Sentences with phrase «much damage each attack»

Not exact matches

The North Korean malware program WannaCry did serious damage to computers around the world last year, but it would have been much worse if not for the rapid discovery of a flaw in the attack found by young British security researcher Marcus Hutchins.
Drone attacks are no different — except that they are much more accurate, have less collateral damage and we can see what we hit.
Although he's playing a slightly strange position right now, he's free to attack without causing too much damage defensively.
The damage is much much greater because Obama was OBSESSED with creating false narrative of partisan attacks for the past 10 days over the wall street issue.
«Instead of cleaning up when neurons die, the microglia assume they're under attack when they see too much cell death and kill nerve cells as collateral damage,» says Tanzi, who led the research team.
The brain mapping capabilities of the transcranial magnetic stimulation demonstrated that a transient ischemic attack is in fact causing brain damage which lasts much longer than previously thought.
«If you have too much sodium and too little potassium, it's worse than either one on its own,» said Dr. Thomas Farley, New York City's health commissioner, who has led efforts to get the public to eat less salt... «Potassium may neutralize the heart - damaging effects of salt,» said Dr. Elena Kuklina, one of the study's authors at the Centers for Disease Control and Prevention... The research found people who eat a lot of salt and very little potassium were more than twice as likely to die from a heart attack as those who ate about equal amounts of both nutrients.
The compartments aren't able to expand as much as they're supposed to be able to under increased pressure and you get a ton of pressure within the muscles and as that happens, it compresses nerves and blood vessels and decreases blood flow which means that the tissues inside that compartment don't get enough oxygen rich blood and they are essentially oxygen starved and they become damage the same way that your heart, if oxygen starved, undergoes a heart attack and this can not be painful but can be damaging to the muscles.
If the attack on p.acnes is mild and controlled then the collateral damage won't redden and swell the pore up anywhere near as much.
It all came to a head when I had my first heart attack and my heart suffered too much damage that I ended up having a Heart Transplant.
The attacks come from misconceptions that eating beef is connected to obesity and heart diseases while raising grass - fed cows will damage the environment because the cows will eat so much grass and not give grass enough time to grow back, stripping many pasture lands of greenery.
If acne is created by your immune system attacking p.acnes bacteria with too much power (which most are) then this bombardment also damages the surrounding tissues.
Too much homocysteine can damage blood vessel walls, and high levels of it are associated with increased risk of heart attack and stroke.
Also a good chunk of the combat takes place at range which you do have limited ammo but in my opinion they give you to much ammo with Caddoc getting 40 bolts and E'lara getting 100 arrows and your ranged attacks usually do a lot of damage (at least with Caddoc's crossbow) which pretty much makes you end up using ranged unless forced to go melee because you will die easily.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
Melee in this game is void of skill, it is nearly 100 % stat based and you can simply quick swing, power swing or block and the different swings only differences are damage and time taken to execute which in combat comes down to can i take him down with one or two hard hits or do i need to block a bit and beat him down piece by piece there is no dodging to counteract your possibly poor block skill or lack of shield there is no need to understand enemy attacks either they will hurt you if they hit you or if you block it it will hurt alittle or almost as much as normal and with spells and archery its all relevant the spells do elemental damage so the enemy is either resistant, weak, or neutral to a spells type not to mention that every spell has its different element counterpart.
It's in many ways akin to a raid boss, as you chip away at its health while trying to read its attacks and avoid taking too much damage yourself.
For all the hype about exploring Batman's damaged psyche, Nolan and Goyer haven't added much beyond a corny opening in which he falls down a well and is attacked by bats.
Most of his attacks do minimal damage, so taking him out shouldn't give you too much trouble.
Dodge the first phase and either block or dodge the second and then get in close to attack, unleashing as much damage as you can.
In Monster Hunter 4 Ultimate, Deviljho's special move was a wide - ranging breath attack that dealt damage with the Dragon element — similar to Anjanath's fire breath, but in a much larger cone.
It didn't take much to start dishing out counters and heavy damage, though stringing together a really long combo meant setting a solid pace and having a dedicated eye for incoming attacks.
And due to resistance build - up and some monsters taking less damage to the explosions themselves, for dps, you'll get much more destructive results paralyzing a monster, then pitfalling it, then paralyzing it again, while people go crazy with element attack up and the correct element on the monster's weakspot.
Targeting those vulnerable, breakable bits of your foes is made easier by the introduction of damage numbers, which change color depending on whether you're striking a weak spot, and generally give you a much better indication of how effective your attacks are than in any previous iteration.
There isn't really much to offer here as the stats mostly pertain to attack, defense and technique, the last of which doesn't seem to do much in actual battle aside from allowing the player to unleash a frenzy mode where attacks do more damage.
For instance, while the Hunter, who uses a bow, has the highest attack speed and range, he doesn't do much damage per strike.
Although you can skip attack animations (which take far longer than they should), doing so means that you can't see how much damage you or your foes inflicted.
It made the combat a little too chaotic not to mention the fact that even if you didn't really execute all of the moves, you attacks could still connect even if they didn't do much damage, so it felt like a wasted effort.
Players will then take take aim and fire away at the Neighbours and if players can link attacks between members of a team, they can deal much more damage.
If a dog attacks people or other dogs but does not cause much damage, it may be labeled as potentially dangerous.
In that instance, if a scuffle were to happen, it's amongst equals in size and damage is much less than when it's a big dog attacking a little one.
Mewtwo's Fast Attacks won't deal much damage, but its Shadow Ball is devastating enough to justify its selection.
While the length of its Synergy Burst has been reduced, alongside increased damage scaling on its high stance weak attack, Pikachu Libre now has a much more consistent evasion tool in its low stance weak attack.
With little in the way of special abilities at your disposal and enemies proving fairly challenging combat feels rewarding, but as you progress through the game and earn more abilities the standard attack becomes next to useless as abilities recharge so quickly and do so much damage that using anything else feels pointless.
To compensate for stupidity the AI are granted a series of bonuses to their stats that can make battles feel annoying because it quickly becomes clear that they can output more damage than you or have much higher chances of dodging attacks.
Your party does have an energy meter based on how much damage they are dealing and taking, which allows them to summon different spirits for different kinds of attacks or benefits to the party.
Thus, enemies have decreased HP, attack power, and defense, while your character will inflict much more damage.
Brigades can attack at will with little regard to their defense and dish out loads of damage while sustaining lots of damage or can focus on their defense so as not to sustain too much damage too quickly while dishing out slightly less damage to enemies.
Regular attacks didn't do much damage to him, so I had to use Spellcasters which were turrets located on platforms.
These moves can also be done with the special attack button much like any other fighter in the game, but doing it the Street Fighter way gives you a small boost in damage output.
The battle system works on a real - time damage system, much like Fable and you can switch between party characters too, meaning you have a full arsenal of attacks to vanquish your foes.
This rhythm is broken up by a myriad of natural abilities and spells that allow minions to take actions on the turn they're summoned, appear anywhere on the board, buff each other or your hero, summon additional creatures, gain immunity to certain types of damage, help you draw cards, provoke enemies into attacking them, and much, much more.
The Fire Arrows do as much damage as a jump attack with the Master Sword or one slash with Biggoron's Sword.
Most gear you collect will buff at least one of your four base stats: Strength and Ability determine the offensive power of basic attacks and special moves, while Defense and Health dictate how much damage your superhero can absorb.
With so much power the axe possesses, Kratos can make it all powerful by upgrading it and putting in at least two runic attacks that can deal massive damage.
The input timings are also much more accessible, so you no longer have to perfect your muscle memory to inflict the most damaging attack combo.
There are two separate kinds of special attacks; one is a block breaker that can be used sparingly while the other is a flashy Musou attack that deals massive damage across a much larger scale.
Attacking from another point does not do as much damage, but rather fills up the Chain Gauge which awards extra experience and other bonuses.
Much like your typical RPG, elements play a big role in Metronomicon: Slay the Dance Floor — you'll always want to make sure you're dishing out attacks enemies are weak too in order to inflict maximum damage.
FlatOut 4 delivers a good number of game modes too: by racing variations you've got the pure race mode, the assault mode where guns become available to make the race even chaotic, the carnage mode in which you gain points by causing as much damage as possible, and two variations of time attack.
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