While not a classification on their own they have a subtle impact on all six. However, one can't simple say that dshen is purely male as these "borders" get washed out increasingly through generations (if there ever were any).
The neighboring images are balancing each other, as one seems to always want to reach into the next.
Progressing like: -> li - dschen - dui - kan - sun - gen -> into li again.
There are many interactions seen in this: The stable earth (gen) wanting to become energy (li) -> pure energy becoming excitement (dschen), energeticness wanting to get a taste of colorful emotion (dui) -> the resulting happiness longing to become deeper emotion (kan) -> deepness becoming gentle and intelligent (sun) -> then growing strong and independent (gen) and finally the lonesomeness wanting to become warm again through communion with the outside world (li).
This example is arbitrary and also you can't really set boundaries on this. I just did, so you have a general understanding of the flow that's being portrayed here. The early form of a trigram differs so heavily from its late version, it could be a new classification on it's own. But more on that later. First let's look at some rules in relation to the hunterxhunter system:

Adjacent categories have a 80% learning capability and are always the ones, that are, not of the same age group and also of the opposing gender. Admittedly, it's a bit difficult to see, so here's an example:
specialization/gen (youngest son) 80%-- conjuration/sun( oldest daughter) 100%-- transmutation/kan (middle son) 80%
When the classification that is looked at for adaptibility is conjuration, which is a daughter, then it would mean the most promising categories will be the sons of a different age group. (Okay.. and what does that mean? I don't know, but that's how it is.) And that's also were the natural balancing flow of energy wants to go:
The strictness and composure of conjuration(sun) wanting to become free through the unbound emotional deepness of transmutation(kan) and the burden of the working intelligence wanting to become cool, steady and lonesome through specialization(gen). While there's a definite tendency towards clockwise progression, it's fair to say that change and interaction can be noticed in every direction. For example the gentleness of sun can calm the troubled waves of kan.

2.
Categories of the same gender always have a 60% learning capability.
If the classification look at is again Conjuration/Sun(oldest daughter), then it would be the other both daughters manipulation/Li(middle) and enhancement/duì(young), that can be learned at a 60% rate. They form a triangle and always have a son in between.
same sex=same rate

3.
The polar category is the one that has the same age, but is of a different gender. I sometimes look at it as the archenemy category, because it's so opposing. If we look at conjuration(sun) again our counter would be emission(zhèn). Heavy planning and thinking and perfectionism against well, Leorio.. :D If one wants to wield the other there is bound to be chaos. And maybe that's why its 40% only,
Here are some Nen users that share this connection.

Gon & Pitou
Leorio & Kurapica
Netero & Meruem
Killua & Illumi
Hisoka & Illumi

Here's a chart that brings all aura types into perspective

Aura type Abilities, Talents Tendencies Real world professions (allthough any can be all) Sin
Manipulator influence, control, govern, guide, teach outward, change/love teachers, parents , leaders, politicians, malevolence
Emitter being heard, bringing change, enforcing will outward, justice/ truth speakers, politicians, dancers,singers, police forces wrath
Enhancer physical, simple approach, improving, strenghtening outward, courage/carefre athletes, labourer, dancers egoism
Transmuter bending energy, keeping flow, shifting states, jokes, wearing a mask inward, love/change comedians, trickster, actor, artists, singer, dancer, writer, poets insanity, lust
Conjurer understanding the world and it's rules, living by it and creating something from it -> strategy, science, math, writing, poetry inward, truth/justice investigator, strategists, professors, academics, poets pride
Specialists doing everything alone, special talents who have to be seen, unique inward, carefree/courage people who need nobody yet attract others because of that, types you just can't label. Know'em when you meet'em. indifference

You could look at it for days in this way and find harmonies and disharmonies, it's quite beautiful. For me it has become more than an anime fighting system. Its energy and emotion in the play of life. While you certainly can't just pull out hatsus in real life there are some overlappings with the realm of talents and mastery of the real world. It really makes you wonder. But to spare you from my fascinated rambling, I will now move on unto the next thing I have found.



- And Zen what? -


As I have said before it's possible to add another line to the informational pool to achieve 16 variations(2*2*2). But that's not whats being done by the book of changes. It skips this stage entirely and directly combines two trigrams into one hexagram. If this is done for every possible combination there are suddenly 64 hexagrams. They create a much bigger array of possible states and changes between them, but to be honest that's too much work to show and explain right now. For one, this is no taoist university (I wonder if there really is such a thing) and it also goes beyond of what is useful for our purpose here. If you are really interested, look into that on your own. It's not that it's not worth it, but I don't want to infodump you to death.

I will now look at some specific constellations of the hexagrams that are of direct importance for the hunterverse. First we have the 8(6) "double images". It's obvious that when recombining all of the trigrams, we should also be left with 8 images that are a repetition of themselves. They give some new insight and add on on what we already now. The quality of amplification and repetition shines through in their meaning.

Note: All of the description that will follow are from a collection of sources. "Buch der Wandlungen"(book of changes from Richard Wilhelm). Excerpts used and translated into english by me.
original: https://schuledesrades.org/public/iging/buch/?Q=5/1
Quotes and descriptions from different english sites.
And infoormation and symbols from this https://en.wikipedia.org/wiki/Hexagram_(I_Ching))

But now, let's get started.

離 (lí), "radiance"

Other variations include "the clinging, fire" and "the net". Its inner trigram is ☲ (離 lí) radiance = (火) fire, and its outer trigram is identical.
The origin of the character has its roots in symbols of long-tailed birds such as the peacock or the legendary phoenix
Fire has no definite form, it adheres to things and burns that way. Like water raining from the sky, fire blazes upwards. Everything that is shining in the world is bound to something that it adheres too, only in that way it can shine on. For something to shine endlessly, there surely needs to be tenacity.
The clinging means resting on something. When the waters of the Abysmal flow into the pit, we search for something to cling to." Li is the image of the Clinging Fire, formless except the essence of fuel that keeps it burning.when undergoing drastic changes on the outside the only footing is the reference point of the personal self.
What emerges from any difficult transition is the discovery of that thing which will guide and support you when all else is taken away. This is like a light that is always burning in the darkness. Although events ‘out there’ orchestrate the changes, they merely lead you to cultivate a shift of awareness ‘in here.’


震 (zhèn), "the shaking"

Other variations include "the arousing (shock)" and "thunder". Both its inner and outer trigrams are ☳ (震 zhèn)
This movement is so intense it's frightening. The image is the thunder who burst out from earth and by his quaking causes fright and trembling. While initially dreadful the uproar ensures renewal and success in the future.
It's the oldest sun, who vigorously seizes power. A taking of charge. A new status quo. -
When children ride roller coasters, they discover that allowing fear to have expression is energizing. If only we could always remain joyous in approaching our fears as we move along our dusty road. Unfortunately we grow complacent and seek security and stasis. Anything in nature that becomes stagnant will be re-energized by the unexpected. “Shock brings success. Shock comes – oh oh! Laughing words – ha ha!” Whether hurricanes balance ocean temperatures or tumultuous autumn and spring storms invigorate new growth, nobody can hide from nature’s power to keep all things thriving. The Shocking can symbolize the unexpected things that generate emotion and wake us up.
The feelings arising are quite unfamiliar but refreshingly new. What worked in the past will no longer do. The two words most associated with Zhen is ‘uh oh!’ However, it should be viewed in the same laughing sentiment as children riding a roller coaster. Something is coming that is unexpected but is meant to awaken you to how you hide. Each day we witness the mutability of nature and fail to recognize it in our own life. No matter the event, the pace may quicken and you may suddenly find your heart racing and a smile on your face.


兌 (duì), "the joyous, lake"

Other variations include: "open", "usurpation" and swamp. Both its inner and outer trigrams are ☱ (兌 duì).
The happy mood is contagious, that's why it's prevailing. But joy needs a foundation of stability, so it doesn't degenerate into utter foolishness. Truth and strength need to dwell in the heart, while meekness is for all to see. contrary to intuition joy is not the result of the softness of the topmost line. The property of the soft/dark principal is not joy, but melancholy. The real joy comes through it's inner toughness and strength, which shows itself through the means of softness.
The repititon: The happy mood is contagious, that's why it's prevailing. But Joy needs a foundation of stability, so it doesn't degenerate into utter foolishness. Truth and strength need to dwell in the heart, while meekness is for all to see. -

More often than not it's inner opening rather than the effort or movement to change outer events that has led to joy. Often we feel the opposite of Joy in the form of unhappiness and see it as something negative. Unhappiness is the hunger pain for change so how can it be bad? The saying, “if you never fail, you will always succeed” means that if failure is taken in stride as a prerequisite to success it isn’t really failure. This accepting outlook leads to joyousness on the journey.
“Content in your circumstances and genuine in kindness, you are the expression of the love that renews all things.”
While we can do little to change the events that unfold around us, a change in perspective can magically change everything. Be Joyous in thought and action and celebrate others. Since life is your mirror it will reflect joyousness back to you.


坎 (kǎn), "the abysmal"

Other variations include "Gorge" and "repeated entrapment". Its inner trigram is ☵ (坎 kǎn) and its outer trigram is identical.
Through repitition of danger there is accustoming. Water serves as a good example in these kind of situations. It's always flowing and ever only fills all those gaps that its flowing through. It's not leaving out a single dangerous spot, fears no ledge or fall and is in that way always staying true to itself. If a situation is handled internally, there's a good chance it will sort itself out externally. To fully prevail through danger, there needs to be thoroughness, so that everything that needs to be done, gets done and there is no chance of succumbing to the danger. -

For the benefit of the flowers, we water the thorns too. – Egyptian Proverb

Can one honestly look back and not see the meaning for any of challenges that were had in the past? Going through the danger is necessary to discover who we are, what we really need and what we are capable of accomplishing. There is great power and realizations to be obtained when confronting fear in the deep waters of the unconscious. The dangerous flow of water can lead somewhere beneficial if you just relinquish control and let go of your fear.
Without trusting in the flow of events, many situations can seem threatening, but only in proportion to the disparity that exists between the necessary transition and the fear of going there. When you recognize the things that you cannot change, you discover life's power to lead you. The path is frightening but a commitment to move forward and jump into the flow leaves no option of turning back.


巽 (xùn), "the gentle (the penetrating, wind)"

Other variations include "ground" and "calculations". Both its inner and outer trigrams are ☴ (巽 xùn).
It's image is wind or wood, it's property is gentleness and yet it is penetrating like the wind or the wood with it's roots. In nature it's the wind, which is clearing the clustered clouds and enabling the sun to shine through. For humanity it's the penetrating clarity of righteous judgement, which knocks out all ulterior motives. In society it may be the influence of a powerful figure, who reveals and disperses any and all shady schemings
.
When the oak is felled the whole forest echoes with its fall, but a hundred acorns are sown in silence by an unnoticed breeze. – Thomas Carlyle

There is gentleness and enormous power associated with the hexagram of penetration. Like the wind blowing over vast periods of time against a mountain, the smallest influence when applied with a steadfast attitude can break down any barrier.


艮 (gèn), "the mountain"

Other variations include "keeping still, "rooted" and "stilling". Both its inner and outer trigrams are ☶ (艮 gèn)
True peace is holding still when it's due and moving forward when the time to move forward has come again. In this way, rest and movement is in balance with time and it's necessities. The image is end and start of all movement. As a symbol it could be the spinal of the human body. In it, all nerves controlling movement join together. If there's a seizing of action for all of these nerves, total standstill of the system will be the consequence.
If now a human becomes this still on the inside, then he may face the uneasy and quarrelsome world. He will not get dragged into the fights and upheaval caused by it's inhabitants and has the necessary calmness needed to comprehend the great rules and workings of the world. He, who is acting from this place of deep rootedness, doesn't make mistakes anymore.
In the book of changes rest is described as a polar state, only achieved through the constant counterbalancing with movement.


So there's that. I would like to continue here, but apparently there's a 40.000 character limit. So the continuation will be in part 2.
And that's also where it really gets interesting.

https://www.reddit.com/HunterXHuntecomments/bixqj0/part_2_of_nen_and_zen_a_short_essay_concerning/

See you there!

submitted by Valiant-Turtle to HunterXHunter [link] [comments]

Streamlined Beginner's Guide

I was making edits to A Beginner Guide written by a Beginner and Updated by a Friend when it gave me the error message that the post had too many characters. I decided it was honestly too wordy. I hope that the clarity of the message was not lost during the chopping process. Light suggestions and/or questions are welcome. I added this to the wiki as well after updating it due to your suggestions :)
The guide starts with day 1 "need to know" information then proceeds with Characters you Want, the Daily Grind, More to Grind, Comic Cards, Character Optimization, and finally a Quick Start Glossary.
 
First Month Goals
 
Content Difficulty Progression
This is a rough estimation of the progression of the game using the character level as a reference.
1-50 50-60 60+ 60++ 60+++
Story Mode Ch.1-8 Chapters 9-10 Chapter 11 Chapter 12
VS: Easy/Normal VS: Hard World Boss iThanos World Boss Ultimate
- - SL 1-15 SL 15-25 -
- - Strange Epic Quest Wolvie Epic Quest -
AB AB AB clear XAB clear XAB score chasing
TL TL/AC TL/AC TL/AC TL/AC
Cards: - 4* cards with ~30% SCD and 20+ Ignore Defense 4*/5*/6* cards w/SCD, Ignore Defense, and Attack 6* cards with ~30% SCD, ~30% Ignore Defense, and +30% All Attack
Villain Siege, Alliance Battle, TimeLine, Alliance Conquest, ShadowLand.
 
Starter Team: 6* Sharon Rogers, Loki, and any top character of your choice
This can be done with the 6* selector (day 1), the 6* selector (day 7), and "Hero's Journey".
A "Six Star Selector" allows for you to choose a character from a menu and that character is immediately 6* regardless of whether you recruited them or not.
For your 2nd and 3rd starter characters there are conflicting recommendations which to me proves it doesn't really matter who you choose, but be warned that not all characters are created equally so it is best to choose from these or the difficult to farm "Facetank" characters listed further down.
Check out the analysis/discussion from "Starter toons: Sharon Rogers and _________?" and decide for yourself, but definitely get Sharon Rogers.
 
After your first "failed" mission it is highly recommended to get 4 star Iron Fist.
Get his Hobo (netflix) Uni when you have the chance.
 
Farm Enough Story Mission Bios to 6 Star Cap, Widow, and Iron Man.
Both Cap and Iron Man will be very useful additions to your team. Black Widow can be good, but as a beginner will be mostly useful as a striker in the Corvus Glaive World Boss battle.
You can get Age of Ultron unis for gold.
 
Use your 3 day trial of bio subscription for "Paywall" characters
I would recruit Enchantress, Agent Venom, and Kid Kaiju who are all still useful at T1. I would only use them on Carnage if you plan on paying for a bio subscription to T2 him (need ~366 bios to max gears). You will still need to get Mega Rank Up Tickets (2600 Crystals on weekend) to rank them up.
T2 Carnage > Agent Venom > Kid Kaiju > Enchantress > Ironheart > Hyperion > T1 Carnage
 
The best deals for real money include Stark Stash, Bio Subscription, VIP Package, and S.H.I.E.L.D.
Prices vary slightly depending on where you live and whether you use android or Apple (android is cheaper), but these are generally the best deals:
You don't need to spend money to be successful in this game, but I would highly recommend at least getting the Stark Stash (or bio sub) to get to VIP 1 (200 Crystals) for increased gold in Co-Op. You'll also hear a lot about "tag heals" which is unlocked at VIP 3 (2300 crystals total), and "Heroic Rifts" which are unlocked at VIP 10 (99,000 crystals total).
The best deals for Crystals include on sale uniforms (750), Mega Rank Up Tickets (2600), and "Deluxe" pack (6600).
 
Get in as high level alliance as you can (ideally 24+)
Use the weekly recruitment thread to join an Alliance for camaraderie, alliance stat boosts, alliance member rifts, energy rewards, and Alliance Battle/Conquest. Note that the stat boosts from Alliances You may see Alliance requirements including days of activity, Alliance Battle score, and Alliance Conquest participation. Even so, there are so many alliances out there that the odds are good that you can find a good balance between casual and competitive. There will also be a variety in beginner and veterans. But let's be honest, veterans need beginners around to tell them that they are awesome :)
 
Don't go "all in" on Epic Quests (Dr. Strange and Wolverine/Jean), rather dip your feet!
Dr. Strange, Wolverine, and Jean are all amazing, but the cost is significantly above a beginner's paygrade. I would however recommend completing enough quests to start farming Baron Mordo (need 50 Red Norns and 200 Blue Norns) and Rogue/Beast (need 100 Dimension Debris and 100 Red Norns). Rogue (speed) and Beast (combat) are perfect complements to your Sharon/Loki starter pack. For more information: Dr. Strange Epic Quest Guide and Rise of the X-men Epic Quest guide.
 
 

Characters and why you want them:

Facetank chars - Low skill threshold to defeat most content. High priority characters bolded.
Character Survivability Farmability
Sharon Rogers iframes + damage immunity Use starter selectors. Otherwise Bio Selectors.
Loki shield + clones = RUN Viable starter option. Otherwise Dimension Rift "Chitauri Invasion"
Carnage iframes + invincibility @ T2 Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Agent Venom iframes + shield + invincibility Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Enchantress shield, and can permanently charm world bosses Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Kid Kaiju iframes + summons + shield Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Elsa iframe + damage immunity @ T2 Villain Siege Chaos Tokens
Kate Bishop iframes + stuns Villain Siege "Hard"
Captain Marvel damage immunity Timeline Honor Tokens
Crystal snare attacks + shield Special Mission, Inhumans "Crystal Palace"
Songbird snare attacks + shield Special Mission, New Avengers "Baked Alaska"
Groot Heal; Baby uni: iframes Dimension Rift "Bark is Worse than Bite"
Yellow Jacket several iframes Dimension Rift "Amazingly Interesting Voyage"
Wasp damage immunity "bubble" + iframe Dimension Rift "Growth Spurt"
Baron Mordo iframe + stuns + shield Epic Quest, Memory Mission "Road to the Monastery"
Ancient One invincibility + heal Epic Quest, Memory Mission "Monastery in Trouble"
Hellstorm immunity + summon Epic Quest, Dark Dimension "Increasing Darkness"
Rogue damage immunity (skill/leadership) + iframes + heal Epic Quest: Rise of the X-men, Tracking "Going Rogue"
Beast stun + snare + iframe Epic Quest: Rise of the X-men, Tracking "Friends and Enemies"
Storm stun + guard breaks + iframes Epic Quest: Rise of the X-men, Tracking "Weathering the Storm"
Cyclops stun + guard breaks + damage immunity + iframe Epic Quest: Rise of the X-men, Tracking "Blindsided!"
Magneto bind + guard breaks + shield + iframes 6600 crystals for "Deluxe" pack; "Mutual Enemy"
Captain America damage immunity + iframe (uni) Story Mission 1-1, 3-10, and 5-6
Black Widow dodge + guard breaks + stun (uni) Story Mission 1-4, 2-6, 3-9, and 5-4
Iron Fist uni: invincibility + iframe; dodge @ T2 Story Mission 4-5 and 6-5.
Elektra iframes + stun Story Mission 4-6, 7-2, and 7-5
Black Panther damage immunity + iframes Story Mission 8-1
Thor guard breaks + shield Story Mission 8-9, 12-5, and 12-8
Blackbolt guard breaks + damage immunity @ T2 Story Mission 8-10
GR (Robbie Reyes) iframes + shield Bio Selectors.
Mantis iframes + heal + fear bubble Bio Selectors.
Red Hulk guard breaks + heal + damage immunity (uni) Bio Selectors.
Silk shield + webbing Bio Selectors.
 
Leadership characters - Only need ranking and mastery to be helpful. Characters worth further investment are marked with ‡
Boost Character(s)
48% Damage to Male She-Hulk (uni = +55%)
45% Energy Attack Hela, Ironheart
45% Energy Attack for Blast Ancient One‡, Star-lord (uni = +50%)
45% Physical Attack Gorgon, Beast
40% Energy Attack Ebony Maw
45% All Attack Magneto‡ (for X-men)
36% All Attack Moon-Girl‡
24% All Attack Wiccan‡, Sin, Punisher, Ultron, Shang-Chi‡, Hyperion‡, Hogan, Cyclops‡ (+24% All Defense)
30% Energy Attack Crystal‡, Singularity, Lash, Captain Marvel‡, Modok, Blackbolt‡
30% Physical Attack Elsa‡, Deathlok, War Machine, Crossbones, Winter Soldier, Ulik‡, Hulk
18% All Attack, 18% All Defense, 6% Speed Wasp‡
36% All Attack for Universal Ronan‡ (+36% all defense), Medusa‡
60% Lightning Damage Lincoln
60% Fire Damage Satana‡, Red Hulk‡
60% Cold Damage Misty Knight
 
Support characters - Generally cannot be main damage dealers unless marked
 

The Daily Grind:

Complete each of the daily "challenges". Most of these modes should be done during Hot Time (reduced cost and increased rewards) which occurs twice a day for 3 hours (6 AM/PM Pacific Time). Most can also be played on "auto" by using clear tickets. For Story missions you can "autoclear" which will insta-clear the level giving you gold and shield/alliance experience, but it will not give your characters experience.
Story missions (1+/day):
Complete story mode chapters up to 10 as soon as you can. You can level characters more quickly using higher levels. After you have done such, here's a list of story mode characters (alphabetical) that you might want to get:
 
Special missions (20 min/day):
Rank New Avengers Inhumans
1 Songbird Crystal
2 Wiccan Gorgon
3 White Tiger Moon Girl
4 Squirrel Girl Maximus
5 Hulkling Karnak
 
Daily Missions (2/day)
Fairly easy missions with great rewards including: gold and the option for Iso-8/nornstones, more gold/experience chips, or M'kraan Shards (X-men material).
 
Villain Siege (1-3/day)
This is a fossil of previous “end-game” content. It is more important that you win the battle then you use all of the recommended characters. If you know it will take you two tries, then use a team with NO recommended characters first, followed by one with 2-3 of the recommended characters.
Use the Chaos Tokens for: Elsa >> Chaos Custom Gear Chest/Chaos Chest > Ant-man > Lash
 
Timeline (1-10/day)
A "one vs. one" matchup that gives honor tokens for each battle (win or lose) and crystals at the end of the week for how high you scored in comparison to others. Note that your characters start with all skills on cooldown while the enemy's do not. At least do one a day, but it would be worth it to do all of them.
Use the Tokens on Captain Marvel > Warwolf > Honor Card Chest/Honor Chest > Gamora
 

More to Grind

Alliance Battle
Great source of gold, norns, and bios. Here's a chart of who to use from my Alliance Battle Guide:
Day Main Damage Leader Support Notes
Open (x2; reset day) Loki, Sharon, Hellstorm, Strange She-Hulk, Ancient One, Gorgon, Hela Warwolf (T2), Coulson (T2), Groot (T2) save combat/villain (i.e. Carnage) for XAB
Combat Hobo Iron Fist, Agent Venom, Carnage, Black Panther, Moon Knight, Red Hulk, Captain America She-Hulk, Hulk, Shang-Chi Groot (T2), Warwolf (T2) save T2 Warwolf for XAB, unless you have T2 Coulson.
Blast Sharon, Enchantress, Strange, Mantis, Cyclops Ancient One, Star-Lord Coulson (T2)
Speed Elsa (L), Kate, Rogue, Silk, Kid Kaiju Elsa, Winter Soldier Baby Groot (T2) Speed day is tough. Get Elsa's uni and her T2.
Universal Loki, Hellstorm, GR (Robbie Reyes), Captain Marvel, Black Order, Dmmu, Odin Ronan, Medusa, Hela Throot (T2) Loki strikes again.
Female Sharon, Floki, Elsa, Mantis, Rogue Hela, Ancient One (uni) Ancient One (uni) Starog is easier than Loki (uni) and would allow Floki to be used for XAB as DPS (if no BO) or team-up (w/DMMU).
Villain Loki, Enchantress Ronan, Hela n/a Looookiii
 
Dimension Rift (3 "completions")
Coordinate Rifts with alliance members to get completion bonus (gold, dimension debris, energy). MFF etiquette strongly suggests you commit to several battles in a rift if you choose to enter it.
Cards to farm: Loki, Nebula, Baby Groot, Star-Lord/Yondu, Zombies (Heroic Rifts), and Punisher (Heroic Rifts)
Characters to farm: Loki > Wasp/Yellowjacket/Groot > Ronan > others
 
Co-Op (5 "Rewards" collections)
It is worth it to increase your VIP to 1 for its benefit in Co-Op alone. There are 8 reward slots that open with increasing VIP. VIP 1 opens the GOLD slot. Otherwise the first slot is random (giving you a chance for gold).
Characters at 4 stars & level 40 Stage ~Gold per ”Reward Acquired”
0 Stage 1 ~260,000
21+ Stage 2 ~280,000
41+ Stage 3 ~320,000
61+ Stage 4 ~360,000
81+ Stage 5 ~400,000
101+ Stage 6 ~440,000
 
Epic Quest Missions
Memory Missions, Dark Dimension, Tracking, Veiled Secret, and Mutual Enemy will eventually become part of your "daily grind," but as a beginner focus only on farming Rogue and Beast from the X-men "Tracking" missions. It might also be worth farming Baron Mordo from Dr. Strange Memory Mission "Road to the Monastery" partially due to the extra obelisks.
 
World Boss Invasion (unlimited)
Your characters will be temporarily maxed for this co-op boss battle. Be sure to read and follow the requirements as best you can. Push the purple button when available. Slot boxes for later and then open them for random norns, bios, and other resources.
 
World Bosses
Gives black anti-matter, chaos norns, and bios for the black order (BO) characters. One of your primary goals of the game should be to beat world bosses as soon as possible. A few pointers:
Once unlocked and clearing 30/35 build up: Strange >>>> Corvus/Proxima > Odin/Dormammu/Jean >> Thanos > Ebony/Supergiant >>>> Black Dwarf.
World Boss Ultimate is ridiculously challenging.
 
Shadowland
A "transition" into end game content, but you can do it! Try your best to get farther each week. Floors 5, 10, and 15 reward bio selectors. These are my Six Pieces of Advice for Shadowland:
  1. Force low tier characters to clear difficult low floors. Save T2 for floors 10+
  2. Plan out all static floors (1, 2, 5, 21-25) but especially floors 22 and 23 (and floor 5 for a beginner).
  3. Keep Track of your Roster.
  4. Unless you want a specific reward avoid Waves, Rumbles, Reflects, Bleeds, and Spider-Army
  5. Keep Track of your Clears and Analyze for Improvement
  6. Have Fun, Take Your Time, and Good Luck!
First time clear rewards are incredible including rank up tickets, cards, awakened iso, and Black Anti-matter for Epic Quests and ranking up Native T2's.
 
Battleworld (1-10/day “when active”)
Occasional event that can reward bios, iso, obelisks, and cards. I would at least do one to get “on the board” and get some reward. It is usually good to max your participation if you can just for the gold participation rewards though which scale up with number of entries.
 
Alliance Conquest
Depending on the activity of your alliance you may be required (or encouraged) to participate in this incredible, interactive battle game between 3 alliances. It is reminiscent of the world domination game Risk).
It has two phases: the obvious Attack phase (3 times a day) and the slightly more confusing "prep" phase. During prep phase all you can do is revive defeated character with alliance tokens from the store or switch defending characters with crystals. It will be difficult to contribute much until you get a few 6* characters.
 

Comic Cards Offer Huge Team-wide Stat Boosts

Check out this awesome card guide. You want to work on building 4* cards with Skill Cooldown and Ignore Defense and then slowly replace those cards with 4*, 5* and 6* cards with Skill Cooldown, Ignore Defense, and Attack. Here are some great cards with "ideal rolls" from Comic Cards INFO:
Card (Acquired) Stat 1* (static) Stat 2* (static) Stat 3* Stat 4* Stat 5* Stat 6*
Loki (Loki Rift) All Attack Cooldown duration Ignore Defense Attack Speed All Defense Energy/Physical Attack
Marvel Zombies #2 (any Heroic Rift) Dodge Cooldown duration Critical Damage Ignore Defense Recovery Rate All Attack
Baby Groot (Groot Rift) Critical Damage Ignore Defense Energy Attack Cooldown duration All Defense All Attack/Physical Attack
Star-Lord (Yondu Rift) Ignore Defense Critical Rate Physical Attack Cooldown duration All Defense All Attack/Energy Attack
Avengers (Nebula Rift) Max HP Ignore Defense All Attack/Physical Attack Cooldown duration Critical Damage Energy Attack
Punisher #19 (any Heroic Rift) Ignore Defense Attack Speed Max HP Cooldown Duration All Defense All Attack
Civil War #4/Thor (Crystal Card Chests) All Attack Physical Defense Physical Attack Cooldown duration Critical Damage Ignore Defense/Energy Attack
 
It is very expensive to "unequip" cards, obelisks, and iso. Build them up in your inventory before you equip.
 

Character optimization for damage/survivability balance

First off: skills that increase by % (i.e. summons, buffs, and shields) should be upgraded.
 
Gears are built similarly for every character
Check this out for more in depth explanation, but this is the basics:
Gear 1st slot 2nd slot the rest
1 Energy/Physical attack per lvl "base" energy/physical or all attack "base" energy/physical or all attack
2 Physical defense per lvl Energy defense per lvl All defense
3 HP per lv HP per lvl or HP HP
4 Skill Cooldown in as many slots needed to get 50% Ignore Defense in leftover slots (until 50%) Crit damage, attack speed, or crit rate if both SCD and Ignore Defense are maxed
† You need to figure out if a character has attacks that base off of energy or phyical. From there you only want one or the other. A bit confusing.
Aim for 17/17/17/17 on characters you use semi-regularly and 20/20/20/20 on your main characters (required for T2 ticket).
 
Attack Iso Sets (OD, POAH, HE) tend to be the best in the long run, but heal (IAAG, SB) and Shield (DDE, BP) have their place.
As a beginner you will likely need survivability boosting until you can max your skill cooldown. It is easiest to roll Stark Backing (heal set), but I am Also Groot (heal set) is better. Drastic Density Enhancement is a shield skill that procs on attack. Binary is a Shield on Defense. As I've moved through the game I have found that I want an attack set (Overdrive, Power of Angry Hulk, or Hawk's eye) on essentially all of my characters. Note that Hawk's Eye can lead to redundant SCD and lacking Ignore Defense.
Don't equip fully awakened Iso unless you for sure want to keep a set (i.e. not Stark Backing, but yes OD or POAH). Equipping 3* or 4* iso on most of your characters should be fine. You can equip 5* and 6* iso on your main World Boss and Alliance battle hitters.
 
Obelisks ideally should have some attack stats and either a damage increase "1 attack" or an invincibility proc.
For Obelisk building start with:
and then upgrade/change option until you get a good proc. Ideally increase damage "1 attack" (any mode but especially XAB) or invincibility (any mode but especially timeline and alliance conquest).
 
Uniforms:
Never buy uniforms unless they are on sale (750 or less). I would not buy uniforms just for the sake of increasing the stats of another uniform wearer. There is always a benefit from buying a uniform for a character that you use, but there are definitely a few "game-changers":
 
 
Tier-2
T2 will always increase a character's overall power, but there are a few that are particularly useful. When looking to Tier 2 a character take particular note of how their skills may change and possible team-wide boosts.
Elsa, Black Bolt, and Carnage absolutely need their T2. They gain a damage immunity (invincibility for Carnage) on one of their skills which significantly increases their survivability.
Support characters have significant team boosts at T2 which may make their T2 of higher priority than other "worth it" T2's. These include Coulson, Warwolf, Groot, Wasp, and Mantis.
 
Skill Rotations
When using a character, the order of skills you use can have a significant impact on survivability and damage output. Try to prioritize higher damaging skills (usually 5, 4, and 3) and buffs (usually skill 5 or 3) while also preventing overlapping survivability mechanisms (damage immunity, iframes, guard-hit shields, and crowd control). As an example look at Sharon's skills:
Damage Immunity ... ... i frame
3 1c 5 2c 4(c)
Skill 3 starts the damage immunity. Skill 1 is a non-iframe skill. Skill 5 ends in an iframe and the beginning of skills 2 and 4 are both iframes. You could also just do 3-5-4 with similar reasoning. With the Starlight uni do not cancel skill 4 (the iframe/main damage is at the end).
I've compiled a list of skill rotations specifically for Shadowland, but also useful for any other mode. Keep in in mind that stun-type debuffs have no effect on World Bosses (other than Skill 2 "Charm" of Enchantress).
 
Uru are a huge resource sink-hole that become increasingly available to you from level 60-70
They can fill in the cracks of your character build after you have used up your gear options. Do not try to get mythic uru unless you are willing to sell your soul rather shoot for 4* and maybe 5*. Once you are at level 70 try the following algorithm:
  1. Fill all empty uru slots with worthless 1* uru (physical defense) then amplify until you have 3-4 shiny spots.
  2. Equip 2 attack uru (energy or physical) on each gear in the amplified spots.
  3. Max Skill cooldown at 50% (200=1%).
  4. Max Ignore Defense at 50%. (200=1%).
  5. Equip whatever you feel the character needs. Critical Damage/Critical Rate are solid options (boost at about 2:1 ratio). Attack speed is useful, but not for every character (shortens iframe time). HP and Energy Defense is great for Destroyer. Dodge might be useful.
If you only have a few slots available then I would focus on SCD and Ignore Defense, but recognize the uru you equip might not be there to stay. Amplifying is RNG (as most things in this game are) and you may end up with redundant stats (i.e. a slot with SCD or Ignore Defense gets amplified).
 

Lab upgrades (especially Item Shop) may have some value**

How much you actually want to upgrade these things is up to personal preference, but imho it is generally too costly. But you can get a second opinion
 

Quick Start Glossary

I tried to avoid jargon and acronyms specifically in this guide, but head over here for ones you will definitely come across.
 

Updates

submitted by aby_baby to future_fight [link] [comments]

VPN over Satellite: A comparison of approaches

Different answers for conveying IP traffic over satellite have been proposed, however every one has had some constraint that kept it from ending up generally embraced. As of late Encore Networks discharged their VSR-30 3DES VPN gadget, which offers the most famous highlights of IPSEC machines, however leaves the IP header decoded. This element makes the VSR-30 alluring for satellite-based VPN applications in light of the fact that noticeable headers permit VSAT Systems to advance throughput.
The Problem
All together for a two-way satellite administration to perform appropriately related to customary earthly systems (Internet, Intra net), satellite information systems must utilize extraordinary procedures to manage the additional 44,600-mile space fragment of the association. Without those means, the expanded inertness, the time required to cross the additional separation, implies that TCP seriously confines execution.
The Internet depends on the Transmission Control Protocol (TCP) to guarantee parcel conveyance without blunders. TCP works by sending a specific measure of information, the "window estimate," at that point trusting that the collector will send an affirmation of receipt. With TCP, the sender can't transmit more information until it has gotten an affirmation. In the event that an affirmation does not land in a convenient way, TCP accept the bundle was lost (disposed of because of system blockage) and resends it. At the point when parcels go unacknowledged, TCP additionally eases back the transmission rate to diminish clog and to limit the requirement for retransmissions.
TCP/IP sessions begin sending information gradually. Speed works as the rate of the affirmations confirms the system's ability to convey more traffic. This is known as moderate begin, trailed by an increase in speed. The speed of the association works until the sender identifies parcel misfortune from an absence of an affirmation. This enables TCP to accomplish the quickest commonsense information exchange rate for the conditions present on the system.
Earthly systems regularly have round-trip latencies in the scope of 35 to 100 ms. Satellite systems, because of the separation of geo-synchronous satellites over the equator, require 550 ms or more. Some satellite associations have a lot higher latencies. Contingent on the satellite equipment and membership strategy of the specialist organization, latencies of 800 ms to as much at 2,000 ms or more can happen. TCP translates the extra satellite travel time as system clog. On the off chance that uncorrected, this impact makes the system send every one of extra bundles at the moderate begin rate.
Current satellite information systems utilize a strategy alluded to as TCP speeding up or IP satirizing to make up for the additional time required to travel the space fragment. Unique hardware at the bearer's principle satellite center point seems to end the TCP session, so it appears to the sender as the remote area. In reality the gadget at the satellite center point goes about as a transfer or forwarder between the beginning earthly area and the remote satellite unit.
At the point when the caricaturing hardware gets Internet traffic bound for a remote satellite area, it quickly recognizes receipt of the bundle to the sender so more information parcels will pursue expeditiously. Along these lines the sender never encounters the genuine dormancy to the remote site since affirmations return quickly. Therefore, TCP moves out of moderate begin mode rapidly and works to the most astounding commonsense speed.
To keep bundles from being recognized twice, the caricaturing gear stifles affirmations from the remote site. Along these lines, PCs behind a satellite connection convey consistently and productively with servers on the earthly Internet.
IPsec VPNs not just scramble the information bit of parcels, they likewise encode the TCP port number and IP address of the sender's PC. (Consider TCP port as the loft number while the IP address is that of the structure.) Consequently, just the VPN programming at the remote site can translate where bundles began and recognize receipt of information.
Prominent IPsec VPNs, in this way, rout TCP quickening over satellite connections since ground stations can't change the fields in the header when those fields are scrambled. This circumstance necessitates that affirmations travel the space section twice (finished and back) and results in generous execution debasement. The effect on execution increments as the inertness rises.
To decide the impact of inertness on execution and to gauge the viability of an option VPN gadget, engineers at VSAT Systems exchanged an assortment of information records over a fantastic satellite connection under controlled conditions and estimated the outcomes.
Test Procedure
The test looked at exchange rates over a Cisco 1711 IPsec VPN and an Encore VSR-30 Selective Layer Encryption (SLE) machine to one another and to the speed of document exchanges over the open Internet (decoded). The information moved from remote to server, at that point from server to remote utilizing FTP. Exchange rates were estimated in kilobits every second (Kbps). The test used six distinct documents to gauge information exchanges rates: 500 kilobyte, 5 megabyte, and 10 megabyte records in both compressible (content) and non-compressible (binary)forms.
Both the Cisco and Encore gear utilized 3DES encryption. In any case, the Encore unit's SLE encoded just the information, leaving the IP and TCP headers available. With the headers available, the scrambled parcels are perfect with a wide range of satellite modems and all strategies for TCP increasing speed.
The test exchanged documents between two likewise designed Free BSD PCs containing three indistinguishable system cards. With three cards in every framework, the PCs could multi-home and physically separate information. The subsequent three information ways encouraged the close synchronous testing of the two VPN circuits and the decoded, clear association.
The remote association used VSAT Systems NetModem II (www.vsat-systems.com/satellite-web/hardware.html) charged for 512 Kbps/512 Kbps administration to the Internet. The host side had a link modem association running at 3 Mbps/384 Kbps. The 384 Kbps outbound association restricted the capacity to test the full 512 Kbps download ability of the satellite modem, however it provided sufficient outcomes to analyze relative velocities of encoded and decoded information originating from the host.
The inactivity of the VSAT Systems satellite connection (www.vsat-systems.com) utilized in these tests ran from around 550 ms to 625 ms. Some satellite associations (www.skycasters.com) have a lot higher latencies. Contingent on the satellite equipment and membership arrangement of the specialist organization, latencies of 800 ms to as much at 2,000 ms have been watched.
The exhibition of any common transfer speed framework fluctuates for the duration of the day. To limit transfer speed impacts on results, five emphasess of each test kept running at various occasions. To additionally decrease the impact of transmission capacity vacillations, the testing grouping advanced through every one of the six records, once toward every path, before rehashing the exchange of any one document. For instance, the 500 K content record went through the SLE burrow, at that point the IPsec circuit, lastly free.
Next a 500 K double document went through each circuit, etc. Each interleaved succession of exchanges rehashed multiple times. An effective VPN arrangement must accomplish more than essentially exchange documents capably. An opportunity to set up a TCP/IP session can fundamentally affect how applications keep running over a high-inertness association. To pick up a sign of the rate at which the associations could set up TCP/IP sessions, the test system exchanged an index document and a gathering of site pages forward and backward.
The time required to build up a TCP/IP session can noticeably affect the exhibition of some web-empowered applications. Since each document incorporated into a
page requires the program to begin another HTTP association with the server, a page with various illustrations, surrounded content, or media in outer records will cause a deferral as different associations open and close. Comparative conditions happen in FTP associations as a customer crosses the server's document structure if that activity includes different records.
To outline TCP/IP session inception productivity, the test convention included two extra methods. To begin with, every server exchanged a registry containing records of various sizes and piece over and back over the associations utilizing FTP. Second, the servers moved a progression of site pages to and from the remote site utilizing HTTP. Since both FTP and HTTP must set up another association for each document, this methodology gave a technique to evaluate begin/restart timing issues related with VPN burrows reached out crosswise over satellite connections. For accommodation, the FTP and HTTP tests estimated the absolute time required to exchange the separate information starting with one side then onto the next, not an opportunity to restore every individual association.
Results
The 3DES Selective Layer Encryption innovation demonstrated reliably quicker than IPsec encryption in every one of the three classes: FTP record exchange, FTP index exchange, and HTTP website page downloads. This is true to form since SLE leaves the TCP/IP headers free which enables the satellite administrator to perform IP parodying or TCP speeding up.
In half of the FTP document exchanges, Selective Layer Encryption achieved higher information exchange rates than the decoded circuit. Information moved 20% slower over the IPsec association than it did over the decoded channel while moving from host to remote and 38% slower going from the remote to the host.
Both the chart on page 3 qualified FTP for Remote Site and the one above marked FTP from Remote Site present the mean qualities for five cycles of each document type.
Particular Layer Encryption additionally performed well in the TCP/IP concentrated tests including registries and site pages. While downloading the registry data to the remote website, SLE performed just 7% slower than the decoded association analyzed Visit Our Website: https://www.vpnbeats.com
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Fantasy Stock Pro Review - Ryan Harper's new day trading software strategies Is is Scam or best penny stocks listing

Fantasy Stock Pro Review - Ryan Harper's new day trading software strategies Is is Scam or best penny stocks listing Helo, viewers we have made a under processing review about "Fantasy Stock Pro" which will update step by step how this day trading stock picks perform in market. Fantasy Stock Pro's Ryan Harper promises very high and quick returns to it's traders. But is this online stock investing software system a scam or it is best trading penny stocks in the market? Free download Fantasy Stock Pro as now hot day trading penny stock.
Product: Fantasy Stock Pro
Owner: Ryan Harper
Niche: day trading strategy
Website: FantasyStockPro.Com
My Fantasy Stock Pro Review
Binary option trading software is simply and one of the best way to execute winning trades without analyzing charts and following the market conditions but some trading platforms can prove to be a scam. The main header of the official website is the first thing we noticed that is not legitimate.
We see messages like this, normally in the binary options market with engineers attempting to make their items appear to be more imperative than they really are. Ryan Harper, creator of the software, trusts that he can instruct individuals to utilize his platform to make unbelievable huge profits of dollars every week.
Does Fantasy Stock Pro Scam
The Fantasy Stock Pro page likewise comprises of a story that clarifies how Ryan Harper ran over this technique. He let the traders know that he lives in Las Vegas and was really beginning to bring home profits playing blackjack yet, in the end, he came to the end of the month and he was dead bankrupt. In spite of the way that he was rendered bankrupt from playing blackjack he felt that he could utilize his blackjack system while trading stocks.
Ryan claims it’s conceivable to take 500 dollars and transformed into 500,000 and just 5 exchanges. There is no real proof that this software really works and this is the reason why we not recommend you to invest in another more reliable and trustworthy binary options system.
Is Fantasy Stock Pro Auto Trading Software
We won’t be recommending Fantasy Stock Pro software in light of the fact that it’s not an approved binary options trading software and the deals page does not persuade this is much else besides a “get rich fast” plans. As it’s highly unlikely for a free software to make you a millionaire in a matter of 5 minutes. So the traders should pay attention towards the privacy policy and agreements of the site as it does not seem legit to us.
Conclusion
After detailed investigation our team concluded that this Binary Robot is not safe. The lack of real and unbiased reviews on the Internet only increases our uncertainty. After opening an account with this auto-trading system, we have not yet achieved the profits advertised on their sales page. Unfortunately we cannot confirm that this robot is decent. .
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Note! If you are new to binary options and different strategies please go to our strategy page where we cover the topic comprehensively!. If you’ve studied and understood my previous posts about the fundamentals of binary option FX trading and binary options indicators, you are now ready to trade for real.Here are 3 different strategies that I use, choose one based on your risk appetite. 4 Simple CCI Scalping Trading Strategies (5 minute chart) The Ultimate Guide To The CCI Slingshot Trading Strategy; 5 Authors Discuss Scalping As A Trading Strategy; Sweet Light Crude Oil As At January 10, 2019; Is Your Broker Safe From Identity Theft Attacks? Binary Options Tidbits As At June 11, 2016; Ichimoku Renko Trading Strategy Binary Options Strategies ... Download the 3 Moving Averages Binary Options Strategy. GBP/USD 1 Min Chart Trading Example. As shown in the 1 minute British Pound/US Dollar chart above, the 3 MA strategy produced 4 buy PUT winning trades. Read the rules below. Click the picture to enlarge. Trading Rules. Buy CALL Option: Blue MA crosses the yellow MA from below (bullish trend) Light blue MA ... Binary Options Strategies; Bitcoin Binary Options Brokers . A binary options trader can easily make money using a momentum based strategy. Look for fast movement and jump in the direction of the move. This is a simple strategy, but it may take some time for a trader to hone their skills and understand what big momentum looks like so that they ... Best Binary Options Trading Strategies That Work: There are several tries and tested binary stock options strategies that are commonly used by binary options traders. These are actually binary options strategy that works. You need to understand how these strategies work, for you to be to employ them effectively. Strategies with these indicators. Many strategies published on this website are using one or more of these favorite indicators. You can find a few of them below. Binary Options Fibonacci Strategy. The fibonacci retracement tool is probably the least understood, especially among the new traders. They hardly realize about the importance of having ... Submit by Nurayev 24/12/2013 Binary Options Strategy: AGTS V.5 is a Strategy High/low (trend following),. Best signal AGTS winner signals. In this post i have shared AGTS V.5, and AGTS V.5.1. Try this binary options strategy and good look. The 1-minute binary options or the 60-seconds time frame is the best chart for trading binary options. In other words, the best binary options expiration time is the 60 seconds time frame. We recommend highlighting the starting point on your charts. And the ending point of your 50-candle low that you have identified. Simply draw two vertical ... Each type of binary options chart has advantages and disadvantages, and once you understand the differences you’ll likely find that one type appeals to you and your trading methods. Before starting there a few points about charts which are universal to all forms of charts discussed below. The Y-axis, or numbers written up and down along the side of the chart, is the price. The x-axis ... To confirm the trend on the H1 chart the trader must check the direction of the price movement at a higher time period. Stop Loss orders must be placed at the High / Low the day before plus 20-30 pips. Take-profit must be twice as big as stop-loss, or trade can be closed after 4-5 days of fall / increase since opening. Share this post. 1 Response to "Strategy TRAFFIC LIGHT" Richard wolf June 8 ...

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