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COMPUTER SPEC


JENNYFER

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WHAT IS THE BEST COMPUTER SPEC FOR HEAVY GAMING?

 

 

which game coz if you ment for l2 then is not so heavy.

btw for l2 just take much RAM for no lagg.

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i think any dual core and up with few extra gigs of ram would do.. depends on what and how you run it.. but if we take retail l2j for instance lol.. then i bet software would give you more problems than hardware before you reach the "heavy" gaming..

 

 

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My dreams:

cpu: Intel Core i7 975 Extreme Edition 3,33 GHz Socket 1366

mobo: Asus P6T7 WS SuperComputer

gfx: 3x GeForce with CUDA GTX 295 EVGA 1792MB 2xDVI (PCI-E) Backplate CO-OP Edition HydroCopper

hdd: 2x Patriot 2.5'' SSD Torqx M28 256GB (write speed 200 MB/s), RAID0

ram: 2 kits of: OCZ DDR3 3x 2GB 2000MHz CL7 Reaper Blade

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ideal for any online game which include to be high in graphic video memo and lag free computer spec.

 

dont know what cpu and other spec that has a quality for a heavy online game :)

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My dreams:

cpu: Intel Core i7 975 Extreme Edition 3,33 GHz Socket 1366

mobo: Asus P6T7 WS SuperComputer

gfx: 3x GeForce with CUDA GTX 295 EVGA 1792MB 2xDVI (PCI-E) Backplate CO-OP Edition HydroCopper

hdd: 2x Patriot 2.5'' SSD Torqx M28 256GB (write speed 200 MB/s), RAID0

ram: 2 kits of: OCZ DDR3 3x 2GB 2000MHz CL7 Reaper Blade

+1

Plus a good internet connection for no lag online.

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take 500-1000€ and ask the guy that seels em.. whats the best you can get for your cash.. i mean why even bother, i thought you were asking for a server host before lol.. =P

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This allows the {@link Player} to edit each created scheme (add/delete skills) * @param player : The {@link Player} to make checks on. * @param groupType : The group of skills to select. * @param schemeName : The scheme to make check. * @param page : The current checked page. */ private void showEditSchemeWindow(Player player, String groupType, String schemeName, int page) { final NpcHtmlMessage html = new NpcHtmlMessage(0); final List<Integer> schemeSkills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); html.setFile(getHtmlPath(getNpcId(), 2)); html.replace("%schemename%", schemeName); html.replace("%count%", schemeSkills.size() + " / " + player.getMaxBuffCount()); html.replace("%typesframe%", getTypesFrame(groupType, schemeName)); html.replace("%skilllistframe%", getGroupSkillList(player, groupType, schemeName, page)); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } /** * @param player : The {@link Player} to make checks on. * @param groupType : The group of skills to select. * @param schemeName : The scheme to make check. * @param page : The current checked page. * @return A {@link String} representing skills available for selection for a given groupType. */ private String getGroupSkillList(Player player, String groupType, String schemeName, int page) { // Retrieve the entire skills list based on group type. List<Integer> skills = BufferManager.getInstance().getSkillsIdsByType(groupType); if (skills.isEmpty()) return "That group doesn't contain any skills."; // Calculate page number. final int max = MathUtil.countPagesNumber(skills.size(), PAGE_LIMIT); if (page > max) page = max; // Cut skills list up to page number. skills = skills.subList((page - 1) * PAGE_LIMIT, Math.min(page * PAGE_LIMIT, skills.size())); final List<Integer> schemeSkills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); final StringBuilder sb = new StringBuilder(skills.size() * 150); int row = 0; for (int skillId : skills) { final String icon = (skillId < 100) ? "icon.skill00" + skillId : (skillId < 1000) ? "icon.skill0" + skillId : "icon.skill" + skillId; sb.append(((row % 2) == 0 ? 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The group currently on selection isn't linkable. */ private static String getTypesFrame(String groupType, String schemeName) { final StringBuilder sb = new StringBuilder(500); sb.append("<table>"); int count = 0; for (String type : BufferManager.getInstance().getSkillTypes()) { if (count == 0) sb.append("<tr>"); if (groupType.equalsIgnoreCase(type)) StringUtil.append(sb, "<td width=65>", type, "</td>"); else StringUtil.append(sb, "<td width=65><a action=\"bypass npc_%objectId%_editschemes ", type, " ", schemeName, " 1\">", type, "</a></td>"); count++; if (count == 4) { sb.append("</tr>"); count = 0; } } if (!sb.toString().endsWith("</tr>")) sb.append("</tr>"); sb.append("</table>"); return sb.toString(); } /** * @param list : A {@link List} of skill ids. * @return a global fee for all skills contained in the {@link List}. */ private static int getFee(ArrayList<Integer> list) { if (Config.PBUFFER_STATIC_BUFF_COST > 0) return list.size() * Config.PBUFFER_STATIC_BUFF_COST; int fee = 0; for (int sk : list) fee += BufferManager.getInstance().getAvailableBuff(sk).getPrice(); return fee; } private void autoBuffFunction(Player player, String bufflist) { ArrayList<L2Skill> skills_to_buff = new ArrayList<>(); List<Integer> list = null; if (bufflist.equalsIgnoreCase("fighter")) list = Config.PFIGHTER_SKILL_LIST; else if (bufflist.equalsIgnoreCase("mage")) list = Config.PMAGE_SKILL_LIST; if (list != null) { for (int skillId : list) { L2Skill skill = SkillTable.getInstance().getInfo(skillId, SkillTable.getInstance().getMaxLevel(skillId)); if (skill != null) skills_to_buff.add(skill); } for (L2Skill sk : skills_to_buff) sk.getEffects(player, player); player.updateEffectIcons(); list = null; } skills_to_buff.clear(); showMainWindow(player); } }  
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