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* Faction of corpse's player is relevant. Dragging corpses in zones where this rule exists will generate aggro.
* Faction of corpse's player is relevant. Dragging corpses in zones where this rule exists will generate aggro.
* Dragging your own corpse
* Dragging your own corpse''' ''' safe.
* Dragging someone else's corpse out of range of NPCs doesn't generate aggro. They must see you perform the dragging action in their aggro radius.
* Dragging someone else's corpse out of range of NPCs doesn't generate aggro. They must see you perform the dragging action in their aggro radius.
* Dragging someone else's corpse within range while invisible doesn't generate aggro unless the NPC can see through invisibility.
* Dragging someone else's corpse within range while invisible doesn't generate aggro unless the NPC can see through invisibility.
Revision as of 12:55, 17 August 2019
This page is intended for a more technical discussion of the game mechanics. For instance, equations governing combat, how STA translates into HP, how the con color system scales with level. It is important that this information applies to p1999 mechanics, as opposed to Live mechanics, post-Velious mechanics, or EQEmu mechanics. Each topic can have a list of reference links which may or may not apply. There should be consensus that the information is valid for p1999 before it is copied into this page.
Miscellaneous Details for p1999
These are verified to be true on Project 1999. These are largely changes that were announced during patches.
- If a mob is moving (not including a result of fear or flee) when the damage from a dot is applied, it will take 66% of the damage that it would have normally taken.
- All classes that can exceed 200 Bind Wound can bind to 70%.
- Can only assassinate humanoid targets.
- Monk AC weight penalty starts at 14 and scales up at certain levels. More details here
- The /target command can target mobs, players, or corpses as long as they are "within range."
- Bash damage absorbed by a rune can still stun you.
- PvP Attacks do not require the attacker to be facing their target.
- Rogue hide will function the same as invis + IVU stacked, while providing protection from nearly the entirety of mobs that would otherwise see through magical invisibility.
- Non-rogue (racial hide) will only function the same as magical invisibility.
- Mobs that see through invis/IVU will similarly see through racial hide, but not rogue hide except in extremely rare cases, including but not limited to Fire Giants in SolB and Chokidai in Chardok.
- One 24 hour period of game time lasts 72 minutes in real time.
- Night time starts and ends at certain hours and varies from zone to zone. The most common night time cycle is 9pm - 7am.
NPC Behavior:
- Level 56+ NPCs are immune to stuns.
- NPCs level 50 and above can be taunted. (Blue only)
- Blinded mobs will attack anything in melee range before fleeing.
- NPCs have the potential to gate starting at 20% of their health.
- NPC's will regain 25% HP after gating.
- NPC perma procs can't proc unless damage is done to the player.
- Vox and Nagafen will banish players over level 52.
- Mob AE's hitting a Feign Death player does break FD and will add player to aggro list. (March 2013 Patch)
- Mobs do not immediately aggro players within 3 seconds of spawning, and they are immune to any non-targetted spells (PB AEs or targeted AEs they aren't the target of) in that time.
- Any spells cast by NPCs on PCs will break FD, regardless of resist. Except dispells.
- Being perceived as invisible (whether that be from invis/sneak/hide) when standing from FD does not remove you from NPC feign memory.
- Added the distinction between direct and indirect hate: Mobs with indirect hate (obtained by another mob yelling for help) on a target cannot yell for help to transfer hate for their target to another NPC. The only way to prevent the transfer of direct hate to another nearby NPC is to be sneaking in the proper area of that NPC's visibility. Invis/IVU/Hide etc. no longer have any impact on whether direct aggro will be transferred.
- Some mobs now have the ability to scan the surrounding area for new targets while already engaged.
- Most high end raid targets will announce to nearby players which player was first to engage. This should help when multiple guilds attempt to engage simultaneously.
- (all) npcs can innately proc on attacks. This isn't limited to kick and bash. Theoretically, they can proc innates on contact hits.
- NPCs who cannot see you will not respond to /say.
- Completing quests with an NPC who is charmed will no longer trigger faction changes associated with that quest/npc.
- Aggro checks on mobs that are engaged will not ignore players who are sitting. Sitting will add you to their hate list.
- Detrimental AE spells have an upper limit of 25 targets, as per a special change in the September 5th, 2016 patch, to limit large AEs contrary to classic so as to prevent certain game exploitations on p99. Full details are in the patch thread: Patch Notes 9/5/2016
- Druid charm CHA equivalence identical to necromancers (further details?).
- Lifetaps will only resist when outside the level limit (which is? 6 levels?).
- Regular runes absorb spell damage.
- All buffs go into the main buff window, including bard songs, which count towards 15 buff limit.
- Level 51+ buffs have a limited level range for the target they're being casted on.
- The Lull line of spells do not notify the caster when they have worn off.
- Giants/Dragons may no longer be stunned or mesmerized.
Melee Combat:
- Crippling blows have a chance to stun.
- Rogues can get critical hits, deadly strikes, and assassinates on throwing attacks.
- The player attack delay floor is 5 delay.
- Archery has no damage bonuses.
- Offhand double attack can only succeed if double attack skill >= 150.
- Weapon damage cap for sub-30 players (added 2/20/12).
- All Hand to Hand weapons are now 1H Blunt weapons (changed 2/20/12).
- "Classic pet experience distribution." In a group, a pet does not take a portion of the experience. When soloing, if the pet does more than 50% of the damage on a mob, it takes half the experience for the kill.
- NPCs/pets can equip items in all slots.
- NPCs/pets can swap weapons if the new weapon has a lesser delay.
- Pet damage increases if given a weapon with damage higher than their innate damage.
- Warrior NPCs/pets bash more frequently than kick.
- No out of combat regen bonus for pets. (this does not apply to sit regen bonus)
- Higher level Magician, Necromancer, and Shadowknight pets will automatically dual wield. Otherwise, pets only DW if given two weapons. (Blue only)
PvP Details for p1999
Strikethrough = Seems to no longer be true (dumb change, but no longer true)
These changes were made with red99 in mind, although some may apply to general PvP combat on p99 as well.
- Archery will not work over water
- PvP Spell Damage was reduced from 80% to 66%.
10% chance for direct damage spells to land for full until the chance to resist the spell is <=10%
5% chance to land any spell
- No heart beat ticks with Root in PvP.
- No Partials from Root and Snare (such as snared for 2 seconds, then break)
- Resist rates on Root and Snares are increased in PvP.
- There is a chance to break root from melee. The chance for root to break is equal to 20% of the damage dealt.
- Players can water dance / hop to avoid getting hit by detrimental spells in PvP.
- OOR dispelling is disabled.
- Lifetap over time spells properly display on the target's buff bar.
- Mitigation disciplines reduce both incoming PvE and PvP damage.
- Mesmerization spells bypass the level checks when used in PvP. Note: Players will not be mesmerized by their own AoEs if they are above the level cap (temporary note, due to technical aspects).
- Damage shields do full damage in PvP.
- Level 50+ rangers will get the same bonus against non-moving, non-rooted players as they do against NPCs.
- A maximum stun duration exists. The values on this are still being tuned.
- Pet cast spells have the same resist modifications as player cast spells.
- Pets, when charmed, will be instantly poofed.
- Rogue blinds last a quarter of their PvE duration, but will have their partials skewed higher.
- The maximum resist chance has been set to 98%, up from 95%.
- Linkdead players who are engaged in PvP combat will not poof after 30 seconds.
- A number of spells are unresistible, such as Rapture, the Winged Death line, the Lifetap line, and Splurt, although Winged Death line of spells, as well as Breath of Ro fire-based DoTs, are currently bugged and SHOULD have a -10 and -100 resist check, respectively.
- Root spells have linear resist functions, and are broken into 3 tiers with 98% resist caps at 60mr, 90mr, and 125mr.
Exclusive to Red99:
- EXP Bonus scaling added 2/20/12. The Bonus will scale from 100% at Level 1 to 0% at Level 50. (100 - (Level * 2)).
- Merchants separate items with different charges in their list.
- Changed PvP Spell damage from 80 -> 67%. This is reverting a previous change. (spells only)
- Added a 5% per attack reduction in channeling chance.
- Capped tradeskills at 200.
- Spells with a dispel component are resistible on PvP servers (Highsun, Lava Breath, Frost Breath, etc). Pure dispels (Cancel Magic, Taper Enchantment, Alenia's) continue to be unresistible.
- Using an instaclick item will remove any remaining GCD.
- Environmental death on PvP server will now result in no mana after death.
- Set spell debuff bonus to 50%.
- Reduced resist caps of CC spell lines.
- Made poison and disease spells easier to resist.
- Lowered pvp resist base for Malise, Malisement, Malosi, Malosini, Malosinia. This should make them easier to resist.
Simulated Respawn
Minions gather, their forms appearing as time and space coalesce...
A simulated server restart, simulated respawn, or EarthQuake causes all mobs, including raid targets, to respawn. It is manually triggered by a staff member such as Rogean or Nilbog.[1]
"Earthquakes" are designed to simulate the classic experience of EverQuest servers being taken down temporarily for maintenance, which resulted in fresh mobs when the server came online.
- As of 11/18/18:
- 0-3 Simulated Respawns will occur each month; 1-3 being the normal amount,
- and 0 existing as a possibility if Rogean or Nilbog cannot do them at all.
Corpse Dragging Agro
This is a Velious mechanic only.
- Faction of corpse's player is relevant. Dragging corpses in zones where this rule exists will generate aggro.
- Dragging your own corpse IS safe.
- Dragging someone else's corpse out of range of NPCs doesn't generate aggro. They must see you perform the dragging action in their aggro radius.
- Dragging someone else's corpse within range while invisible doesn't generate aggro unless the NPC can see through invisibility.
|corpse dragging agro?
|thurgadinb (icewell keep)
|no aggro
|no aggro
|no aggro
|no aggro
|no aggro
|no aggro
|no aggro
Once you surpass your character's weight limit, you will become encumbered.
- This will cause a loss of movement speed and agility, which, in turn, causes a loss of AC.
- Your weight limit is determined by the amount of strength your character has.
- Monks are subject to much lower weight limits than all other classes.
- They will face an AC penalty for exceeding a weight of 14.9 before level 15, 15.9 for levels 15-29, 16.9 for levels 30-44, 17.9 for levels 45-50, 18.9 for levels 51-54, 20.9 for levels 55-59, and 24.9 at level 60.
Corpse Decay Time
A player corpse resulting from a normal death will decay exactly 7 days after it was created, regardless of the player's level and if he or she is online or offline during that time.
A normal player corpse can be resurrected only within the first 3 hours after death. This timer only ticks if the player (or any player on that same account) is online.
A player corpse resulting from a duel can only be resurrected within the first 8 minutes (or 7?) after death.
A normal NPC corpse with items on it will decay after seven minutes.
The corpse of an NPC level 55 or higher will not decay until 30 minutes after death.
An empty corpse will decay within 30 seconds.
Faction System and Levels
- Main article: Faction
- http://www.therunes.net/faction.htm (live ~2002)
- http://web.archive.org/web/20020618052012/http://forums.castersrealm.com/cgi-bin/eq/ultimatebb.cgi?ubb=get_topic&f=9&t=004566 (live, May 2001)
Note: The numerical values for changing between different con levels has always been debated (e.g. scowling is -1000 or below). These values on p1999 are likely the same as for stock EQEmu but this is unconfirmed. The following information is based off early experiments and direct data from live. Similar to experience numbers, in the very early days of live the direct faction numbers were sent to the client.
Note: The amount of numerical faction raised/lowered for killing any specific mob or completing any specific quest is unknown on p1999. Many of these values are likely similar to stock EQEmu, but significant adjustments have certainly been made.
1. Faction in Everquest
The faction system is the relation ship between YOU, the player character, and the AI controlled creatures of Norrath.
The word faction has two common meanings:
- Faction: noun. An associated group of NPCs, Identified by thier faction number and a faction description. An example of this would 'Faction 232', or 'ClawsofVeeshan'.
- Faction: noun. The relative relationship between you and any given creature as given by the /con command in game. An example of this would be 'Lord Nagafen scowls at you, ready to attack'.
For the sake of clarity, I will use CONSIDER whenever I mean faction(2) and FACTION whenever I mean faction(1) in this document.
Important things to realize about faction:
- Each AI controlled creature belongs to one and only one faction.
- The consider changes that occur when you kill a creature or do a quest have NOTHING to do with the faction of the creature killed or the quest giver. While often they are often similar, that similarity is simply a statement of consistency in Verant's world.
2. How Consider Works
When you /con a creature, the Everquest server generates a number that is your relative ranking of like and dislike from that creature's faction. This number is composed of:
- A modifier for your god
- A modifier for your race
- A modifier for your class
- A modifier for your own faction changing efforts
- A modifier that is spell based
- A modifier that is NPC specific
- A zone modifier
The sum of these modifiers is your consider number. What is output by the client is one of nine messages, depending on the consider number (unconfirmed numbers on p99):
- Below -801, scowls at you, ready to attack
- -800 to -701, glares at you threateningly
- -700 to -501, glowers at you dubiously
- -500 to -101, is apprehensive
- -100 to 99, is indifferent
- 100 to 499, is amiable
- 500 to 699, kindly considers you
- 700 to 1099, looks upon you warmly
- 1100 and up, regards you as an ally
All player characters on blue servers have a base consider of 0.
Consider USED to be capped at +2000 and -2000. It was changed at some point to handle larger values. There MAY still be specific caps associated with certain factions, but I have not found any current evidence that this is true.
How do the modifers work?
- The GOD modifer is fixed for each faction. Worshipers of each god have fixed plus or minus consider for each faction.
- The RACE modifier is fixed for each faction. Each race has a fixed plus or minus consider for each faction.
- The CLASS is fixed for each faction. Each CLASS has a fixed plus or minus for each faction.
- The PERSONAL modifier is set at your character creation for each faction, and is changed as a result of your in-game actions. For example, if I do the Kerran Key quest in qeynos I get about +30 to my personal Steel Warrior consider.
- The SPELL based modifier raises the consider number a set amount per spell. For example, Collaboration adds 300. Note: Some equipped items have worn spell effects that modify faction.
- The NPC modifer overrides other considerations. For example, Gypsies have a set faction based on RACE and CLASS, and GOD that cannot be changed by spells.
- The ZONE modifier is a set amount that is added to certain personal consider values upon entering a zone. In almost all cases, the ZM is zero. This information on ZM is based on two bits of sketchy information. First, a vague statement from Verant that a consider ZM causes the 'You swipe at a %t. A %t dies' messages that appear when you zone. Second, one example, that of the Kromrif, who are on the same faction, yet con exactly 100 different for me in two different zones.
Here are a few examples:
I have a personal modifer of 2697 with WolvesoftheNorth. Since I am a dark elf, I lose 200, since I worship Innoruuk I lose 300, but since I am an enchanter I gain 100. My total faction is 2697-200-300+100, or 2297, making me an ally.
Troll Shadowknights who worship Cazic Thule that have maximum positive faction with Frogloks of Guk are still glowered at dubiously by frogloks
3. The effect of Spells on Consider
- (a) Invisible, camoflauge, sneak, hide, and invisible to undead set your consider to 0 for NPCs who don't see through them.
- (b) The faction-changing enchanter spells have these effects:
- Alliance: +100 consider
- Benevolence: +200 consider
- Collaboration: +300 consider
Only one instance of these spells can be alive at any time, and all three spells overwrite each other.
- (c) Illusions affect your faction as if you actually changed to the race of the illusion. Not all NPCs have the same faction towards a given race, so take care. Here is an example of two barbarian NPCS with different faction in the same zone:
|Maula FishCatcher
|Maula's fisherman buddy
|Dark Elf
(4) Where do consider changes come from?
- (a) Killing creatures. Usually killing a creature produces one or more +considers and one or more -considers. The amount gotten from killing varies, and I have seen values from +1 to +250 and -1 to -200. Typical kill values are +/- 1 to 5.
- (b) Doing quests. Each quest step usually changes consider values for several factions. Typical numbers are +/-1 and +/-5. A few quests produce consider changes in the +/- hundreds.
- (c) Specials. Some special game items and actions (like hailing Tazgar the Efreeti in The Temple of Solusek Ro) can change consider. I don't have any large list of these, and would be happy to learn about them.
(5) Various topics
- (a) Monsters who do not see you because you are behind them, etc, simply don't see you. Your consider remains the same.
- (b) Charisma has no effect on consider.
- (c) Factions cross continents, zone, etc. RingofScale in Permafrost is the same as RingOfScale in Kunark.
- (d) Factions are not interrelated. Losing consider with ServantsofMistmoore does not change my MayongMistmoore consider.
Consider Color Scalings with Level
Character Levels 1 - 6
-4 and below GREEN - looks like a reasonably safe opponent
-1 to -3 BLUE - looks like you would have the upper hand
0 WHITE - looks like an even fight
+1 and +2 YELLOW - looks like quite a gamble
+3 and up RED - what would you like your tombstone to say?
Character Levels 7 - 8
-4 and below GREEN - looks like a reasonably safe opponent.
-1 to -3 BLUE - looks kind of risky, but you might win.
0, WHITE - looks kind of risky..you might win.
+1 and +2 YELLOW - looks like quite a gamble.
+3 and up RED - what would you like your tombstone to say?
Character Levels 9 - 12
-6 and below GREEN - looks like a reasonably safe opponent.
-4 and -5 GREEN - looks like you would have the upper hand.
-1 to -3 BLUE - looks kind of risky, but you might win.
0, WHITE - looks kind of risky..you might win.
+1 and +2 YELLOW - looks like quite a gamble.
+3 and up RED - what would you like your tombstone to say?
Character Levels 13 - 14
-7 and below GREEN - looks like a reasonably safe opponent.
-6 GREEN - looks like you would have the upper hand.
-4 and -5 BLUE - looks like you would have the upper hand.
-1 to -3 BLUE - looks kind of risky, but you might win.
0, WHITE - looks kind of risky..you might win.
+1 and +2 YELLOW - looks like quite a gamble.
+3 and up RED - what would you like your tombstone to say?
Character Levels 15 - 24
-8 or less, GREEN - looks like a reasonably safe opponent.
-6 and -7, GREEN - You would probably win this fight..it's not certain though.
-3 to -5, BLUE - looks quite risky, but might be worth a try.
-1 and -2 - BLUE - looks kind of dangerous.
0, WHITE - appears to be quite formidable.
+1 and +2, YELLOW - looks like quite a gamble.
+3 or more, RED - what would you like your tombstone to say?
Character Levels 25 - 32
-11 or more, GREEN- You could probably win this fight.
-10, GREEN - This creature could pose problems, you would probably defeat it.
-8 and -9, GREEN - You would probably win this fight..it's not certain though.
-1 to -7, BLUE - appears to be quite formidable.
0, WHITE - looks like quite a gamble.
+1 and +2, YELLOW - looks like it would wipe the floor with you!
+3 or more, RED - what would you like your tombstone to say?
Character Levels 33 - 40
-11 or more, GREEN - you could probably win this fight.
-10, GREEN - You would probably win this fight..it's not certain though.
-1 to -9, BLUE - appears to be quite formidable.
0, WHITE - looks like quite a gamble.
+1 and +2, YELLOW - looks like it would wipe the floor with you!
+3 or more, RED - what would you like your tombstone to say?
Character levels 41 - 44?
-12 or more, GREEN - you could probably win this fight.
-1 to -11, BLUE - appears to be quite formidable.
0, WHITE - looks like quite a gamble.
+1 and +2, YELLOW - looks like it would wipe the floor with you!
+3 or more, RED - what would you like your tombstone to say?
Character levels 45 - 48
-13 or more, GREEN - you could probably win this fight.
-1 to -12, BLUE - appears to be quite formidable.
0, WHITE - looks like quite a gamble.
+1 and +2, YELLOW - looks like it would wipe the floor with you!
+3 or more, RED - what would you like your tombstone to say?
Character Level 49 - 50
-14 or more, GREEN - you could probably win this fight.
-1 to -13,BLUE - appears to be quite formidable.
0, WHITE - looks like quite a gamble.
+1 and +2, YELLOW - looks like it would wipe the floor with you!
+3 or more, RED - what would you like your tombstone to say?
Character Level 60
-21 or more, LIGHT GREEN - you could probably win this fight.
-16 to -20, DARK GREEN - you would probably win this fight..it's not certain though.
-1 to -15, BLUE - appears to be quite formidable.
0, WHITE - looks like quite a gamble.
+1 and +2, YELLOW - looks like it would wipe the floor with you!
+3 or more, RED - what would you like your tombstone to say?
Hitpoint Calculation
|Level 60 STA to HP Conversions
|Hitpoint returns
|NOTE: Conversions scale up with level, this chart only shows level 60.
Weapon Proc Rates
- http://everquest.allakhazam.com/wiki/eq:Proc (~Live, sounds right)
- http://www.thesteelwarrior.org/forum/showthread.php?t=13613
Proc rates are computed on a procs per minute basis. I believe this is the same number for the vast majority of weapons, but some weapons have a higher adjusted procs per minute rate, and some such (with big procs) are adjusted downwards. The game translates the weapons targeted procs per minute and applies it to your weapon. If you are swinging 100 times a minute with your main hand, and the targeted procs per minute is 5, then the game essentially makes this computation:
- 5 procs divided by 100 swings = chance to proc per swing
- 5 / 100 = 0.05 or 1 in twenty chance.
Now if your haste wears off, and you're only swinging 50 times per minute, the game actually will up your chance to proc per swing
- 5 / 50 = 0.10 or 1 in 10 chance to proc per swing
This is confusing to some people but it's definitely true.
The rough formula is (DEX/170) + 0.5 = proc per minute rate for main hand, and offhand is half that rate.
Melee Combat and Damage
- See also: Statistics#Damage Per Second (DPS)
Note: Melee damage (specifically, damage bonuses) are undergoing a revamp with the launch of Kunark.
- http://www.project1999.com/forums/showthread.php?t=19982
- http://forums.station.sony.com/eq/posts/list.m?topic_id=161556 (Live)
- http://www.project1999.com/forums/showthread.php?t=6613
- http://www.thesteelwarrior.org/forum/showthread.php?t=119
- http://web.archive.org/web/20010613230142/www.mysticalorder.com/avgslash.shtml (Live ~2001)
- http://www.project1999.com/forums/showthread.php?t=79696 (Rogean posted 2H Dmg Bonus Code)
Weapon Damage / Efficiency
Weapon damage can be figured by using this formula:
Average_Slash = (2 * Weapon_Base) + Bonus_Modifier + STR Modifier
Damage Cap
Weapon autoattack will (ignoring other factors like str) hit for up to (dmg * 2) where dmg is the weapon's stated damage, but this value is subject to a level based cap. Originally all classes were subject to the same limits:
- levels 1-9 - damage cap is 20
- levels 10-19 - damage cap is 28
- Levels 20-29 - damage cap is 60
- 30+ - lifted, can do 2x weapon damage or more based on class
The patch on Monday, February 13th, 2017 introduced per-class limits:
- levels 1-9 - damage cap is 12
- levels 10-19 - damage cap is 20
- Levels 20-29 - damage cap is 24
- Levels 30-39 - damage cap is 36
- Level 40+ - damage cap is 40
- levels 1-9 - damage cap is 18
- levels 10-19 - damage cap is 24
- Levels 20-29 - damage cap is 40
- Levels 30-39 - damage cap is 52
- Level 40+ - damage cap is 80
melee & tank
- levels 1-9 - damage cap is 20
- levels 10-19 - damage cap is 28
- Levels 20-29 - damage cap is 60
- Levels 30-39 - damage cap is 120
- Level 40+ - damage cap is 200
source: https://www.project1999.com/forums/showthread.php?t=275279
The dmg*2 formula for autoattack is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:
- main hand = (dmg*2)+8
- off hand = dmg*2
That's why a fast weapon can perform as good as a slower weapon with better ratio. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).
Role of STR
As for str, you will notice more effects at later level. It does increase my max damage when I go from 180 (unbuffed) to about 250 (shaman buff). In the end, my main hand 10/21 has a max damage of about 45, so from the formula:
- (2*10)+8 = 28
I have an extra 17 damage, I would think that it is all coming from str bonus at my level? Not sure.
The other effect of str is that it raises your ATK (about 1 ATK for 1 str) and the more ATK you have, the more likely you will get high hits.
Role of STR on other emulated servers
The source code for EQ Emulator calculates max damage based on Weapon Damage, STR, Weapon Skill, Class, and Player Level. This algorithm may have been changed on P99, but here it is for reference:
- [Max Damage] = ([Mod] x [Weapon Damage]) + [Main Hand Bonus] (rounded down)
- [Weapon Damage] is the damage listed on the weapon.
- [Main hand bonus] is always 0 for non-melee characters, and weapons wielded in the off-hand.
- [Main hand bonus] for one handed weapons is: ([Player Level] - 25) / 3 (rounded down)
- [Mod] is calculated as: ([Weapon Skill] + [STR] -75) / 100
- If [Mod] is less than 2, then 2 is used instead.
- If [Player Level] is less than 10, then [Max Damage] is capped at 20.
- If [Player Level] is less than 20, then [Max Damage] is capped at 40.
So at low levels, [Max Damage] is always twice the listed weapon damage. In the example above, a level 50 melee character using a 10 damage weapon, with 200 weapon skill and 250 strength, max damage would be calculated as:
- [Mod] = (200 + 250 - 75) / 100 = 3.75
- [Main Hand Bonus] = (50 - 25) / 3 = 8
- [Max Damage] = (3.75 x 10) + 8 = 45
Note that increased damage from strength is applied to both main hand and off hand weapons, and is a multiplier. The level based [Main Hand Bonus] is a flat number that is only added to the main hand weapon and is not affected by strength.
NOTE: This formula is not the one used in P99 because, using it, I found my theoretical max damage with a Blam Stick and 255 STR to be 134 but have screenshot evidence of myself doing more than this.
Two-Handed Weapons
- [Main hand bonus] for two handed weapons is a higher value than for 1H that is also based on the weapon delay. See http://lucy.allakhazam.com/dmgbonus.html
Note that the above (live) table is likely incorrect for p1999. The 2H damage bonus was made "classic" (unknown details, ref).
Dual Wield / Double Attack Chance
According to this website [2] [3], all classes use the same exact formula for Dual wield. However, the "MaxSkill", is reported to be 600; not 400.
(% Chance to Double Attack Per Hit) = (Double Attack Skill Level) / ("MaxSkill"*1.05)
The value of "MaxSkill" may be ~400 (unconfirmed). That would mean at 200 double attack skill half of your hits would trigger a double attack.
For triple attacks, the same check is done using half your double attack skill level.
For a monk, your chance to dual wield is based off this formula: (your level + your dual wield skill) / 400. So at level 60 with 252 dual wield, you'd have a 78% chance to dual wield. For other classes the formula may be slightly different (e.g. / 500 instead of / 400).
Backstab Damage Calculations
At level 51, your offense skill is 215, and your backstab skill is 203.
Backstab uses a weapon damage multiplier of: 2 + (Skill * 0.02).
((Offense + (Str up to 200) + (str over 200 / 5)) * WepDmg * Mult) / 100
((215 + 200 + (55 / 5)) * 13 * (2 + (203 * 0.02))) / 100 = 335.6028
If you had, for example, 200 strength:
((215 + 200) * 13 * (2 + (203 * 0.02))) / 100 = 326.93700
Under 200 starts to hurt even more since over 200 has diminishing returns. 150:
((215 + 150) * 13 * (2 + (203 * 0.02))) / 100 = 287.54700
At level 60, your offense skill will be 252, and backstab will be 225. With a 13 damage weapon at max strength:
((252 + 200 + (55 / 5)) * 13 * (2 + (225 * 0.02))) / 100 = 391.23500
With Ragebringer or any other 15 damage weapon:
((252 + 200 + (55 / 5)) * 15 * (2 + (225 * 0.02))) / 100 = 451.42500
Descriptive Statistics and the EQ Magic System
- See also: Statistics#Secondary Stats
My Purpose (by Nenelar Valandur, High Elf Elementalist, E'ci, Nov 2000 (ref)): I've read many comparisons of spells on many website and many online forums. Almost exclusively the power of spells is compared based on the maximum damage they can deliver and the efficiency of mana put into those spells is compared by the ratio: Point of damage per point of mana.
These are valid measures for comparison. However, they tell a very limited story in terms of the true power and efficiency of the classes. My purpose is to offer a more complete view of casting power using different statistics than what I've seen proposed previously. But first let me start with what seems to be a reasonable argument using the old statistics:
What We Think We Know
- The level 60 wizard spell "Sunstrike" costs 450 and does 1615 maximum damage. That's a ratio of 450:1615 or 1:3.59.
- The level 60 magician spell "Seeking Flame of Seukor" costs 350 mana and does 1024 maximum damage. That's a ratio of 350:1024 or 1:3.2.
At level 60, the wizard is roughly 10% more mana efficient than the magician and does roughly 60% more damage.
Note: Many of you don't care about the numbers. It's OK to prefer to play the game without knowing the numbers behind it. You don't have to read further than this. Go play…have fun! I find this type of research into the game fun. That's why I do it. I also like to know as much as I can about my class. If you're like me, read on. If not, I cannot be held responsible for the increased awareness you may obtain by reading further! This isn't a rant about anything!
Quick Reference Glossary:
Some basic knowledge of terminology is assumed below. You'll need to understand the following concepts:
- Tick - the basic unit of time in EQ equal to 6 seconds of real time.
- Casting time - the time it takes to channel mana into the spell. This is represented by the purple channeling bar that appears when you click a spell.
- Recovery time - the time it takes you as a caster to "recover" from the task of channeling. This is represented by the grayed out spell gems after casting.
- Recast time - certain spells have an additional time to "reset." Only that spell gem will remain grayed out, after all others have become available.
- DD - Direct Damage. A spell that does all its damage in a single blast is called a DD spell.
- DOT - Damage Over Time. A spell that does a certain amount of damage every tick throughout its duration is called a DOT spell.
The Descriptive Statistics
Mana to Damage Multiplier (MDM)
The power of a class to convert mana into damage is different for each spell and generally increases with player level. MDM is the multiplier (a constant) that solves the equation: ManaCost * MDM = MaximumSpellDamage for a given spell. Or, restated: MDM = MaximumSpellDamage / ManaCost. Low level spells usually have a MDM of less than 1 since they cost more mana than they do in damage, whereas high level spells are always above 1. This is not really different than the ratio expressed the old way. Its value will not become apparent until a later analysis is published.
- Seeking Flame of Seukor (Magician, 59) has a mana cost of 320 and does 1024 max damage. MDM is therefore 1024 damage / 320 mana = 3.2
- Sunstrike (Wizard, 60) has a mana cost of 450 and does 1615 max damage. MDM is therefore 1615 damage / 450 mana = 3.59
In this example, the Wizard spell is indeed roughly 10% more mana efficient than the Magician spell.
Damage Per Tick (DPT)
The power of a class to deliver damage within a given period of time also changes as players grow in experience. This measure is important as it scales the speed with which a caster can deliver damage. Most DD spells have a recovery time of 2.5 seconds (time before any spell may be cast) and some spells have a recast waiting period. By adding the time to cast the spell and the greater of the time to recover or time to recast, a total time invested for a spell can be obtained. This number should be used for comparison's sake only since DD spells do not actually deliver damage per tick. This statistic will be used later to compare spells, for now I simply describe it here. Its value will not become apparent until a later analysis is published.
- Seeking Flame of Seukor (Magician, 59) has a casting time of 7 seconds and a recover of 2.5 seconds. Total time invested in casting this spell is therefore 9.5 seconds. The spell does 1024 max damage in a single instant of time during that 9.5 seconds. (7 seconds of channeling, bang! 1024 damage, 2.5 seconds of recovery) 9.5 seconds is 1.58 ticks. 1024 damage / 1.58 ticks = 647 damage per tick.
- Sunstrike (Wizard, 60) has a casting time of 7 seconds and a recover of 2.5 seconds. Total time invested in casting this spell is therefore also 9.5 seconds. 1615 damage / 1.58 ticks = 1020 damage per tick
In this example, the Wizard spell delivers 57.6% more damage per tick than the Magician (while both have mana to cast).
Full Mana Damage (FMD)
The power of a casting class to deliver damage is further defined by the total mana available to that caster. All things being equal, more mana means more damage. While DPT measures the speed with which damage is delivered, FMD seeks to quantify the total damage a caster could do with a full bar of mana. For any given spell, this calculation is: FMD = (TotalManaAvailable / SpellManaCost) * SpellMaxDamage.
The first part of this calculation requires that the quantity of mana when full be known. This is unfortunately, one of the mysteries of EQ. I am using the approximate formula: ((Intelligence / 5) + 2) * LevelofCaster to estimate the mana available to a caster. While this formula is likely not the exact formula used in the game, it is a close approximate. Further, since this analysis uses the same formula for all classes compared, it does not bias any class. (Note: The druid is a priest class and uses Wisdom instead of Intelligence for mana, but the formula is the same). For the purposes of this analysis, a constant number of 200 for Intelligence or Wisdom is used. Therefore, total mana available is: (200/5) + 2 * Level = 42 * Level.
- A level 1 caster would have 42 mana. A level 60 caster would have 60 * 42 = 2520 mana.
- If the level 60 wizard were to cast Sunstrike (mana cost 450, 1615 damage), the calculation would be: FMD = (2520 / 450) * 1615 = 9044.
- If a level 60 magician were to cast Seeking Flame of Seukor (mana cost 320, 1024 damage), the calculation would be: FMD = (2520 / 320) * 1024 = 7930.
In this example, the Wizard does 1,114 more damage with full mana than the Magician at level 60 (when both have equal mana available to cast).
Full Mana Ticks (FMT)
In the above example, the total damage capacity with full mana was calculated. However, the ability of a casting class to deliver this damage is dependent on the time each spell cast requires. The sum of all the casting time required to "chain cast" a full bar of mana can be expressed in ticks to compare the time efficiency of casting classes. The formula looks like this: FMT = (TotalManaAvailable / SpellManaCost) * SpellTimeInvestment. Recall from the DPT example, that there are three components to consider in SpellTimeInvestment: Casting time, recovery time and recast time. Most spells have only a recovery time. For such spells, casting time and recovery time can be added together to calculate the total time invested in a single cast of that spell. However, if a spell has a recast time greater than the recovery time, that time is added to casting time instead of the recovery time.
- The spell Suntrike requires 7 seconds to channel and 2.5 seconds of recovery. The time to burn a full bar of mana on this spell at level 60 is therefore: (2520 / 450) * 9.5 = 53 seconds = 8.83 ticks.
- The spell Seeking Flame of Seukor also requires 7 seconds to channel and 2.5 seconds of recovery. The time to burn a full bar of mana on this spell at level 60 is therefore: (2520 / 350) * 9.5 = 74 = 12.33 ticks.
In this example, the wizard not only does more damage, the wizard does it 3.5 ticks (21 seconds faster)!
What We Thought We Knew:
- At level 60, the wizard is roughly 10% more mana efficient and does roughly 60% more damage than a level 60 magician.
What We Now Know:
- At level 60, a wizard is roughly 10% more mana efficient, 39% more time efficient, delivers about 14% more damage per bar of mana, and delivers 57% more damage in the same amount of time as a level 60 magician.
Note: We haven't accounted for the magician's pet, the wizard's pet, or the wizard's inherently lower resists. Those will all be discussed later.
The current statistics used to describe and compare spells tell only a partial story. Like most partial truths, these statistics lead us to make seemingly logical conclusions that are in fact incomplete at best, or at worst totally false. The new statistics above make enable better comparisons within the magic system of EQ.
Group Level Requirement for Experience
If the level difference within a group is too great the lower level member will not get experience. The criterion is:
Lowest Level * 1.5 (Round down) or Highest Level * 0.667 (Round up) and always at least 5 levels.
Generic Examples
- Level 1 can group with up to a 6
- Level 20 can group up to a 30 (20 * 1.5 = 30)
- Level 30 can group down to a 20 (30 * 0.667 = 20)
Rounding Examples
- Level 33 can group up to a 49 (33 * 1.5 = 49.5)
- Level 50 can group down to a 34 (50 * 0.67 = 33.34)
Zone Experience Modifiers
See Recommended Levels and ZEM List.
Also for spawn timers see Zone Spawn Timers.
Race/Class Experience Modifiers
By Race:
- Troll -20%
- Iksar -20%
- Ogre -15%
- Barbarian -5%
- Halfling +5%
By Class:
- Paladin / Shadowknight / Ranger / Bard -40%
- Monk -20%
- Wizard / Magician / Enchanter / Necromancer -10%
- Rogue +9%
- Warrior +10%
Exp modifiers are multiplied not added,
so a troll sk would be (1.4 x 1.2 = 1.68 or 68% penalty).
Note: Class experience penalties are no longer in effect on P99 as of 9/21/15, though bonuses should remain.
Experience Requirement by Level
Note: Not all of this exp information may be strictly classic, needs some review.
- http://www.webslinky.com/darkomen/xp/eqexp3.html (not confirmed classic)
- http://www.project1999.com/forums/showpost.php?p=241427&postcount=35
- http://web.archive.org/web/20020611085148/http://eq.stratics.com/crmaps/eqexp.html (not classic, 55+ hell modifiers are 2002 smoothed values - reference)
- http://www.eqclassic.org/forums/viewtopic.php?t%3D1123 (dead link)
Assuming the below information is correct, you can find the EXP requirements per level and the EXP gain per mob at this spreadsheet: https://docs.google.com/spreadsheets/d/1ke9KOtMcR90puNfcecUwpg2MOWsm2LtYzrT3wEKuusE/edit#gid=0.
The formula for the amount of total (cumulative) experience at the end of a level is as follows. Note this is not the same as the experience needed to complete each level:
Total XP to complete a level = L^3 * C * R * H
- C = Class Multiplier
- R = Race Multiplier
- H = Hell Multiplier (based on level)
* - Double "hell" level
For instance, for a class mod of 100 and race mod of 10 (base values), the following table applies:
|Class Mod
|Race Mod
|Level/Hell Mod
|Total XP at end of level
|Total XP needed to complete level
The formula for the amount of XP earned for soloing a dark blue or higher mob is as follows:
- L = Level of mob being soloed. (If the mob is light blue or green, the xp earned will be 50%, 25% or 0% of the stated value.)
- C = The Zone Experience Modifier (ZEM) with base 75. In most outdoor zones it is 75, in most dungeons it is 80, in some newbie zones it is 100.
Note: As of July 2013, there is now a maximum XP gained from a single mob of 11%.
- Changes to formula (2002 XP smoothing)
In Luclin era, the Hell Levels were "evened out":
September 4, 2002 3:00 am
** Experience Changes **
- We have smoothed out level progression from 50-60. This should mitigate the "penalty effect" that occurs in levels 51, 54 and 59. Note that it will cost the same experience to level from 50 to 60 as it did before. Also, death experience loss will appear different in some levels. This is an unfortunate side effect that must remain to prevent some experience exploits.
Note: The above "XP smoothing" is not in effect on P99, and is not planned on the P99 Development Timeline.
How Experience Works
Draft 1.0 by Dumesh Uhl'Belk (ref)
First, I'll describe a sample party and use a tasty pie analogy to help make the mechanics easier to understand. Then, I'll get more number and formula based for those who want the nuts and bolts. (coming soon... when I feel like updating)
Think of each mob that gets spawned in EQ as a pie, a very tasty pie. When a PC kills a mob, he gets to eat the pie. When players group together and kill a mob, they have to split the pie. However, through the magic of the group bonus, for each person in the group beyond the first, the pie gets a little bit bigger (2% bigger in fact) before we pull out the knife to divide the slices.
Well, how do we slice the pie? How big will each slice be?
The answer is that we measure all the pie that each player has ever eaten (his total xp). Then we cut the slices in proportions matching those relative values. So, let's say our sample group is a simple trio of Bob the Bard, Chris the Enchanter, and Diane the Druid. Since Bob came into the world of Norrath, he's eaten 150lbs of pie. Chris has had 100lbs of pie, and Diane has also eaten 100lbs of pie. Our sample group has just killed a mob. This mobs' representative pie magically grows to be 4% larger than if a solo player killed him. Then the pie is split with 3/7 of it going to Bob, 2/7 to Chris and 2/7 to Diane. The classes of these characters makes no difference at all. The only thing that determined how big each slice of the pie would be was the net total xp that each of them had earned since character creation.
But what about xp penalties, you say?
As of the January 2001 timeline patch on 9/21/2015, racial penalties remain but the the class exp penalty was removed. This section is no longer accurate.
They most certainly exist. The penalties change the amount of pie that a PC has to eat to gain each level. Human warriors have to eat 90% of the pie that Human Druids have to eat to level up. Troll Shadow Knights have to eat 68% more pie than Human Druids to level up.
The important and painfully obvious consequence of this is:
- A level 30 Human Monk has 20% more total xp than a level 30 human cleric.
- A level 50 Ogre Shadowknight has 60% more total xp than a level 50 dwarf cleric.
Or to look at it a different way...
- A human monk with 10,000,000xp is level 20.
- A halfling warrior with 10,000,000xp is level 22
- A troll shadowknight with 10,000,000xp is level 18
If the three characters above where to group together, they would all get equal slices of the pie.
But, But, you didn't say anything about the penalties when you talked about how xp is split!!! why not?
When the tasty pie is cut into slices for the group, the levels of the various PCs are not consulted (not directly anyway), only the xp totals for the PCs. The game code doesn't care if Bob is a human or an elf, a bard or a monk, level 10 or level 15... the game code only cares what Bob's total xp is.
What about zone modifiers?
Zone modifiers shrink or expand the pie before the slices are cut.
What does this all mean?!?
- Group with people who have similar xp totals to you
- Group with people who have similar xp totals to you
- Group with people who have similar xp totals to you
See, it was so important, I had to say it 3 times. Please note what that really means. Race/Class combos with no penalty but who are 6 levels higher than you nerf your xp more than the hybrid who is the same level as you in most cases, especially at levels below 30. In your teens, a player 6 levels higher than you has 300 to 400% of your xp total... obviously much worse than the 140-168% of your total that a equal level hybrid has.
So, final thought...
Group with good players. An equal level group with multiple hybrids generally takes no more than 16% more kills to gain a level that a similarly leveled group that has no hydrids. Good groups kill at least 16% faster than bad groups. So, group with good players regardless of class.
Vendor Pricing, Charisma, and Faction
As far as vendor prices are concerned, factions can be broken up into three categories.
- Dubious or worse ~ If your faction with the merchant is dubious or worse, of course, the merchant simply won't sell to you (I have something here that %Rs use..let me see...it's the EXIT, now get LOST!).
- Apprehensive ~ If you're at apprehensive, the merchant will sell to you, but is going to charge you an arm and a leg unless you can get your charisma WAY up there.
- Indifferent or better ~ Lastly, any faction indifferent or better will get exactly the same prices for the same charisma. It doesn't matter if you're ally or sneaking and indifferent.
There are several crucial charisma numbers to shoot for.
1. Key to this is that, whether your faction is apprehensive or indifferent or better, there's a stretch from 62 to 76 that gives exactly the same prices. So, if you can get your charisma up to 62, don't bother getting any more charisma boosters until you can get enough to get you to 76. However, when you do get to 76, the prices will suddenly drop by about 6%, instead of the 0.5% boost you get for most individual points of charisma.
2. Better known is the "magic number" of charisma, 104. This is the point at which indifferent or better merchants will give you the best price they're ever going to give you. This price seems to be based on 1.05 times a "actual value" that you will never see used, but is only directly known by the server. For instance, many gem and metal prices are clearly based on this. And, if you notice the prices at which the vendor will buy such things back from you, although it looks like a very irregular number, for instance 95pp 2gp 3sp 8cp for a bar of platinum or a sapphire, that just happens to be 100pp divided by 1.05.
3. The last and highest number to shoot for is 132. This is the charisma at which you can normally get the cheapest prices even with apprehensive faction.
Greedy Merchants pay the least for your loot and charge the most sell you stuff. When you are trying to build up some funds it's good to know who to avoid.
- Merchant Ueaas—Kelethin
- Aimie Moonspin—North Freeport
- Naresa Sparkle—West Commonlands
- Boomba the Big—West Freeport
- Ping Fuzzlecutter—West Freeport
- Tubal Weaver—North Qeynos
- Everyone—The Overthere
- The Pricing Roller Coaster
When many players have been buying from or selling to a merchant, he seems to get it into his head that "Hey, I'm so popular, I can charge better prices now!". Unfortunately, "better" in this context means "better for the vendor". I'm still carrying out research on this issue, but merchants that will normally give best prices at 104 charisma and indifferent faction can go at least as high as needing 134 charisma to get best prices, even with ally faction.
It seems that, with less charisma than that needed for best prices, a set amount is added to the price you would normally get, i.e. whether your charisma is 120 or 50, a vendor might add 3sp to the price you would pay from a vendor who hasn't been getting so much action. The actual amount can vary widely. This is particularly noticeable on merchants in very busy areas, for instance vendors located in or right at the entrance to newbie areas, or those in banks. In these cases, it's almost impossible to distinguish a "greedy" merchant from a merely "opportunistic" merchant.
(p99 Note: Greedy Merchants introduced on Dec 18 2011 Patch: "Greedy Vendors: Certain merchants, usually in easy to reach locations, buy for half price, and sell for double. Buyer beware.".)
Every item has a "best price".
Q: How do I get a merchant to sell me an item at its best price?
For most merchants, you need indifferent faction and 104 charisma. This is to say that 1) at any given charisma, a merchant will give you the same price at indifferent, amiable, kind or warm faction (but worse at apprehensive), and 2) if your faction is at least indifferent, you will stop getting better prices beyond 104 charisma.
Now I said most merchants up there. The first statement is always true, but I've observed two exceptions to the second. First, the merchants in your guild in your hometown only require 93 charisma. Second, there are a handful of merchants who require MUCH higher than 104 charisma. These are usually the merchants near banks and at entrances to cities. Examples are: Tubal at the Qeynos gate, Boomba the Big at the WFP gate, Aimee at the NFP bank, Merchant U-something (the dufrenite merchant) outside the Kelethin bank. Don't buy or sell from them if you can avoid it. At 170+ charisma and indifferent-to-warm faction, I still can't get them to give me best prices.
Q: How can I tell if a merchant is buying or selling an item at its best price?
Check how much the merchant offers you for a peridot (Everyone carries a stack of peridots for their clerics and chanters right?). If you're offered 9.524pp for it, you've succeeded. You won't be able to buy for less or sell for more. If you're offered less than 9.524pp, you can do better with higher charisma. Now it doesn't have to be a peridot. Any item will do as long as you know its best price. I happen to know what the best price is for a peridot.
-- Balidil Anla'shok (EQTraders) and Khazim (Quellious)


text:
Filmmakers from the Netflix film "Our Souls at Night" set up on a building on Florence's Main Street.
Sara Knuth
Florence Pioneer Days 2016
Members of the Cañon City High School band play at the Pioneer day parade.
Filmmakers from "Our Souls at Night" film as the Pioneer Day Parade passes.
The Florence Chamber of Commerce put "Holt" on its Pioneer Day Parade float. Holt is the fictional Colorado town where "Our Souls at Night" takes place.
An official from the Florence Chamber of Commerce waves during the Pioneer Day parade.
Pioneer Days 2016
A parade entry rides by in the Pioneer Day Parade.
A girl rides by in the Pioneer Day Parade.
Dean Marshall and Macie Haberman, the 2016 Apple Dumplngs, are driven through the parade.
A member of the Arkansas Valley Flywheelers rides by.
A protestor sets up shop just a few blocks away from the Pioneer Day Parade. Officials said Jane Fonda and Robert Redford weren't at the parade.
A girl blows bubbles at the festival in Florence's Pioneer Park.
Eleanor Atwood
A shriner passes by in the Pioneer Day Parade.
The Florence Middle School band plays in Saturday's parade.
A steampunk entry rides by in the parade.
A family depicts Florence's mining days during the Pioneer Day Parade.
Denver Broncos alumni sign autographs at a festival following the Pioneer Day Parade.

subset: commoncrawl


text:
Robert Olson scored a career-high 27 points and a pair of Loyola freshmen helped spark a second-half rally Thursday night, but the Greyhounds (15-8, 7-4 Metro Atlantic Athletic Conference) lost, 91-79, to Canisius (14-8, 7-4).
The Golden Griffins led 18-6 after senior guard Isaac Sosa made two 3-pointers to fuel a 14-2 run in the first half. Canisius stretched its lead to 15 before the Greyhounds battled back.
Olson scored nine consecutive points to power a 15-4 run, but the Golden Griffins answered with an 11-0 run and led 43-31 at halftime.
Canisius shot 13-for-19 from 3-point range and 60.4 percent from the field. It led by as many as 21 with 11:04 left in the game, but Loyala freshmen Jarred Jones and Eric Laster helped the Greyhounds rally.
Loyola pulled to within 80-75 on a 3 by Olson with 4:16 remaining. But Canisius pulled away once more to defeat the Greyhounds, who have lost consecutive games for the first time since late December.
Sosa finished with 19 points for Canisius, while Dylon Cormier (Cardinal Gibbons) and Erik Etherly scored 13 points apiece for Loyola.
Mount St. Mary's 77, Quinnipiac 73: Shivaughn Wiggins scored a team-high 17 points as the host Mount (8-12, 3-6 Northeast Conference) held off the Bobcats (8-13, 4-5).
Mount St. Mary's built a 13-point lead with 13 minutes remaining and withstood a Quinnipiac rally to earn the victory.
The Mount scored six consecutive points to take its biggest lead of the game, 56-43. Rashad Whack sparked the run, hitting a 3-pointer and a free throw before making a steal, and kicking the ball ahead to Kelvin Parker for a breakaway slam that gave the Mount the 13-point lead.
Wiggins was 10-for-11 at the foul line and finished with a team-high 17 points. Whack and Julian Norfleet added 13 points each for the Mount, while Ousmane Drame posted career highs of 19 points and 20 rebounds for the Bobcats.
Johns Hopkins 64, Gettysburg 59: Adam Spengler scored 12 points as the Blue Jays (13-7, 9-4 Centennial Conference) pulled away from the Bullets (11-9, 7-6).
Johns Hopkins was down by 13 points at halftime but roared back in the second half. Spengler's two free throws with 2:25 remaining gave the Blue Jays their first lead since the game's opening minutes, one they would not relinquish until the final buzzer.
Sango Amolo led Gettysburg with 17 points.
Haverford 62, Washington College 60: The Fords (7-12, 5-8 Centennial) grabbed an early lead and withstood a late rally to defeat the Shoremen (2-18, 2-11).
Stephen Poarch hit a 3-pointer with 20 seconds remaining to bring Washington College to within two. Brett Cohen had an opportunity to tie the game at the free-throw line in a one-and-one situation, but his first shot missed.
Bakers scored 18 points to lead Haverford, which shot 59 percent from the field.
Dickinson 75, McDaniel 58: Gerry Wixted scored 19 points and pulled down nine rebounds to guide the host Red Devils (15-5, 10-3 Centennial) to a win over the Green Terror (11-9, 5-8).
Dickinson took an early lead and was up 40-19 at the half. McDaniel cut the deficit to 14 points midway through the second half but could not fully recover.
Tyler Rudd and Phillip Perry scored 17 and 15 points, respectively, for the Green Terror.
Loyola 71, Niagara 68, OT: Led by Katie Sheahin's 21 points, the Greyhounds (8-12, 3-6 MAAC) edged the visiting Purple Eagles (9-11, 4-5).
Freshman Tiffany Padgett had 12 points for Loyola and sophomore Kara Marshall chipped in 11. Sheahin also had a game-high nine rebounds, and both senior Alyssa Sutherland and Marshall distributed five assists.
Lauren Gatto had a game-high 25 points for Niagara.
James Madison 75, Towson 61: Five players scored in double figures as the visiting Dukes (13-7, 7-1 Colonial Athletic Association) defeated the Tigers (7-12, 1-7).
Towson guard Tanisha McTiller led all scorers with 23 points. The Tigers shot just 31 percent from the field in the first half.
Kirby Burkholder led James Madison with 15 points, while Toria Giggetts finished with 13 points and 10 rebounds.
Johns Hopkins 47, Gettysburg 40: The host Blue Jays (12-9, 10-6 Centennial) played stingy defense and ended a seven-game winning streak for the Bullets (14-6, 11-4).
The win was coach Nancy Funk's 600th at Johns Hopkins, where she is in her 27th season.
The Blue Jays trailed for only 29 seconds in the game and carried a two-point lead into halftime. Gettysburg went 1-for-5 in the game's final 43 seconds and shot 24.3 percent in the game.
Haverford 55, Washington College 54, OT: Jacquelyne Pizzuto made the game-winning layup with 10 seconds left in overtime as the host Fords (12-7, 9-6 Centennial) beat the Shorewomen (10-10, 8-7).
Haverford's Dominique Meeks drew a charge with less than 1 second left in regulation to negate a potential game-winning shot and send the game to overtime.
Washington College led 54-53 in overtime after the two teams failed to score on a combined seven straight possessions. Pizzuto's three points, all in the game's final 10 seconds, proved to be the difference.
McDaniel 61, Dickinson 49: The Green Terror (9-11, 6-9 Centennial) stretched a six-point halftime lead to double digits en route to a win over the host Red Devils (11-8, 7-8).
McDaniel led 29-23 at halftime and opened up the second half with a 7-2 run. Dickinson closed the deficit to 51-44 with 2:51 remaining, but the Green Terror went 8-for-10 from the free-throw line down the stretch to seal the victory.
Steph Perez led the visitors with 19 points, while Belma Mekic paced the Red Devils with 16 points and nine rebounds.


text:
kajeet on Parenthood.com
June 3, 2009
by Carol Politi.
"Kajeet is the best phone for tweens, period." NAPPA Software Judge
Parenthood.com has featured kajeet this month in its profile of award winning products for kids. The above quote is from one of the National Parenting Publication Award's judges that evaluated the kajeet service.
kajeet has received some great reviews recently – both from our customers and from both NAPPA and PTPA Media independent judges and parent reviewers. Help us spread the word! If you are a kajeet customer, please tell your family and friends about us. When they activate, tell them to input your phone number during activation and you will get a bonus credit to spend on kajeet service.
Parenthood.com has profiled other NAPPA award winners this month as well. There are some great products on the site – and you can use their tool to search for kid products in various categories including books, DVDs, music, parenting resources, software/video games, story telling/audio books, and toys and games. Check them out!


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NDS Surgical Imaging wins 'Best of Show' honors in 2012 ESP Awards sponsored by Surgical Products Magazine
San Jose, CA, November 14, 2012 — NDS Surgical Imaging (NDSsi) today announced it has been awarded "Best of Show" at the 2012 Excellence in Surgical Products Awards, recognizing the technology innovation of its ZeroWire® wireless HD video solution. Sponsored by Surgical Products Magazine, the ESP Awards competition attracts hundreds of entrants annually. The winners are chosen by Surgical Products Magazine readers.
ESP Award winners will be featured in the November issue of Surgical Products, as well as the magazine's e-Newsletter, "First Cuts." This year there are a total of 31 winners, consisting of three "Best of Show," 23 category winners, and five honorable mentions.
"We are delighted to receive top honors for our ZeroWire technology, especially when competing against so many other exciting products," said Jens Ruppert, Vice President & General Manager, Surgical Business Unit at NDSsi. "It is equally gratifying to know that the readers of Surgical Products Magazine gave their vote of confidence to NDSsi's design and engineering capabilities."
ZeroWire is the industry's only medical-grade, ultra-wideband (UWB) HD wireless video solution. Delivering full high-definition (1080p60) surgical video in real time, with less than 1-frame latency, ZeroWire helps eliminate cables and wires, reduce clutter and enhance OR safety.
The ZeroWire solution will be on display at MEDICA 2012, World Forum for Medicine, Dusseldorf, Germany, November 14-17, Hall 10-F14. For more information on ZeroWire and the complete NDSsi product portfolio, please visit our website http://www.ndssi.com.
About NDS Surgical Imaging
Based in Silicon Valley, CA, NDS Surgical Imaging (NDSsi) is a global leader in designing and manufacturing medical imaging and informatics systems. NDSsi technology solutions have led the way in re-defining the modern surgical OR, radiology rooms, endoscopy suites and minimally invasive environments.
At the forefront of innovation in medical imaging technology, NDSsi delivers HD visualization and informatics products that enable the clinical imaging solutions of the future, and drive constant improvements in collaborative medicine. NDSsi is a privately held company with US-based R&D and manufacturing facilities, and a global presence in more than 35 countries. For more information, visit www.ndssi.com.
Andy Larg
(408) 754-4255
Erika van der Lelij
+31 180 634356


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Customer data leaks and losses abound
Whether it was a government Web site exposing sensitive data or a bank losing with 90,000 customers' Social Security numbers, the past week saw plenty of data security snafus.
People's Bank loses 90,000 people's data
Connecticut state and People's Bank officials revealed Wednesday that a storage tape holding confidential data on 90,000 People's customers was lost while being transported to a credit reporting bureau.
The tape contained customers' and bank employees' personal information -- including names, addresses, Social Security and checking account numbers -- belonging to those who have a People's Bank personal credit line, i.e. "overdraft protection," associated with their personal checking accounts. Those with equity credit lines or any other People's accounts are not affected.
The Bridgeport, Conn.-based financial services firm's tape was en route to credit reporting agency TransUnion LLC. UPS, the carrier transporting the tape, said an internal investigation is underway. The company learned of the incident just before Christmas, and began notifying customers this week after the tape could not be located.
People's said it has no reason to believe the data had been used inappropriately, and that there was no need for customers to close accounts to safeguard their security, as the data did not include enough information to allow unauthorized account access. However, identity thieves could use the Social Security numbers to open new accounts in the names of those affected, according to consumer advocated quoted by The Associated Press.
People's Bank is the latest in a long line of financial institutions that have lost or exposed sensitive customer data in recent months. A missing backup tape holding valuable data on 2 million mortgage customers of ABN AMRO Mortgage Group Inc., a part of Chicago-based LaSalle Bank Corp., was lost temporarily but recovered by shipper DHL International. Though it's unlikely that customer data was compromised, the company has urged affected customers to monitor their credit activity. In another incident involving UPS, Citigroup Inc. in June lost a data storage tape containing the Social Security numbers and payment histories of nearly 4 million U.S. customers. In April, discount online brokerage Ameritrade Holding Corp. lost a backup tape containing personal information of 200,000 current and former customers. Earlier this year 40 million credit card account numbers in possession of CardSystems Solutions Inc. were compromised by computer hackers. The company later admitted it never should have held onto the data.
Lost in Atlantis: Data on 55,000 Bahamas hotel guests stolen
Apparently data thieves enjoy Paradise Island, too. The Bahama's Atlantis Resort reported this week that cybercriminals broke into its database and may have made off with sensitive information on 55,000 guests.
The 2,300-room resort, owned by Kerzner International, revealed the incident last week in a regulatory filing. It said the information stolen may include customer names, addresses, credit card data, Social Security numbers, bank account numbers and driver's license numbers. The hotel was unsure if the information had been stolen by a malicious hacker inside or outside of the organization.
Atlantis has begun informing affected customers in writing, encouraging them to take the necessary steps to protect themselves from potentially having their identities stolen. It has declined further comment, noting that the incident is an ongoing criminal investigation involving U.S. and Bahamas law enforcement agencies.
Affected customers may take advantage of free credit monitoring services for one year being offered by Kerzner. It currently has no information suggesting that any of the stolen information had been used to commit fraud or identity theft.
Security lapses force down government site
The government's General Services Administration has shuttered a Web site used by government contractors after it was learned that the site's data was not properly secured.
According to a report in The New York Times (via CNET News.com), computer security consultant Aaron Greenspan, president of Dallas-based Think Computer, discovered a flaw on the eoffer.gsa.gov site that enabled him to view and change vendors' corporate and financial data ranging as far back as nine years.
"Theoretically, one could have started a bidding war between Boeing and Lockheed Martin, or Dell and Gateway, or changed the terms of their existing contracts," Greenspan told The Times.
Despite learning of the flaw on Dec. 22, the site was not taken down until Wednesday afternoon, almost three weeks later. The GSA, which purchases equipment and services for the federal government, including information security products, said it is currently investigating "possible irregularities within the electronic tools GSA provides to its customers."
A spokesperson for the GSA said the agency expects the site, which is used by about 1,200 government contractors, is expected to be available again by the middle of next week.
Does iTunes send data back to Apple?
Apple Computer Inc.'s latest version of iTunes may strike a sour note with some users and the security community. According to one Apple expert, the new software sends information about users' music "playlists" back to Apple, and may even blur the line between what is legitimate software and what is spyware or adware.
Apple expert and author Kirk McElhearn has posted a number of articles on his Web site claiming that iTunes version 6.0.2, released this week, includes a new feature called MiniStore that displays links to purchase songs similar to those a user may be listening to.
"In order to examine this further, I used the trusty tcpdump command and checked its output while playing music both with the MiniStore visible and with it hidden," wrote McElhearn. "In the former case, when the MiniStore is displayed, iTunes sends queries to the iTunes Music Store and to an Apple metrics server."
McElhearn discovered that in addition to sending Apple data on songs a user listens to, the program sends a user's Apple ID, the ID linking a user to his or her unique iTunes account. Apple has denied that it saves any user data to create MiniStore recommendations.
While the incident may be considered more of a privacy violation than a true data theft, according to CNET News.com Apple 's iTunes End-User License Agreement (EULA) does not disclose the exchange of any data tied to song information or users' personal accounts, something RealNetworks Inc. was sued for in 1999 when its RealJukebox included code for identifying a listener's specific copy of the player without EULA disclosure.
"Apple is remiss in not providing appropriate information about this new feature to users," wrote McEhearn. "Apple should have been more forthcoming about what this feature does, and how it works."
This article originally appeared on SearchSecurity.com


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Carol S. Mann
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"if a man does not master his circumstances then he is bound to be mastered by them."
― Amor Towles, A Gentleman in Moscow
Tag Archives: Chocolates
A Valentine's Day List
Posted on February 1, 2018 by cmwriter
It's the month of February with Valentine's Day on its way. What comes to mind? Hearts, flowers, and the iconic god Cupid. Our winged friend arrives with some impressive credentials of which we need to take note. "In classical mythology, Cupid … Continue reading →
Posted in Authors, blogging, Books, Inspiration, Looking for Inspiration, poetry, Reading, Writing | Tagged Art, Book - All Ways A Woman, Champagne, Chet Baker, Chocolates, Cupid, feelings, happy, Heart shaped candy, Hearts, Kwesi Brew, Love poetry, Music, poetry, Red Roses, Red Wine, relationships, Romantic Dinner, Sarojini Naidu, Song My Funny Valentine, The Kiss by Gustav Klimt, True love, Valentine's Day, Valentine's Day cards | 8 Comments


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Established over 70 years ago Wallace Arnold Travel has the knowledge and expertise to take you around the world.
As well as being part of the Shearings Group, we also belong to the UK's largest consortium of independent travel agents – Advantage Travel, which means we have the very best special offers and exclusive deals for you.
So whether it's a coach holiday, a cruise, city break, flight only, beach holiday or just a night away our experienced teams are here to help with all your travel needs.


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Personal Protection Equipment
You Are Here: Home | Personal Protection Equipment
Personal protective equipment (PPE) refers to protective clothing, helmets, goggles, or other garment or equipment designed to protect the wearer's body from injury, The hazards addressed by protective equimpent include physical, electrical, heat, chemicals, biohazards, and airbourne particulate matter. Protective equipment may be worn for job-related occupational safety and health purposes. "Protective clothing" is applied to traditional categories of clothing, and "protective gear" applies to items such as pads, guards, shields, or masks, and others.


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April 27, 2012, 12:00 pm
Middle school student wins poster contest
Devyn Sanchez, a Sabin Middle School 6th grade student in Colorado Springs, has won the state-level 2012 SunWise with Shade poster contest. The national winner will be determined through online voting. Voting is open through May 1. To vote, visit dcdonline.org/Vote/SHADE/541/UnlockBallot, use unlock code "shade," and school code "voting 12." Once you unlock, select "Colorado" poster, click confirmation and then vote.


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What is the difference between a Peavey and a Cant Hook?
Traditionally cant hooks were used around sawmills for turning cants. While peaveys were designed for and used
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Both tools consist of a handle with a swing hook. The difference
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A cant hook has a small toe hook on the end which provides a second
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Metro-North crash fallout: Inspector report a 'searing indictment' of tracks
WASHINGTON -- Metro-North Railroad track inspectors checking the New Haven line May 15 described weak ballast, erosion, problems with ties, unstable rails and loose embankments on the line where two passenger trains crashed in Bridgeport two days later, injuring 76 people.
Federal accident investigators are focused on track failure as the cause of the May 17 derailment of an eastbound Metro-North train, which had just left the Fairfield Metro station, that was hit by a westbound train 20 seconds later.
One of the defects in the inspectors' report was: "Track 4, Catenary 734 insulated joint, hanging ties, pumping under load," referring to vertical movement of the track when a train passed over it. This was at the site of the derailment May 17.
U.S. Sen. Richard Blumenthal, D-Conn., presiding at a Wednesday hearing of the Senate Commerce Committee, said the inspectors' report "shows many defects on that stretch, any one of which could have caused a derailment.''
The handwritten report from the Metro-North inspectors riding a "hi-rail'' vehicle and visually checking the four tracks added up to a "searing indictment'' of track quality in the area, Blumenthal said.
Metro-North officials have said the roadbed flaws noted by the two inspectors were not violations of standards set by the Federal Railroad Administration. However, Blumenthal said the National Transportation Safety Board investigating the accident might find that the standards were, in fact, violated.
The inspectors' report said they took immediate action to correct one "FRA defect,'' a cracked joint bar used to connect two sections of rail.
After the derailment and crash, sections of rail were removed and shipped to the NTSB materials laboratory in Washington for further examination.
The Friday evening rush-hour crash led to a five-day suspension of Amtrak service between New York and Boston.
Metro-North issued a statement late Wednesday that described the May 15 inspection report covering a 30-mile section of track as having been "completed in accordance with FRA maintenance and inspection guidelines.''
The statement said the FRA defect that was fixed by the inspectors was 2½ miles from the site of the derailment and unrelated to the accident.
On the "pumping" track movement noted by the inspectors, Metro-North said FRA rules require that track inspectors take note "of ANY deviations to the basic track structure.
"Vertical movement is governed under FRA standards and the allowable limits depend on a variety of factors. Track inspectors are trained in these factors and have the experience to make these determinations," the statement said. "On May 15, the track inspectors for that area found this `pumping' to be within the allowable range, meaning it did not require immediate, emergency repairs.''
Deborah Hersman, chairwoman of the NTSB and a witness at the Senate hearing, saluted the engineer on the westbound train for taking emergency action to stop his train when he saw the derailed train tilting onto his track.
"He saved many lives,'' Hersman said, because he was able to slow the train's speed from 70 mph to 23 mph.
James P. Redeker, commissioner of the Connecticut Department of Transportation, told the hearing that investment levels in the Northeast Corridor -- the rail system between Washington and Boston -- "fall far short of the levels needed to address repair backlogs and meet future needs.''
Redeker noted that a 2010 financial analysis estimated that the corridor needs some $2.6 billion a year to achieve "state of good repair.''
The repair backlog in Connecticut that needs to be addressed in the near term includes "catenary replacement, four major moveable bridges between Greenwich and New Haven, as well as numerous fixed bridges on the line,'' Redeker said. A critical priority is replacing the signal system, he added.
Redeker said the state owns the rails from the Greenwich-New York border to New Haven, but added that Connecticut law "requires all the users of rail systems pay an allocated fair share" of maintenance costs.
The NTSB is not expected to issue a final "probable cause" finding on the Bridgeport accident until next year.
In its investigation, the board has collected photos, video, reports and records, and other evidence; completed mechanical inspections of the rail cars, the track and signal system; interviewed several Metro-North employees, witnesses and first responders; and documented the accident site.


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How To: Change a Sprinkler Nozzle (Part 1)
- Video Transcript, Demonstration by Peter Gallagher
Alright, now once we have installed an irrigation system – especially a turf irrigation system, we have to look at adjusting it and getting it to work correctly.
The items that we will be using for today's project include an assortment of nozzles, and then the tool for the appropriate nozzle, and then finally there's a collar. You can find these tools at a local dealership that specializes in irrigation equipment or at someplace like Lowe's or Home Depot.
For example, this particular head is a Weathermatic Turbo head, and this is the tool that one would use with that. And, it's specific to that type of head. So, you have to know that. What happens is, uh, this end here is used for lifting it out of the body. And, you can see what it looks like when it's pulled up like that, and then you can drop it back down again. Or, there is this little collar, and that works for some of these as well. Not for all of them, but for this one it does work quite nicely. That collar can be placed in here, and the neat thing about it is it holds this in the open position so you can work with it.
These nozzles are numbered from 1 in this case to 13. Thirteen is a very large nozzle. But the nozzles, the smaller the number the smaller the nozzle. And for the most part, what happens is that the numbers are pretty closely aligned to the number of gallons per minute that come out of the nozzle. So, a small nozzle like 1 will let about 1-gallon per minute come out. And another one maybe a 5 will be about 5 gallons per minute. And, the 13 would be thirteen gallons per minute, for example. What we typically try to do is use a larger nozzle on a head that is set to go like 360 degrees or 270 and a smaller nozzle for those that are set to go only about 45 degrees. So, uh, we want the precipitation rates to match. So, in order to match the precipitation rates, we would have to go, for example, a number 1 on a 90 degree, a number 2 on a 180 degree, number 3 on a 270 degree, and a number 4 on a 360 degree nozzle.
Okay, so let's say that I take one of these nozzles. Choosing the appropriate size for the condition. And, I will be placing it into the head, uh, It has to be pushed in so that these tabs are at the top or these wings are at the top like that. And then it gets pushed in just as far as you can. And it, uh, probably I got it just about as far as it can go, but I want to just make sure because if it's not in all the way, then it's hard to get the screw to go down and it's not going to stay in properly.
Okay. So, I've got it down. It's at an angle. It isn't just straight across. It's at an angle, so that water will squirt upward. Okay. Now I take this tool. So, I turn this it's engaging that screw and putting it down into the nozzle. If you look at it, you may be able to see the screw is actually down here, and it's holding that nozzle in and keeping it from coming up. That same screw can go down a little further and it can block some of the water and spread it out a little bit, but normally we want it to be just above where that hole is for the nozzle. So, then I can take that out and then the nozzle is set and ready to go. Okay, so then I'll take this out.
So, that's the way we adjust the irrigation heads. I'm Peter Gallagher with State-by-State Gardening.


text: Founders Texas Launch Locations Posted on April 2, 2013 by Founders Brewing Co. | 21 comments We are excited to announce that the following locations will be tapping the first kegs of Founders beer to be poured in Texas during the week of April 8 (grouped by metro area): The first Founders kegs shipping to Texas on 3/27/13 with Centennial IPA in front Austin Flying Saucer Easy Tiger Draught House Whip In Whole Foods Lamar (6th and Lamar) Red's Porch Brew Exchange 24 Diner Banger's The Dog & Duck Pub The Grackle San Antonio Flying Saucer Friendly Spot World of Beer – Stone Oak Lüke The Point Park & Eats Dallas Meddlesome Moth Flying Saucer Addison Flying Saucer The Lake – Garland The Common Table The Libertine Whiskey Cake World of Beer – SMU Fort Worth World of Beer – Arlington Flying Saucer The T & P Tavern Zio Carlo Magnolia Brewpub Hooligans Pub Mellow Mushroom – Southlake Rodeo Goat Ron's Corner Tavern The Live Oak Music Hall & Lounge Denton Cool Beans Mellow Mushroom – Denton Oak St. Drafthouse Lucky Lou's Houston Flying Saucer Houston – Downtown Flying Saucer Sugarland The Hay Merchant Petrol Station Cottonwood Nobi Public House Please note that more bars and restaurants in Texas may add Founders beer to their lineups after the launch. These are simply the first confirmed retailers to carry our beer. Also, bottled beer will be coming to Texas in a month or so.


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Irving scores 35 as Cavs defeat Hornets 105-100
CLEVELAND (AP) -- Bright lights bring out the best in Kyrie Irving.
Coming off an impressive showing during All-Star weekend in Houston, Irving carried the Cleveland Cavaliers to a 105-100 win over the New Orleans Hornets on Wednesday night.
Irving scored 20 of his 35 points in the fourth quarter, including 11 in a row and 18 of 20, to help the Cavaliers break away from an 83-all tie in the final 4:23.
''In the fourth quarter especially when it's winning time, obviously I want to win and my teammates want to win,'' he said. ''Luckily, some shots went in.''
Cavaliers coach Byron Scott sensed something big was about to happen when he put Irving back into the game with 7:08 remaining Jordan Toro Bravo 4s Release Date.
''You can see it coming,'' Scott said. ''He gets a little bit of a gleam in his eye. He hits one or two shots and just kind of gets going.''
The Hornets were obviously impressed.
''Kyrie had a real good game,'' New Orleans coach Monty Williams said. ''He got to the basket whenever he tried to, especially late Jordan 5 Bel Air.''
''Kyrie really took the game over and put his team on his back,'' guard Austin Rivers said. ''We did a bad job trying to be physical with him. We just let him walk in the lane and get buckets. You've got to take some hard fouls and make guys earn it at the line, and we didn't.''
Irving's performance brought the crowd at Quicken Loans Arena to its feet during the final minutes and had Irving pumping his fist on several occasions.
The game featured two former No. 1 overall draft picks: Irving and Hornets center Anthony Davis. Irving made 13 of 22 shots and all seven of his free throws while having seven assists. Davis had 12 points and four rebounds.
The Cavaliers placed five players in double figures in breaking a three-game losing streak, but the night belonged to Irving. After his fall-away jumper gave Cleveland a two-point lead, he hit a 3-pointer from a couple of steps behind the arc to put the Cavaliers ahead 88-83 and prompt New Orleans to call a timeout. It didn't help Bel Air 5s For Sale. Irving was just getting going.
New Orleans missed again on its ensuing possession and Irving converted a layup between two defenders on a fast break for a 90-83 lead. He added another basket after driving the lane and two free throws Oreo 5s Release Date.
Irving drew national attention with his performance over the weekend. He scored 15 points in his first All-Star game, won the 3-point contest and put up 32 points in the Rising Stars Challenge.
Dion Waiters scored 16 points for the Cavaliers while C.J. Miles added 11.
Rookie Brian Roberts led New Orleans with 17 points, tying a season high. Robin Lopez scored 15 points before fouling out, while Greivis Vasquez added 13.
Irving had his worst performance of the season in the final game before the break against San Antonio with six points on 2-of-15 shooting. He admitted before the game he was still catching up on his rest, but it didn't look that way with the game on the line.
''He was just kind of making shots everywhere,'' Scott said. ''He made some great shots, did some great things and the crowd was fantastic.''
''It stems off the trust that my teammates have in me and the coaching staff has in me,'' Irving said Jordan 3LAB5.
Cleveland played the finale of a seven-game homestand, which began with three wins. The Cavaliers then lost the last three games before the break.
New Orleans lost at home to Chicago on Tuesday and then made the trip to Cleveland for an unusual back-to-back set.
Hornets guard Eric Gordon didn't play for precautionary reasons as he continues to recover from knee surgery. He has yet to play on back-to-back nights on orders of the team's medical staff. Gordon, who is averaging 16.6 points, missed the final game before the All-Star break with a sprained right hand, but scored 20 points Tuesday in a 96-87 loss to Chicago.
Rivers started in Gordon's place and scored 11 points. Ryan Anderson, who leads New Orleans in scoring with a 16.9 average, was held to seven points.
NOTES: New Orleans F Al-Fasrouq Aminu had 10 rebounds in 36 minutes. ... Gordon has appeared in 19 games, but it's unclear when he'll be able to play on consecutive nights Buy Bel Air 5s Online. ''I wish that (policy) was over, but we don't see it ending anytime soon,'' Williams said. ''For whatever reason, the doctors feel that's best for Eric. But he's healthy, so it's tough.'' ... Scott will attend funeral services for Lakers owner Dr. Jerry Buss on Thursday in Los Angeles. Scott played for the Lakers for 11 seasons and remained close to Buss over the years. ''I'm trying to remember how great he was as a person and how great he was as an owner,'' Scott said. ... Assistant coach Paul Pressey will run Thursday's practice and Scott will return for Friday's session.
Team ComparisonTeamRecordStandingsPFPARoad/HomeStreakL10Cleveland22-424th Central/11th Eastern97.6101.013-19 HomeW 15-5New Orleans22-435th Southwest/15th Western94.598.010-23 RoadL 13-7Next Opponent Cleveland vs. Dallas Fri, Mar 15, 2013 8:30 PM EDT New Orleans vs. Washington Fri, Mar 15, 2013 7:00 PM EDT @yahoosports on Twitter, become a fan on Facebook


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Red Hat has ended its year in business with an obligatory look forward at prospects for 2012. The company suggests that the role of middleware software as a crucial component of automating businesses processes will continue in the year ahead, but that the ways in which it plays its part will inevitably change.
Middleware VP Craig Muzilla logically points to mobile as a key driver for 2012 and says that developers are building small mobile apps for iOS and Android, but the marketplace will begin to incorporate a much broader and more sophisticated use of mobile technology. "We'll begin to see increased integration with backend applications — integration that will tie into customer relationship management, enterprise resource management systems, and more," he said.
Red Hat's prediction is that applications will not only be used in mobile phones, but also incorporated into many other types of remote devices. Not as bland a statement as that may sound, the company is including remote sensors in this definition. Middleware will be necessary to support these types of embedded applications through advanced messaging and complex event processing (CEP) technology.
Staying on safe ground, Muzilla says that cloud computing will continue to be huge and that, " We'll begin to see more sophisticated services offered in PaaS. So far, most have focused on container technology — writing code and getting it up and running. We'll soon see developers using technology to create cloud-based solutions that move beyond the core application server to include other middleware capabilities such as integration, workflow, and process management."
Red Hat's Ashesh Badani suggests that Java will continue to lead when looking at its overall adoption perspective; however, there are an increasing number of dynamic languages gaining traction using Java runtimes. "One size simply does not fit all. But many emerging frameworks do not offer the kind of stability and robustness of Java EE. So while we fully expect developers to take a Swiss Army knife approach, adopting the tools that best help their individual organizations scale, we'll continue to see widespread adoption of enterprise Java," he said.
Badani is also seeing the rise of dynamic languages using Java virtual machines such as Scala, Ceylon, and others. The interest in these languages, frameworks, and styles of programming will (he proposes) continue to grow in 2012. We can also expect to see further "intersections between middleware and big data" so that users increasingly look at big data as a way to store and analyze vast amounts of information. "Middleware can help to leverage and extend that information into applications via a more robust process and analytics platform," said Badani.
Muzilla rounds out with comments on new Java standards, with the introduction of Java EE 6 in mind. "There's a big developer interest in standards-based flexibility, which Java EE offers. It's portable and highly adaptable, which is what developers are looking for. We'll also see a new movement around Contexts and Dependency Injection (CDI). Developers will begin developing extensions and new communities will evolve. We'll also see Java begin to standardize around the cloud and PaaS with the advent of Java EE 7," he said.


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Voluntary drug-shortage reporting adopted despite concerns
Health Canada bureaucrats worried of 'bad company behaviour' by drug makers
The federal health minister opted to let drug makers voluntarily alert doctors and pharmacists of medication shortages despite concerns from her own department that the approach could put Canada's drug supply at risk, documents show.
Records obtained by The Canadian Press indicate civil servants at Health Canada warned in February of last year that a voluntary notice system was "susceptible to bad company behaviour" and could see firms neglect to report every shortage.
An outline comparing voluntary versus mandatory approaches cautioned there would be no way to punish manufacturers who fail to report production gaps, which leaves health practitioners scrambling to get drugs to their patients.
Three weeks later Health Minister Leona Aglukkaq wrote to drug industry associations requesting they voluntarily release information on the increasingly common problem of medication shortages.
The letter to the Canadian Generic Pharmaceutical Association, Rx&D and BIOTECanada said that "regulatory alternatives" forcing notification would be considered only if it was not possible for the industry to develop a voluntary plan.
Opposition to voluntary reporting
Health Canada threw its support behind the resulting system — drawn up with input from health groups — in which drug makers pledged to post shortage information on a central website aimed at health professionals and patients. The site, drugshortages.ca, went live in April.
Voluntary reporting has been strongly opposed by the Canadian Cancer Society, the Canadian Anesthesiologists' Society and other health and patient groups. They insist the best way to ensure Canadians reliably get medications such as chemotherapy drugs and antibiotics is for Ottawa to require full disclosure from drug manufacturers on planned or unexpected gaps in production.
Aglukkaq's spokesman Steve Outhouse said a voluntary system was chosen because it would take too long for Health Canada to bring forward regulations mandating companies disclose production gaps.
"The website that tracks drug shortages is up and running now because of adopting a voluntary approach. Regulations can take years to pass, and would mean delays in getting this information to Canadians," Outhouse said in an email.
He added that a mandatory system will be considered if manufacturers do not voluntarily comply.
Shortages increasing
The issue of drug shortages came to the forefront in February when a Sandoz Canada plant providing 90 per cent of generic injectable anesthetics and other medications commonly used by hospitals cut production due to a facility upgrade and subsequent fire.
Cancer Society senior analyst Lauren Dobson-Hughes said the advocacy group regularly hears from patients struggling to hunt down therapeutic medications that do not pop up on the drug-shortage website.
"When cancer patients call they say, 'I cannot get my hands on this drug for love nor money.' And yet it is not listed short," she said.
"We know that drug shortages are increasing, but because nobody's tracking them systemically on a mandatory basis we still don't know where or how they're impacting patients," Dobson-Hughes added.
The Canadian Press obtained the internal Health Canada documents on drug shortages through the Access to Information Act.
Other records show a limited form of mandatory reporting was recommended in an exhaustive $25,000 report on drug shortages commissioned by Health Canada — one of several times the department has probed the issue of shortage notices.
The July 2011 report by Secor Group advised that Health Canada give manufacturers no choice but to provide an immediate alert on outages of drugs produced by one or a small number of manufacturers.
The report came months before Aglukkaq gave final approval to the industry's voluntary reporting plan.
Documents show recommendations in favour of a mandatory system date back to late 2010. During talks with industry and health groups, Health Canada floated a proposal for "a requirement for manufacturers to notify Health Canada of anticipated or occurring drug shortages when it has a public health impact."
Voluntary system ruled out
The idea was generally supported by participants, who ruled out a voluntary system, a subsequent memo indicates.
The document states that one of the "consistent themes" in feedback was that "notification of drug shortages should be mandatory (not in guidance or voluntary) and Health Canada must ensure timely communication of the information."
Drug makers advised the department that possible shortage regulations should be fairly wide-ranging and not limited to drugs made by a single manufacturer, according to the memo.
"The industry responses also suggested that the proposal should extend to multi-sourced products to better meet the policy objective and that it must be flexible to accommodate exceptional circumstances, if the trigger for notification includes a set time period (in advance of a planned shortfall)."
The Canadian Generic Pharmaceutical Association and BIOTECanada confirmed they were involved in the 2010 talks, but declined to say whether they supported the proposal.
An Rx&D spokeswoman said the group did not provide comment on mandatory reporting of shortages, but responded to other issues surrounding medication sourced from multiple suppliers.
All three groups said they are behind the current voluntary tracking system, which they created following Aglukkaq's request.