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.