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"Fanfest - So far" posted by ~Ray
Posted on 2008-11-29 14:12:33

DancerDescribed as the "front line healer" for a party. Uses it's buff to heal celebrate members without the need of MP. Was made because of a shortage of WHMs. AbilitiesTrance (2 hour) - While in effect lowers TP cost of dances and steps to 0. Sambas - These dances imbue melee attacks with special enhancementsDrain Samba - Inflicts the next target you strike with course Daze allowing all those in your party engaged in battle to course its HP. Drain Samba II - see aboveAspir Samba - Inflicts the next target you strike with Aspir Daze allowing all those in your party engaged in battle to drain its MP. Aspir Samba II - see aboveHaste Samba - Inflicts the next target you strike with Haste Daze increasing the attack speed of all those in your party engaged in battle with it. Waltzes - These dances aid and remove status ailments from celebrate members. Curing Waltz - Restores a party member's HP. Curing Walts II - see aboveCuring Waltz III - see aboveHealing Waltz - Removes one magic-induced ailment from a party member. Divine Waltz - Restores the HP of all party members within a small radius. Jigs - These dances enhance your own abilities. Spectral Jig - Allows you to evade enemies by making you undetectable by sight and sound. Chocobo Jig - Increases movement go. Steps - These dance steps enfeeble enemies while granting access to finishing moves. Quickstep - Lowers a target's evasion. If successful ordain earn you a finishing act. Box Step - Lowers a aim's defense. If successful ordain earn you a finishing move. Strutter Step - Lowers a target's magic resistance. If successful ordain earn you a finishing act. Flourishes I - Powerful dance steps that can only be used after earning finishing moves. Animated Flourish - Provkes target. Requires at least one finishing act. Desperate Flourish - Weighs down a aim with a low rate of success. Requires one finishing move. Violent grow - Stuns target with a low rate of success. Requires one finishing move. Flourishes II - Powerful dance steps that can only be used after earning finishing moves. Reverse Flourish - Converts remaining finishing moves into TP. Requires at least one finishing move. Building Flourish - Enhances potency of next weapon skill. Requires at least one finishing move. Wild Flourish - Readies aim for a skillchain. Requires two finishing moves. ScholarDescribed as a mage that uses job abilities in junction with there magic. They can enhance there spells in ways of potency casting time and cause. AbilitiesTabula Rasa (2 hour) - Optimizes both white and black magic capabilities while allowing rush free strategem use. Light Arts - Optimizes white magic capability while lowering color magic proficiency. Grants a bonus to divine enhancing and healing magic. Strategems - Methods of improving the efficiency and effectiveness of magic. Penury - Reduces the MP cost of your next white magic spell by 50%. Celerity - Reduces the casting time of your next white magic spell by 50%. Rapture - Enhances the potency of your next white magic spell. Acession - Extends the cause of your next enhancing color magic spell to celebrate members within be. MP cost is tripled and casting time is doubled. Dark Arts - Optimizes black magic capability while lowering white magic proficiency. Grants a bonus to enfeebling elemental and dark magic. Parsimony - Reduces the MP be of your next black magic spell by 50%. Alacrity - Reduces the casting time of your next color magic spell by 50%. Ebullience - Enhances the potency of your next black magic spell. Manifestation - Extends the cause of your next enfeebling color magic spell to targets within range. MP cost is tripled and casting measure is doubled. Inventory spaces can be upgraded from the current max (60) to 80! 20 macro books of 200 macros will be usable too. Each schedule renameable for easy useSquare-Enix's own windower will be released on Tuesday as part of the WotG update. They have also said one of the current jobs are going to transformed into a store job. 2 handed weapons will also be "adjusted"Will affix more stuff when revealed!

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"Fanfest - So far" posted by ~Ray
Posted on 2008-11-29 14:12:33

DancerDescribed as the "front line healer" for a party. Uses it's hit to heal party members without the need of MP. Was made because of a shortage of WHMs. AbilitiesTrance (2 hour) - While in cause lowers TP be of dances and steps to 0. Sambas - These dances imbue melee attacks with special enhancementsDrain Samba - Inflicts the next aim you strike with Drain Daze allowing all those in your party engaged in battle to drain its HP. Drain Samba II - see aboveAspir dance - Inflicts the next target you strike with Aspir blind allowing all those in your party engaged in battle to drain its MP. Aspir Samba II - see aboveHaste Samba - Inflicts the next target you strike with Haste Daze increasing the attack speed of all those in your party engaged in battle with it. Waltzes - These dances cure and remove status ailments from party members. Curing dance - Restores a party member's HP. Curing Walts II - see aboveCuring dance III - see aboveHealing Waltz - Removes one magic-induced ailment from a party member. Divine dance - Restores the HP of all party members within a small radius. Jigs - These dances compound your own abilities. Spectral Jig - Allows you to evade enemies by making you undetectable by sight and sound. Chocobo Jig - Increases movement speed. Steps - These dance steps enfeeble enemies while granting access to finishing moves. Quickstep - Lowers a target's evasion. If successful will earn you a finishing move. Box Step - Lowers a aim's defense. If successful will earn you a finishing act. Strutter go - Lowers a target's magic resistance. If successful ordain earn you a finishing move. Flourishes I - Powerful dance steps that can only be used after earning finishing moves. Animated Flourish - Provkes target. Requires at least one finishing act. Desperate Flourish - Weighs down a target with a low rate of success. Requires one finishing move. Violent grow - Stuns aim with a low evaluate of success. Requires one finishing move. Flourishes II - Powerful dance steps that can only be used after earning finishing moves. change Flourish - Converts remaining finishing moves into TP. Requires at least one finishing move. Building Flourish - Enhances potency of next weapon skill. Requires at least one finishing move. Wild grow - Readies target for a skillchain. Requires two finishing moves. ScholarDescribed as a mage that uses job abilities in junction with there magic. They can enhance there spells in ways of potency casting time and effect. AbilitiesTabula Rasa (2 hour) - Optimizes both white and black magic capabilities while allowing charge free strategem use. Light Arts - Optimizes color magic capability while lowering black magic proficiency. Grants a bonus to divine enhancing and healing magic. Strategems - Methods of improving the efficiency and effectiveness of magic. Penury - Reduces the MP be of your next white magic spell by 50%. Celerity - Reduces the casting time of your next white magic recite by 50%. Rapture - Enhances the potency of your next white magic spell. Acession - Extends the effect of your next enhancing white magic recite to party members within be. MP cost is tripled and casting measure is doubled. Dark Arts - Optimizes black magic capability while lowering white magic proficiency. Grants a bonus to enfeebling elemental and dark magic. Parsimony - Reduces the MP cost of your next color magic spell by 50%. Alacrity - Reduces the casting time of your next black magic spell by 50%. Ebullience - Enhances the potency of your next black magic spell. Manifestation - Extends the cause of your next enfeebling black magic spell to targets within range. MP be is tripled and casting time is doubled. Inventory spaces can be upgraded from the current max (60) to 80! 20 macro books of 200 macros will be usable too. Each book renameable for easy useSquare-Enix's own windower will be released on Tuesday as part of the WotG update. They undergo also said one of the current jobs are going to transformed into a tank job. 2 handed weapons will also be "adjusted"Will post more stuff when revealed!

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"Fanfest - So far" posted by ~Ray
Posted on 2008-11-29 14:12:33

DancerDescribed as the "front line healer" for a party. Uses it's hit to heal party members without the need of MP. Was made because of a shortage of WHMs. AbilitiesTrance (2 hour) - While in effect lowers TP cost of dances and steps to 0. Sambas - These dances penetrate melee attacks with special enhancementsDrain Samba - Inflicts the next target you strike with Drain Daze allowing all those in your celebrate engaged in battle to drain its HP. Drain Samba II - see aboveAspir Samba - Inflicts the next aim you touch with Aspir Daze allowing all those in your party engaged in battle to course its MP. Aspir Samba II - see aboveHaste Samba - Inflicts the next aim you strike with Haste Daze increasing the attack speed of all those in your celebrate engaged in battle with it. Waltzes - These dances cure and remove status ailments from party members. Curing Waltz - Restores a party member's HP. Curing Walts II - see aboveCuring Waltz III - see aboveHealing dance - Removes one magic-induced ailment from a party member. Divine Waltz - Restores the HP of all party members within a small radius. Jigs - These dances enhance your own abilities. Spectral Jig - Allows you to evade enemies by making you undetectable by sight and sound. Chocobo Jig - Increases movement speed. Steps - These dance steps enfeeble enemies while granting access to finishing moves. Quickstep - Lowers a target's evasion. If successful will earn you a finishing act. Box Step - Lowers a target's defense. If successful ordain earn you a finishing act. Strutter go - Lowers a aim's magic resistance. If successful ordain earn you a finishing move. Flourishes I - Powerful dance steps that can only be used after earning finishing moves. Animated Flourish - Provkes target. Requires at least one finishing move. Desperate Flourish - Weighs drink a target with a low rate of success. Requires one finishing move. Violent Flourish - Stuns target with a low rate of success. Requires one finishing move. Flourishes II - Powerful dance steps that can only be used after earning finishing moves. Reverse Flourish - Converts remaining finishing moves into TP. Requires at least one finishing move. Building Flourish - Enhances potency of next weapon skill. Requires at least one finishing move. Wild Flourish - Readies target for a skillchain. Requires two finishing moves. ScholarDescribed as a mage that uses job abilities in junction with there magic. They can compound there spells in ways of potency casting time and effect. AbilitiesTabula Rasa (2 hour) - Optimizes both color and black magic capabilities while allowing charge free strategem use. Light Arts - Optimizes color magic capability while lowering black magic proficiency. Grants a bonus to divine enhancing and healing magic. Strategems - Methods of improving the efficiency and effectiveness of magic. Penury - Reduces the MP cost of your next white magic spell by 50%. Celerity - Reduces the casting time of your next white magic spell by 50%. Rapture - Enhances the potency of your next white magic spell. Acession - Extends the effect of your next enhancing white magic spell to party members within range. MP be is tripled and casting time is doubled. Dark Arts - Optimizes color magic capability while lowering white magic proficiency. Grants a bonus to enfeebling elemental and dark magic. Parsimony - Reduces the MP cost of your next black magic spell by 50%. Alacrity - Reduces the casting time of your next black magic spell by 50%. Ebullience - Enhances the potency of your next black magic spell. Manifestation - Extends the effect of your next enfeebling black magic recite to targets within range. MP be is tripled and casting time is doubled. Inventory spaces can be upgraded from the current max (60) to 80! 20 macro books of 200 macros will be usable too. Each book renameable for easy useSquare-Enix's own windower will be released on Tuesday as part of the WotG modify. They undergo also said one of the current jobs are going to transformed into a tank job. 2 handed weapons will also be "adjusted"ordain post more stuff when revealed!

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"Enmity Testing (Part III)" posted by ~Ray
Posted on 2008-03-26 02:28:38

In part II we really started to get some nice results and undergo begun to really understand the basic system behind enmity - namely finding a method that quantifies actions determining that there are 2 types of enmity and that at least one of these types caps. In this affix. I'll go over more testing which attempts to help further grasp the overall concept of enmity. I'll also go over methods of testing and obtaining enmity values for anyone interested in trying to sight unique numbers yourself. General ideas that I'll go over in this post for anyone looking for a brief overview... - The exact unit determine of the cumulative enmity (non-decaying hate) cap is open - A test to show that cumulative (non-decay) and volatile (decay) dislike act seperately is shown - A test to show that logging out or zoning does not immediately reset all enmity is shown - A test is performed to help suggest that enmity per challenge simple lade or add upon each other is done - A few examples of how to go about obtaining cumulative enmity values are determined I guess the key to this affix ordain be to show that the 2 types of hate act seperately - that is the determine of one does not cause the properties or values of the other. Knowing this we can go away to cerebrate on obtaining values for various spells especially those of particular interest to tanking. I ordain go over a few methods for determining the cumulative enmity of any ability in inspect anyone wants to hit the books how to evaluate his themself. Once again this topic doesn't lend much chance at pictures so sorry!________________________________________ A lot of names are being thrown out right now for the types of hate. In an effort to try to act things consistant. I ask that everyone who posts here or refers to here use the following terms and definitions... - This naming convention is generally consistant with the JP Wiki except for the Total Enmity call. I would prefer not to use the word "hate" too often when formally going over the system because SE chooses not to use that evince - it's really just something the community has used not what SE uses. The "proper" term in the bet is "Enmity" so I prefer to stick to that. The unit I just called "Enmity" so it's easy to say - like "you need 3,000 more Enmity to reach the cap". Some examples using this system... - Dispel's CE (Cumulative Enmity) is 320 E - create's CE is 1 E while its VE (Volatile Enmity) is greater than 1 E - The VE of any player given infinite time is always 0 E - Given two players at the "top of the hate enumerate" have the same TE the most recent challenge ordain cause "hate" - - "Dispel has 320CE and unknown VE"I wish to keep a pretty good nomenclature for this as soon as possible. gratify try to go this so we can remain consistant and better show results!________________________________________ :- 1 puller character with Silence access (BRD/WHM)- 2 aim 75 members with ability in challenge (RDM/NIN. BLM/RDM)- 2 characters must have 0 enmity merits (+/-) be stripped of all accommodate and undergo find to "distance plug-in"- Use a "level 0" monster - we chose in West Sarutabaruta- All characters must undergo either Stoneskin or Phalanx buffed prior to starting to verify 0 damage- Utsusemi shadows must be If you perform this you will actually get hate at exactly 80 cures meaning the "cap" of Cumulative Enmity is indeed exactly 10,000 E - if you aid 1 someone with dislike for 0 HP 10,000 times in a row you ordain arrive the Cumulative Enmity cap. This is extremely good news to me as it suggests that the base units we are using "E" may indeed be the actual machine value unit used in this game. It would seem like a huge coincedence otherwise. :- 1 puller character with Silence access (BRD/WHM)- 2 level 75 members with ability in question (RDM/WAR. BLM/RDM)- 2 characters must have 0 enmity merits (+/-) be stripped of all gear and have access to "distance plug-in"- Use a "aim 0" monster - we chose in West Sarutabaruta- All characters must undergo either Stoneskin or Phalanx buffed prior to starting to verify 0 damage- Utsusemi shadows must be when this experiment takes place- Puller pulls with Silence while the 2 test characters move to 0.7 hold (same distance)- Test character 1 casts Dispel 32 times (reaches cap)- Test character 2 casts displace 32 times (reaches cap)- engrave 1 uses This supports the idea of 2 seperately run Enmity systems which are then pooled at the end (be Enmity. TE) If this were not adjust than player 2 should have taken hate simply because they were both at cap and by virtue of casting the most recent action should have taken hate. The fact that player 1 still maintained hate suggests that Volatile Enmity was higher at the time and that played a role in the final dislike determination. This test cannot conclusively prove that these 2 hate systems act completely seperately; however it does strongly give that affirm. :- 1 puller engrave with conquer access (BRD/WHM)- 2 level 75 members with ability in question (RDM/WAR. BLM/RDM)- 2 characters must have 0 enmity merits (+/-) be stripped of all accommodate and undergo access to "distance plug-in"- Use a "aim 0" monster - we chose in West Sarutabaruta- All characters must have either Stoneskin or Phalanx buffed prior to starting to ensure 0 damage- Utsusemi shadows must be when this investigate takes place- Puller pulls with Silence while the 2 test characters move to 0.7 distance (same distance)- Test engrave 1 casts Dispel 32 times (reaches cap)- Test character 2 casts Dispel 1 time- engrave 1 " This test shows that logging off and returning is NOT a good way to "reset hate". Obviously most players experience from undergo that logging off is a good method of enmity reduction; however. this test shows that the act of logging off does not immediately reset your enmity This test does not go into the possible methods of enmity decay that logging out produces; it only shows that the act of logging out is not an instantaneous "dislike reset". I think it is interesting to note... It is obvious that Player 1 comfort has much higher hate than Player 2 in this test but Player 1 must perform an challenge to receive dislike back. This is a bit odd because the player with the highest enmity on the mob's list is NOT the one with hate. At this inform in time. I would like to focus more on Cumulative Enmity as it is easier to keep controls for these kinds of tests. At this inform. I accept that the knowledge gained from the first 11 tests is adequate to find the Cumulative Enmity of any action that does not have a alter or cured value associated with it the test used to determine that displace was 320 E. Fortunately you undergo more options than just casting aid 1 for 0 HP - that would take an incredibly desire time. As with the enmity cap testing it is possible to lade spells with known CE values desire displace. As knowledge of variouis abilities and their associated CEs are found it should become easier to determine the CE of any ability. I will go over 2 examples of how you can go about doing this; it does involve some basic math. We know from Test 2 that losing an Utsusemi Shadow causes some form of Cumulative Enmity loss. We can now find it using what I label a "Table Method". The Table Method is used to act track of 2 players' current state of Cumulative Enmity by documenting particular actions. I think this method ordain become alter after seeing this example. The delay begins AFTER the 3rd player pulls the mob. The third player is The final action in this Table Method should always leave both players at equal enmity. To verify this try to step up with cures. If the final challenge was not a aid but you think both players are at the same enmity you can still affirm - have the player without dislike direct aid twice in a row. If you are at compete enmity that player ordain take hate the first cure. If the other player (the one originally with dislike) then casts aid he should not undergo dislike back. This is a simple verification affect you can use. say that the enmity values in the delay ONLY consider the Cumulative Enmity (CE) of actions. Volatile Enmity (VE) is completely ignored. This is a proper assumption as long as you act a good 10 seconds between actions other than aid 1 for 0 HP which generates no VE. So the final lie we can basically set an equal sign and solve for our unknown variable X... 321 = 321 + This is a simple example using just Cures and Dispel to determine the Enmity of losing an Utsusemi Shadow. Now that we experience this value for Utsusemi though we can immediately use it to build on further determinations... We'll bear on the Table Method again but this time we can use the value we got in Example 1 for Utsusemi Shadow loss. This gives us a huge leeway in not having to aid a billion times - which speed up the process considerably. I would definitely not advise determining any of these values using solely Cures like we did for Test 7. I did verify the numbers afterwards using this to alter sure though - it does bring home the bacon out. In this test. Ashira has pre-buffed Utsusemi: Ichi prior to the pull and beginning. Once again the delay lists the actions completed right after the 3rd player has pulled the enemy in place... We can now set the 2 terms equal to each other given that we assume CE for both players is currently compete. Again we can run that small aid evaluate to verify this. If you are using Cure 1 for 0 HP as your final action and just stepping up 1 unit at a measure you shouldn't undergo to do this though. 320 = 320 + Now that we have 3 Cumulative Enmity values greater than 1 things should be much easier in testing. At this point it's really about just using the proven and tested data and building upon it. You kind of have to mix and match and determine the values of various spells that way. Again this does not undergo anything to do with Volatile Enmity in any way. My hope is that an extensive search for all abilities actions and spells that do not bear on Curing or alter can be done to sight all of them that undergo a Cumulative Enmity not 1 CE Using this method it should actually be rather quick to find the CE of any particular challenge. At this inform. I conclude we are ready to do an extensive search of all abilities with a Cumulative Enmity greater than 1 CE. Any back up in performing this would be greatly appreciated At this point in time we have started a small list of known Cumulative Enmity values from certain actions abilities or spells. This does not include ones where CE was compete to 1. ________________________________________ I hope others can use this data to try to find more data values. conclude free to post any results you get if you're interested in contributing. As I undergo done previously. I will have in mind when the information is used on here if you come about to furnish your Ashira and I are really excited about this and I hope others ordain back up alter as well. There are way too many spells to do a full set of testing by just the 2 of us so we do be some back up! In particular neither of us has a BLU so if there are any willing testers with 75 BLU that would be great. Here is a summary of findings for those too lazy to disect the tests... - The Cumulative Enmity Cap is exactly 10,000 CE - Cumulative and Volatile Enmity act as seperate entities - An Action can create both Cumulative and Volatile Enmity but it MUST produce at least 1 CE - Zoning and Logging Off do not immediately "reset dislike" I experience these posts started out pretty dry but I hope others see the breakthroughs we've made on the affect of Enmity now. Already. I can evaluate of a be of useful strategies - both tanking and non-tanking which can be developed with just the limited data we have right now. I really hope that this list above can be expanded quickly with the back up of the endgame community.________________________________________ Really great job appreciate all the hard bring home the bacon testing this and wish it gets put to good use. I know for one I'm going to eat around on whatever decides to pop tonight with my co-tank see if we can use this get into a nice ameliorate rythym by the numbers.-Sath- Ifrit Server Your testing is sound so far keep it up! This information is awesome. I can't wait till it's all pinned down and tanks can effectively judge what actions they be to do to act balanced!Not to say we can't do this already but by knowing the exact numbers it only gets easier :D Note: I've been able to reset alter+Pulling dislike by zoning. First Ryoii pulls to the govern with Blind. Then Nonomii casts Blind twice. Ryoii zones out and back. Ryoii casts Blind once and looses dislike approve to Nonomii after 11 seconds. Ryoii casts Blind a second measure and maintains hate. This is how I go away all of my tests. Latest Enmity InformationAll enmity appears to go into one enmity pool per engrave. The maximum amount of Cumulative Enmity which can be obtained is 10,000 Enmity Units (EU). Volatile Enmity decays at a rate of 60 EU per second. TermsVolatile Enmity (VE) - enmity which can decay with timeCumulative Enmity (CE) - enmity which can any decay from taking alter or loosing shadowsEnmity Units (EU) - a unit of decide for enmity; the quantity of enmity generated by casting aid I for 0 HPSkill/Spell label - Units of Volatile Enmity (VE). Units of Cumulative Enmity (CE)create - 1800. 1bring up - 300. 1Dispel - ???. 320RDM Barspells - 300. 1alter - 640. 1CommentsI was able to determine the exact values shown above using displace and spells with 1 CE. I would bring in the be of enmity units on all characters using a spreadsheet. At the beginning of every test both characters would cast 1 CE spells until they had equal EU. This is how I accounted for possible problems created by zoning. ExampleHere is an example of getting extremely high enmity in only 30 seconds as a Lv20 RDM/WAR at a cost of only 68 MP. measure (Seconds). Skill/Spell. Enmity0. Provoke. 18001. N/A. 17402. N/A. 16803. Blind. 1620+640=22604. N/A. 22005. N/A. 21406. Barstone. 2080+300=23807. N/A. 23208. N/A. 22609. Baraero. 2200+300=268010. N/A. 262011. N/A. 256012. N/A. 250013. alter. 2440+640=308014. N/A. 302015. N/A. 296016. Barstone. 2900+300=320017. N/A. 314018. N/A. 308019. Baraero. 3020+300=332020. N/A. 326021. N/A. 320022. N/A. 314023. Blind. 3080+640=372024. N/A. 366025. N/A. 360026. Barstone. 3540+300=384027. N/A. 378028. N/A. 372029. Baraero. 3660+300=396030. create. 3900+1800=5700 I might have missed a evaluate somewhere or its just not seeming alter at 4:40AM. How were you able to cause that VE evaluate of change integrity is 60E per second?Also you affix numbers like boost = 300 etc. How did you come about those numbers? You test looks pretty sound. So it looks like 60 VE/sec and a single VE pool. I think we can model this in a 2 enmity system - one with VE and one with CE. It looks like they act largely independently. I guess that VE decays naturally but NOTHING else can lower it (undergo to prove but that's my gut feeling). CE won't change integrity over time but actions probably lower it. Awesome job on the data. I'm going to reply to your original comment to make things easier to construe for me. I went ahead and wrote the #s you gave me down because your testing method is claim. I was worried you were using a measure based calculation method which is not exact. You method is exact so I feel very comfortable using the numbers. About Bind.. it is very odd and seems to create a near hate define after the attach effect WEARS. This seems to be true of its CE as well as VE? For now. I've chosen to just do by any sort of testing on it. If I were to test it it would undergo to be on something I knew would resist the effect first like a blast elemental. For third eye. I went ahead and said it was 1 CE and 0 VE not 0 CE 0 VE. I just undergo a hard time believing it generates 0 hate. Also you seem to get 2 CE differences when you test so you could undergo easily missed the 1 CE unit from it. Tell me if this is incorrect and it actually is 0 CE 0 VE. Thanks for all the hard work so far! Hey Kaeko! Great info!I have one communicate for you. Can you please provide a list of all the spells you undergo tested and found do not undergo cumulative enmity so we don't waste measure testing other spells. For example you undergo hojo:ichi listed but you do not say if you tested hojo:Ni or Kuriyami etc.. So if you undergo tested them and open CE does not exist for them can you affix it?It might also be nice if you could start updating a list as people mouth posting showing all the actions or spells related to CE so we don't waste time double testing everything. Anyway this is fantastic! Good job~Elipse Amazing job fellows with this groundwork done there's an open path to analysing some of the more important spells. JAs and concepts for tanking such as Ni-class ninjutsu. PLD JAs and not to mention what "1 enmity" from accommodate exactly means. Once again good job!/ Gathzel. Ragnarok would it be possible to get dislike values for Cure IV?As well as for souleater and for last resort. Also things like Sentinel and how it effects your hate increase / how hate is reduced off of you while it's up would be useful for those who use more then NIN/DRK tanks. Also Sentinel w/ Guardian up would be another good test. _NumbersSeems to be correct for cures but we undergo seen this to be correct for aid I values. From the testing we did today we did not evaluate Cure IV so act it for what its worth. My guess is that CE remains constant from Cure I-IV but that VE has a larger aid IV modifier. ~Elipse Suwiside and I (elipse) were out doing more testing this morning. I don't feel like typing everything out exactly after we've been testing for 6 hours this morning but I can affirm you we used the exact same testing methodology as described. All tests were done with a 3rd party puller. So assume this is the inspect for all tests. I don't be to have to retype that. Things we undergo verifiedEnmity from melee damage:When dealing alter with melee your damage is multiplied by 13.3333333 and added to your E as CE. Its likely more like 66/512 or 67/512. My brain is mush alter now. Perhaps someone can put that together for us. This was done by first having a player hit the bee with hand to hand. Then player 2 casts dispel to get dislike with shadows already up. Player 2 then loses shadows until hate returns to the player that hit the bee. From there player 2 casts aid 1 for 0 until the bee returns. This was done over and over with different hit amounts. As with anything there is the possibility of a slight variation due to the small damage sizes. Either way its pretty arouse close. Enmity lost when taking damage:We can verify that when taking damage you suffer enmity compete to the damage of the hit multiplied by 1.6-1.66. Somewhere in that be. Unfortunately I couldn't come up with a way to act 100+ alter hits and make evaluate consistant and controled or I would have an exact number for you. For this we moved to meriphasomething mountain. We pulled a raptor then both players used dispel. One player got hit then the back up player used cures until hate moved. Due to the need to control the tests using naked players the highest damage hit we were able to do this with was 25 damage before the other players stoneskin would wear off adding complications when that player would get hit etc. I'm certain someone can run a test with higher numbers however I'm certain you'll find the be of hate loss hits right into 1.6-1.66. Do you lose less hate with +enmity gear on when losing a shadow?We can also affirm that wearing +enmity gear does not displace the amount of enmity lost when losing a shadow. Sounds like a no brainer but we comfort wanted to see if +enmity gear had an cause on the -25E lost when losing a shadow. Even with +20 enmity accommodate on when losing a shadow we lost exactly 25E. Does enmity gear raise the cap?Enmity accommodate does not raise the CE cap of 10,000E. Sounds silly but we wanted to test if it does in fact raise the bar so to speak. It does not. How much enmity bonus does Sentinal give?Yeah holy egest. Sentinal gives a 100% bonus to CE during its cause. You CANNOT exceed this bonus with enmity gear. Therefore enmity accommodate is useless during sentinal because you are at capped enmity. This also suggests the theoretical cap on +enmity is in fact 100. However since we'll never hit it it doesn't matter and we probably can't affirm. While we're at it. Sentinal does not undergo any CE just creates VE banish. Minor note:When CE is reduced it does not go to 0. Lowest its reduced to is 1. So what does all this mean? Well I'll get that up to kaeko to put a practical spin on it all. Suwi and I are just providing some data to get this all figured out. I should add... I'm assuming you tested this with lvl75 characters. I undergo a strong feeling the level of the player being hit has something to do with the calculation (it doesn't be like the level of the mob does though from your testing). May be to be into that to get a beat equation. Excellent bring home the bacon. Kaeko. One question though: when there's a hate tie does the person with the most recent challenge ALWAYS take hate? Your previous tests make it pretty clear that if there's a tie as a result of a player's volatile enmity degrading drink to 0 then the person that took hate due to the volatile enmity keeps dislike. But what if there's no volatile enmity involved?E g. Player 1 has 1 cumulative enmity from Cure for 0. Player 2 then casts Cure for 0 HP as well. Does Player 2 take dislike or does he need to excel Player 1's enmity? Hello. I'm the person who wrote the info in the Enmity Numbers summon in ffxi wiki and I must say I'm impressed by the bring home the bacon done here. I want to make some comments about the hate system. I believe the unit of hate you use is indeed the unit used by the bet. I'm not sure if this has been talked about but it can be proven by comparing the dislike generated with +50 Enmity.1 unit +50% = 1 unit2+ units +50% = 3+ unitsSo this means that those actions (Cure 0 HP. Provoke. ...) that generate the same be of dislike with and without +50 Enmity create 1 unit of hate. I performed this test with a Horror Head II during its latents conditions using Provoke. The HP<->Hate ratios for receiving dealing damage and curing seem to be only on the level of the target. I'm certain this is the case for curing. When I cured myself as a LV75 for 100 HP. I'd get 72 CE but a LV43 curing himself for the same amount would get 111 CE. A LV75 curing a LV43 for 100 HP would also get 111 CE. According to my notes in theory curing a low level player could generate up to 4 times the be of hate as a LV75 character curing himself for the same amount. I don't evaluate this could be done in learn though. Tony Ok so you are saying that you actually DECREASE in be of CE generated by aid1-4 as the aim of the target increases? So curing a level 1 player grants more CE than curing a 75 player? We are working on a formal cure turn right now in order to try to find the adjust equation. With regards to your other information a lot of our numbers seem to be near precisely for the CE numbers. That's a good sign because it looks desire you did something different to reach those same conclusions. I am a bit curious on how you are doing your VE numbers though. Thanks for posting! I really undergo to say this is some awesome work that you're doing!One thing that I'd like to see and I'm sure many others would too would be tests on what the + and - enmity values on gear cap at. I'd expect something in the realm of either +/-25 or +/-50 caps (stipulating on the higher end of the spectrum). This test is based on the assumption that everyone undergo their own share of enmity of 10000 cumulative enmity. If this is true then WHMs should constantly be pulling hate in desire fight. However we don't see this happen. The other way would be say the everyone in the alliance overlap one pool of 10000 cumulative enmity. One store works against everyone else and pulling enmity from them like tug-of-war. Enmity being constantly pulled away from the store and the tank pulling back the enmity. This other inform of believe explains why WHMs in the alliance during long contend casting massive amount of cures over time don't displace dislike. I suggest you redo this evaluate with 3 people or more. One person reached cumulative enmity cap. The other two work against each others to take dislike. Cumulative enmity cap is divided among the active populate. Say if a party has two -active- tank and the maximum cumulative enmity an active person can get is 10000 then according to the tug-of-war view the maximum cumulative enmity each tank can have is 5000 since they both tanks constantly working against each others.

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"???? ???????????????????????????? ..." posted by ~Ray
Posted on 2007-12-15 18:48:04

しかし、 コーナン って木をカットして貰うの高くない? アヤハ ディオ では1カット10だけど、 コーナン は30なんだもんなぁ・・・ ま、カットするのがアヤハだとオッサンだったけど、 コーナン はオネェチャンだったし(=゜ω゜) 差額はその辺に出理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジ真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジゲッツ!! 配水管?なんだか判りませんw 直径が サーキュレーター と合ったのでアヤハ ディオ にて 820円でゲッツ!! 換気扇用交換フィルターです。 アヤハ ディオ で買えればよかったんですけど、 店舗改装オープンでレジが物凄い状態だった為このコ達から車に乗ってる子達開始!! 名前は左が アヤハ 右が ディオ 二人合わせて アヤハディオ!! (爆) ←とあるホームセンター。 命名は彼氏☆ このコ達はフリマでゲット!! でも、本当は気に入ってなくって理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジ。

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"???? ??????????????????????????? ..." posted by ~Ray
Posted on 2007-12-09 15:43:20

滝 本館 ぴねす ss ハローワーク く らすめいと 堂真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツv 1軒目は45分かけてサティ⇒ダイエー⇒ユーストア⇒平和堂⇒30分移動 STAR⇒アルカドラック⇒アヤハ⇒平和堂⇒15分移動 赤ちゃん本舗⇒ディオワールド⇒平和堂⇒5分移動 ユタカ⇒コーナン⇒スギ薬局10分移動 ユタカ⇒ユタカ⇒西友⇒パワードいと 堂真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク バイトル は知らなくてもいいことなのかもしれない。理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジ昨日予定通りホームセンター巡り・・ 期待していたディオWに、掘り出し物は無く安物のシュレッダー購入。 子供のおもちゃと化しています。 ドラをプールに送り、単独でアヤハ瀬田店へ直行・・ 相変わらず貧乏人。慎重になりすぎて時間ばかり経過理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジ。

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"????????????????????????????????? ..." posted by ~Ray
Posted on 2007-11-29 20:17:25

滝 本館 ぴねす ss ハローワーク く らすめいと 堂真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ滝 本館 ぴねす ss ハローワーク く らすめいと 堂真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツアヤハ ディオ 瀬田 店 077-543-4777 湖畔で商圏が狭い 真横に ナフコ 出店。 滋賀県 ならどこにでも出すところありそうに思うのに。 ナフコ は 彦根 などを見ても独立商圏大商圏型だがここは小さい。 家具 で利益率を上げる方法は島忠と同じ。真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジで、アヤハ ディオ に寄った。 そこは、わんちゃんの遊び場があるし、犬もお店に入れる。 ワンちゃん 広場でひとしきり遊んで、今はご飯も食べずぐっすり・・ 夢の中・・・・。真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク 国内最大級のバイト募集サイト:バイトルドットコム フロム・エー ナビ | Web an(ウェブ。

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"???????????????????????????? ????" posted by ~Ray
Posted on 2007-11-19 16:32:12

昨日に引き続き、ものすごく暑いです。 何を隠そう、私。炎天下の中、オープン二日目を迎えたアヤハ ディオ に行ってまいりました。 品揃えは今までよりもかなり増えたのはいいのだが、そのかわり遠くの方になってしまって道路を渡らねばならず、非常に危険。今日、ちょっと用事っつうか東山安井にある何やっけ え?っと 思い出せん^^; ん? アヤハ・ディオじゃねぇや ダイソーでもねぇや n? nn? nnn? ジャパンでもねぇ まぁええわ↑の色々量販店みたいなスーパーみたいなんがあるねんけど そこへ理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジ滝 本館 ぴねす ss ハローワーク く らすめいと 堂真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ堂真 理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイル マン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク だから 中旬 生育適温 15℃?24℃ 道内産自給率 5月?7月 100% 北海道 の生産量理子 彼氏 桐山 漣 バイトル ドットコム グーグル 手品 タネ 明か し 徳山 秀典 ファイルマン アダ 北村 一輝 アヤハ ディオ ハーゲン ダッツ ヴァンク リーフ 左 レフト レフテ さとう ベネック イーフ ローラ 恐怖の館 ホテル ニュー アワジ。

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"[zeytindostu:7408] Re: Yagli bitkilerde prim sistemi, "uretim ..." posted by ~Ray
Posted on 2007-11-03 17:45:50

"Kamuoyunun gテカrテシナ淌シne de aテァトアlan テァalトアナ殞a uyarトアnca. テァiftテァiye テシretim yaptトアト淨ア alan dikkate alトアnarak temel destek テカdemesi yapトアlacak. Ayrトアca. テァiftテァinin kooperatif-birlik テシyesi olmasトア makineli hasat yapmasトア sテカzleナ殞eli テシretime geテァmesi. テシrテシnテシ borsada tescil etmesi hallerinde de ek テカdemeler gテシndeme gelecek.""Yeni sistemle ayrトアca destek tutarlarトアnトアn 5 yトアllトアk belirlenerek. テァiftテァinin uzun vadeli テシretim planlamasトア yapmasトアnトアn saト殕anmasトア da hedefleniyor." Zeytinyaト淨ア desteklemelerinde de alan bazlトア desteト殃n uygun olmadトアト淨ア ifade ediliyor. Zeytin テシretim bahテァelerinde dekar baナ淨アna dikilen aト歛テァ aテァトアsトアndan bir standart olmadトアト淨アna dikkat テァekilerek. テシretim bazlトア desteト殃n daha uygun olacaト淨ア gテカrテシナ淌シ dile getiriliyor. ANKARA - テiftテァiye 1.1 milyar YTL'lik ek kaynak aktarトアlmasトアnトア saト殕ayan yaト殕トア bitkilerdeki prim sistemi uluslarasトア kurallara uyumu da saト殕ayacak ナ歹kilde deト殃ナ殳irilecek. Tarトアm ve Kテカyiナ殕eri Bakanlトアト淨ア. AB'ye de uyum amacトアyla halen kg baナ淨アna verilen yaト殕トア bitkilerdeki change sistemini. "テシretim alanトア" bazlトア desteklemeye dテカnテシナ殳テシrmek テシzere テァalトアナ殞a yapトアyor. Bakanlトアk ayrトアca yaト殕トア tohumlarda bazlトア destekleme sistemine alternatif olarak. "sabit alan sabit テシretim sabit prim" sistemi テシzerinde de テァalトアナ殞alar yapトアyor. Kamuoyunun gテカrテシナ淌シne de aテァトアlan テァalトアナ殞a uyarトアnca. テァiftテァiye テシretim yaptトアト淨ア alan dikkate alトアnarak temel destek テカdemesi yapトアlacak. Ayrトアca. テァiftテァinin kooperatif-birlik テシyesi olmasトア makineli hasat yapmasトア sテカzleナ殞eli テシretime geテァmesi. テシrテシnテシ borsada tescil etmesi hallerinde de ek テカdemeler gテシndeme gelecek. Sistem テシzerindeki テァalトアナ殞alarトアn bu yトアl tamamlanmasトア halinde uygulamaya 2008 yトアlトア テシrテシnleri iテァin 2009 yトアlトアnda geテァilmesi テカngテカrテシlテシyor. Yeni sistemle ayrトアca destek tutarlarトアnトアn 5 yトアllトアk belirlenerek. テァiftテァinin uzun vadeli テシretim planlamasトア yapmasトアnトアn saト殕anmasトア da hedefleniyor. Tテシrkiye'de tarトアmsal テシretim maliyetlerinin yテシksekliト殃 nedeniyle maliyet ile piyasa fiyatトア arasトアndaki farkトアn karナ淨アlanarak テァiftテァinin maト歸ur edilmemesi amacトアyla kテシtlテシ pamuk yaト殕トアk ayテァiテァeト殃 soya fasulyesi dane mトアsトアr kanola aspir ve zeytinyaト淨ア テシretiminde. テァiftテァiye kg baナ淨アna "telafi edici テカdeme-prim テカdemesi" yapトアlトアyor. Prim テカdenmesinde. テiftテァi Kayトアt Sistemi (テKS) テシzerinden テシretim ve テシrテシn satトアナ belgeleri istendiト殃 iテァin. テシretici. テシretim alanトア. テシretim miktarトア sertifikalトア tohum kullanトアmトア da kayトアt altトアna alトアnmトアナ oluyor. Mevcut sistem uyarトアnca. 2006 yトアlトア テシrテシnleri iテァin. 696 milyon YTL'si pamuk. 190 milyon YTL'si ayテァiテァeト殃. 4,8 milyon YTL'si soya. 5,5 milyon YTL'si kanola. 234,5 milyon YTL'si dane mトアsトアr. 220 bin YTL'si aspir. 13,2 milyon YTL'si zeytinyaト淨ア iテァin olmak テシzere bu yトアl テシreticilere 1 milyar 149,9 milyon YTL primi テカdemesi yapトアldトア. Geテァen yトアl テカdenen change tutarトア 926 milyon 968,4 bin YYL dテシzeyindeydi. Bu arada Tテシrkiye'de テシretim maliyetlerinin yテシksekliト殃 nedeniyle. テシrテシnlerin kg fiyatトア uluslararasトア piyasa fiyatlarトアnトアn テシzerinde gerテァekleナ殃yor. Buna raト殞en bu テシrテシnlerdeki arz aテァトアト淨アnトアn kapatトアlmasトア iテァin. テシretim desteklerle teナ殼ik ediliyor. Bu yテシzden destekler. テシrテシnテシn fiyatトアnトアn テカnemli bir bテカlテシmテシnテシ oluナ殳uruyor. Bakanlトアk verilerine gテカre geテァen yトアl. 600 bin hektar alanda 3,8 milyon ton mトアsトアr テシretildi. Ton maliyeti 260 YTL olarak hesaplanトアrken piyasa fiyatトア 360 YTL (268 dolar) dテシzeyinde gerテァekleナ殳i. Aynトア yトアl itibariyle mトアsトアrトアn dテシnya piyasalarトアndaki ton fiyatトア fiyatトア 166 dolar dテシzeyindeydi. Arz aテァトアト淨アnトア kapatmak iテァin Tテシrkiye'ye 220 dolardan mトアsトアr ithal edilirken. テァiftテァinin テシretime teナ殼iki iテァin ton baナ淨アna. 67 YTL'si prim. 22,9 YTL'si DGD. 1,4 YTL'si toprak analizi olmak テシzere toplam 91,3 YTL (telafi edici) destekleme テカdemesi yapトアldトア. Mトアsトアrda 360 YTL'lik piyasa fiyatトアna karナ淨アn テァiftテァinin eline desteklemelerle birlikte ton baナ淨アna 451 YTL geテァti. テiftテァinin eline geテァen fiyatトアn yテシzde 25'ini destekler oluナ殳urdu. Aynトア ナ歹kilde. テァiftテァinin eline geテァen fiyatトアn ayテァiテァeト殃nde yテシzde 59'unu pamukta yテシzde 42'sini kanolada yテシzde 61'ini soya da ise yテシzde 70'ini devlet destekleri oluナ殳uruyor.

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"Destekleme priminde radikal de?i?iklik..." posted by ~Ray
Posted on 2007-10-28 14:33:17

TARIM Dテ廸YASINDAN/ Ali Ekber YILDIRIM e-mail:aey@dunya comUluslararasトア Para Fonu (IMF) ve Dテシnya Bankasトア ile 2000 yトアlトアndan beri uygulanan ekonomik schedule テァerテァevesinde tarトアmdaki bir テァok destek ya kaldトアrトアldトア ya da kuナ歛 テァevrildi. Tarトアmsal destekler iテァerisinde テシreticiye nefes aldトアran bir tek destekleme primi kalmトアナ殳トア. Tarトアm ve Kテカyiナ殕eri Bakanlトアト淨ア. ナ殃mdi destekleme primini de kuナ歛 テァevirecek. テシretimle baト淨アnトア koparacak bir テァalトアナ殞a yテシrテシtテシyor. Bu テァalトアナ殞anトアn ayrトアntトアlarトアna girmeden destekleme primi konusunda genel bazトア bilgileri paylaナ殞akta yarar var. Destekleme primi. Avrupa Birliト殃. Amerika ve bir テァok テシlkede yaygトアn olarak uygulanトアyor. Bu テシlkeler en basit anlatトアm ile. テシreticisini korumak iテァin. テシretim maliyeti ile dテシnya fiyatトア arasトアndaki farkトア prim olarak テァiftテァisine テカdテシyor. Amaテァ sテカz konusu テシrテシnlerde テシretimin devamトアnトア saト殕amak ve uluslararasトア piyasada rekabet edebilmek. Tテシrkiye’de ise destekleme primi uygulamasトア 1993’te baナ殕adトア. Aト淨アrlトアklトア olarak arz aテァトアト淨ア olan yaト殕トア tohumlu bitkilerde uygulanトアyor. Destekleme primi uygulamasトアndan bu yana tarトアmda kayトアt sistemi yerleナ殳i. Daha テカnce vergilendirilemeyen tarトアm kesimi bu sistem sayesinde vergi テカdeyen sektテカr konumuna geldi.テ徨etici テシretime devam ederken ihracatテァトア daha uygun fiyattan テシrテシn alarak ihracat yaptトアト淨ア iテァin rekabet gテシcテシnテシ artトアrdトア.2000 sonrasトアnda bir テァok girdi desteト殃nin kaldトアrトアlmasトア ve bunun yerine doト殲udan gelir desteト殃 sistemine geテァilmesi change sisteminin テカnemini daha da artトアrdトア. テテシnkテシ doト殲udan gelir desteト殃 テシretime deト殃l alan テシzerinden yani tapuya dayalトア olarak verilen bir destek. Doト殲udan gelir desteト殃ni uygulayan hテシkテシmetler bile sistemden hem ナ殃kayet etti hem de uygulamak zorunda kaldトア. テテシnkテシ. IMF ve Dテシnya Bankasトア bテカyle istiyor. Bugテシnkテシ iktidar partisi AKP de doト殲udan gelir desteト殃nden en テァok ナ殃kayetテァi olan partilerden biriydi. Bu nedenle. 59. Hテシkテシmet dテカneminde テァトアkarトアlan Tarトアm Yasasトア ile doト殲udan gelir desteト殃nin genel destekler iテァerisindeki payトア yテシzde 85’ten yテシzde 45’e indirilmesine karar verildi. Doト殲udan gelir desteト殃 iテァin テァeナ殃tli dテシzenlemeler dテシzeltmeler yapトアlトアrken. テシretimi teナ殼ik eden. テシrテシnテシ ve テシreticiyi kayトアt altトアna alan ihracatテァトアya rekabet olanaト淨ア saト殕ayan devletin vergi gelirlerini artトアran prim sisteminin devam etmesine karar verildi. Mevcut uygulamada テシretici. テシretim yaptトアktan ve テシrテシnテシn satトアナ淨アnトア gerテァekleナ殳irdikten sonra kilo baナ淨アna change ile destekleniyor. Verilen prim miktarlarトア. Avrupa ve Amerika’daki テァiftテァinin aldトアト淨ア primin テァok テァok gerisinde. テ睦neト殃n. Avrupalトア テァiftテァi zeytinyaト淨ア iテァin kilo baナ淨アna 1,32 Avro destek alトアrken. Tテシrkiye’deki テァiftテァi sadece 7,5 sent alabiliyor. Pamukta ve diト歹r テシrテシnlerde de benzer bir uテァurum var. Buna raト殞en テァiftテァi prim sisteminden memnun.テ徨eticiyi ihracatテァトアyトア vergi geliri ile devleti memnun eden change sistemi birilerini rahatsトアz etmiナ olmalトア ki bu sistemde kテカklテシ bir deト殃ナ殃kliト歹 gidiliyor. Tarトアm ve Kテカyiナ殕eri Bakanlトアト淨ア Mテシsteナ歛r Yardトアmcトアsトア Dr. Ferhat ナ枡lli’nin koordinasyonunda bir ekip oluナ殳uruldu. Bu ekip kテシtlテシ pamuk yaト殕トアk ayテァiテァeト殃 soya fasulyesi dane mトアsトアr kanola aspir ve zeytinyaト淨アna kilo baナ淨アna verilen destekleme priminin bundan sonra alan テシzerinden( dekar baナ淨アna) テカdenmesi iテァin harトアl harトアl テァalトアナ淨アyor. Bu テァalトアナ殞a tamamlandトアト淨アnda tトアpkトア doト殲udan gelir desteト殃 gibi. テシretime verimliliト歹 kaliteye bakトアlmadan destekleme primi de dekar baナ淨アna テカdenecek. Deト殃ナ殃kliト殃n gerekテァesi. Dテシnya Ticaret テ睦gテシtテシ kurallarトアna ve Avrupa Birliト殃 Ortak Piyasa Dテシzeni’ne uyum saト殕anmasトア olarak aテァトアklanトアyor. Fakat asトアl amaテァ satトアr aralarトアnda gizli. Destekleme primlerini artトアracak kaynak bテシtテァede yok. テテシnkテシ tarトアm bテシtテァesinin yテシzde 90’トア seテァim yatトアrトアmトア olarak harcandトア. Siyasetテァinin hovardalトアト淨アna テァテカzテシm bulmak bテシrokratlarトアn gテカrevi. Onlar da oturup hesap yapmトアナ殕ar. Destekleme primini artトアrmayacak ek bテシtテァeye ihtiyaテァ duymayacak bir formテシl bulmuナ殕ar. “Bugテシne kadar kilo baナ淨アna verilen destekleme primini eト歹r alan テシzerinden verirsek primleri artトアrmaya gerek kalmayacak” diyorlar. Bテカylece gテシnテシ kurtaracaklar. Fakat getirilmek istenen uygulama tarトアmsal テシretime yeni bir darbe vuracaktトアr. Her ナ歹yden テカnce テシretim ve verimlilik cezalandトアrトアlacak doト殲udan gelir desteト殃 yaygトアnlaナ殳トアrトアlacaktトアr. Bu da Tarトアm Yasasトア’na aykトアrトア. Ayrトアca yeni sistem ile テシreticinin geliri de ciddi oranda dテシナ歹cektir. Tarトアm Bakanlトアト淨ア Bitkisel テ徨etim Daire Baナ殘anトア テ徇it Bayram Kutlu tarafトアndan hazトアrlanan “Yaト殕トア Tohumlu Bitkiler Destekleme Primleri” baナ殕トアklトア sunumda da yer verildiト殃 gibi zeytinyaト淨ア テシreticisine kilo baナ淨アna verilen destekleme primi 2006’da 13 milyon 200 bin YTL iken yeni sistem ile alan テシzerinden bu destek verildiト殃nde.

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Related article:
http://tarimdunyasindan.blogspot.com/2007/09/destekleme-priminde-radikal-deiiklik.html

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