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[GUIDE] 33 Gampley Tips and Tricks for New and Veteran 75-cap FFXI Players

Hey everyone, this'll be a long post. I started this out as a script for a Youtube video but I don't have the time anymore to continue recording and editing it so I decided to adapt it into a Reddit post here so that it doesn't get lost. This is going to be geared towards both returning and seasoned players in the FFXI private server scene and is going to be pretty general so that it is applicable regardless of which server you choose to play on (for the most part). So, here it is, 33 gameplay tips and tricks for 75-cap FFXI servers:

1. Signet Accuracy and Evasion

Tip one: while it is widely understood that Signet gives you conquest points and crystals when fighting, did you know that Signet also gives you accuracy and evasion when fighting monsters that are the same level or lower level than you? You will gain these bonuses when fighting a monster that checks as TW/EP/DC/EM. This only applies to the target you are currently engaged with and gives a bonus of 15 evasion and 15 defense. You can see this yourself if you open your character sheet in the equipment menu and checking your defense before and after engaging a monster while having Signet on. This will only apply to Signet and not to the ToAU or WotG equivalents: Sanction or Sigil.

2. Spend your CP

For tip #2, speaking of conquest points, don't forget to spend them. This is an extra boost of income for newer players that you get pretty much for free since you'll getting EXP anyway. When you start out you'll be rank 1 and the rank 1 items are not that great. I'd recommend doing the rank missions to get to rank 2 pretty quickly, you can do them at level 10 pretty easily for every nation. The rank 2 items cost 2000 conquest points and the most desirable ones from each nation tend to be
W: Merc. Knife (conquest ranking 2nd+ place)
W: Merc. Hachimaki
B: Decurion's Shield (conquest ranking 1st place)
B: Decurion's Dagger (conquest ranking 2nd+ place)
S: Royal Spearman's Spear
S: Royal Spearman's Horn (conquest ranking 2nd+)
but be sure to visit the auction house to check the going rate for all of the point items available to you and make the decision what will net you the most gil OR if you see something that you like for your job you can spend points and keep it. When you get to rank 3 later it will open up more items to spend points on (like the desirables: M.C. Belt, Cent. Sword, R.S. Mufflers) so definitely keep that in mind. If you do not know where to spend your points, it's the same NPCs that give you signet, the guards in your home nation that stand at the gates to the wilderness areas.
If you ever want to reference the conquest point item lists without having to be at the gate, the following wiki pages will help you out:
https://ffxiclopedia.fandom.com/wiki/Windurst_Conquest_Points_Items
https://ffxiclopedia.fandom.com/wiki/Bastok_Conquest_Points_Items
https://ffxiclopedia.fandom.com/wiki/San_d'Oria_Conquest_Points_Items

3. +2 Accuracy = +1% Hit Rate

During the first tip I mentioned an accuracy boost for having Signet on. If you do not know how accuracy works, every +2 accuracy is 1% hit rate bonus. Every 1 point of evasion your target has is -1 accuracy for you. When accuracy and evasion are exactly equal, the attacker has a 75% chance to hit the target. If an attacker has 110 accuracy and his target has 100 evasion, the chance to hit is 80%.
Every level difference between two entities is also + or - 2% hit rate. For example, if you are fighting a monster 5 levels above you, you take a -10% hit rate penalty down to 65% rate if acc and eva are equal.
This should give more clarity on what an item does when you come by it and see the the accuracy or evasion stat on it. For example, on the very popular Battle Gloves when you see the +3 accuracy and +3 evasion stats on it, it should come to mind now that what these gloves are giving you is +1.5% hit rate against monsters and -1.5% hit rate for the monsters against you.
This should also give clarity on why it feels like Incredibly Tough (IT) monsters can feel so evasive in EXP parties. At the lower levels, monsters that check as IT in EXP camps are typically about 7-10 levels above your party. I'm going to use the number 8 as an easy, round number to work with... what this means is that before accuracy and evasion are even considered, your base hit rate against an EXP party mob post-level-penalty is going to be about 75% - 8*2% or 59%. That's not a great rate at all and the only significant way to compensate for it is to build up your accuracy stat. This is why accuracy is so important in EXP groups.
There is a hard floor and hard cap to any player or monster's hit rate. The minimum possible hit rate is 20% and the maximum is 95%. Getting a metric on what your hitrate is during a fight can be done using the Deeps plugin which will be discussed more in tip 12.

4. STR, DEX and AGI affect combat stats

For this tip, some of the core stats affect your combat stats. STR affects attack. Every point of STR is +0.5 attack for one-handed weapons and +0.75 attack for two-handed weapons (this two-handed setting may differ from server to server but this is the most popular setting). Every point of DEX is +0.5 accuracy for one-handed weapons and 0.75 accuracy for two-handed weapons. Every point of AGI is +0.5 evasion. A good example of these stats in action is in the item Emperor Hairpin which has +3 DEX, +3 AGI and +10 evasion:
For one-handed users, the total bonuses work out to be:
+1.5 Accuracy (this is +0.75% hit rate!)
+11.5 Evasion (remember, this is the native +10 but with the AGI bonus factored in as well)
For two-handed users:
+2.25 Accuracy (this is +1.125% hit rate!)
+11.5 Evasion
Now, since +4 DEX/AGI = +2 acc/eva = +/- 1% hit rate, then, transitively, you can think of every 4 DEX equalling +1% hit rate and every 4 AGI equalling -1% hit rate for your target against you.
Another thing to note is that your 3-letter stats are often modifiers for weapon skills and that DEX is a modifier for Thief's Trick Attack (+1 DEX = +1 flat damage for TA if THF is main job) and AGI is a modifier for Thief's Sneak Attack (+1 AGI = +1 flat damage for SA if THF is main job).
Each weapon skill has its own stat ratios which can be found individually on the wiki. For example, Fast Blade has a 20% modifier on both STR and DEX so if you have 40 STR and 50 DEX, you are getting 40*0.2+50*0.2 which is a +18 DMG stat bonus added onto the DMG listed on your weapon for the damage calculation of this skill. The application of these stats for magical weapon skills works a bit differently and will not be covered here. Take note that there is an "oldid" in the URL linked for Fast Blade on the wiki. With the release of Adoulin, all weapon skill modifiers were changed which is outside the scope of 75-cap... so to get accurate information you'll need an older version of the wiki page. More on that in a minute.
In addition to aaaaalll this, STR in particular has one more bonus and applies to all physical weapon skills: every +4 STR is equal to +1 weapon damage for weapon skill and normal attack calculation. This, on top of the fact that STR also gives +attack and is very frequently listed on weapon skills as their modifier, is the main reason that the strategy of stacking absurd amounts of STR is so popular when you get to higher levels. At this point I don't think anyone needs to guess to figure out which stat was SE's special favorite. As a disclaimer, this mechanic is a bit more nuanced than +4 STR = +1 DMG and there is a cap to this bonus based on your weapon rank but for new and intermediate players... don't worry about it too much. If you want to read more on it, the article is here.
In conclusion, STR = damage, DEX = accuracy. For ranged attacks, it's STR = ranged damage, AGI = ranged accuracy. Notice it is AGI instead for ranged weapon accuracy. This is why you'll often see rangers wearing a pair of Drone Earrings. That combined +6 AGI is equating to +1.5% to ranged hit rate and +1.5 to Sidewinder's weapon damage calculation (that WS has a 25% AGI modifier) which is really good for ear-slot equipment.

5. FFXI Wiki

Tip number 5 is going to be your most valuable resource on Final Fantasy XI information for quests, items, missions, maps, monsters, just about everything. You can visit FFXIclopedia (often referred to as the wiki) and type whatever article you need into the search bar at the top right. Whenever you run into a roadblock and find yourself stuck on anything in the game chances are the wiki will be able to help you.
The best feature of the wiki that you will be utilizing constantly is the History button which will let you see a snapshot of any page from past edits. The History button can be found at the far right in a drop down right next to Edit, see this picture if you can't find it. From there, pick the revision you need (refer to following paragraph). At the bottom you can change the view to show 500 entries at a time if the date doesn't go back far enough. For an example of how the History feature can keep you from getting incorrect information, as you can see on the normal Ranger page it shows A+ archery but if we go to a mid-2007 revision then it will correctly tell me A- (accurate to 75-cap FFXI) and also all those level 99 cap abilities and such are gone and out of the way.

6. Combat Skill

Keep your combat skill up! If you are a warrior using a great axe, try to skill up your great axe as much as possible before joining a group. If you are a thief using a dagger, skill that up. Skill will only go up so far when fighting Easy Prey only so it will be a good idea to seek out a few, harder fights on Decent Challenge or Even Match before heading out to Valkurm Dunes or Qufim Island or wherever so that your skill will catch up some more.
Combat skill is the biggest factor that decides how effective you are as a fighter when playing as a physical damage class in a party. The reason for this is that each of your weapon's combat skill is +1 attack and +1 accuracy. This means if you show up to a group and are 15 skillups away from the cap, you are at a -15 attack and -15 accuracy disadvantage to someone else who has their skill up to cap for that level which is absolutely huge. One small caveat: for combat skill past 200, each point gives you +0.9 attack and accuracy instead of +1.0 each.
A huge consequence of this relationship for fresh 75 characters is that combat skill merits are insanely important and you want to dump points into them before other merits in most cases. Each merit into a combat skill increases it by 2 and maxes out at +16 so once you upgrade it eight times you are earning yourself a bonus of +14.4 attack and +14.4 accuracy at the relatively low cost of 210k limit points... WOW!

7. Food is essential!

For anyone past level 10, if you are fighting whether solo or in a party, but especially in a party, always use food! It is a massive damage boost so as soon as you can afford it I would pick up some Meat Jerky to start (you can find it on basic merchants in every starter city for cheap) and upgrade later to accuracy food or Meat Mithkabobs (found on the auction house). Newer players, I encourage to test this yourself and go out and fight a monster without food, use a piece of meat jerky and notice the damage difference. It is very noticeable.
If you are unsure when it is a good time in your levelling journey to upgrade from Jerkies to Kabobs, check your stats in your equipment menu BEFORE using food and AFTER the party's level sync is applied. Meat Jerky's attack bonus will cap out at 136 pre-food attack so if you have 137 or more attack, it's going to be a good idea to snack on the Kabobs instead.
If you are having accuracy issues, Jack-o'-Lantern is good in the Dunes only and other accuracy food is pretty expensive. Bream Sushi (RoTZ, CoP, ToAU servers) and Crab Sushi (WotG servers) seem to be the cheapest and if you are willing to spend more cash, just take a look around in the Seafood section on the auction house.
If you are primarily using ranged attacks instead, Sausage is the main cheap early-game ranged attack food that can be found on Bastok NPCs for 140 gil each. Later on, Coeurl Subs are the best for ranged attack. At higher levels, Rangers get a ton of free ranged accuracy from gear from things such as Archer's Knives, a Ranger's Necklaces and Hunter's Jerkins so I'd stay away from food that gives only ranged accuracy such as sushi. If you do need to mix in a bit of ranged accuracy though, Flounder Meuniere provides a good mix for the early levels and Pot-au-feu (WotG servers only) provides a good mix for the later levels after Flounder caps out.
For mages, Ginger Cookies are great from 10 to 75 for regaining MP. For BLM, you will have better success with baked pies such as Rolanberry Pie for the added INT.

8. INT, MND and Resistance

If you mages are feeling left out so far, don't worry, I've got you covered. For this tip, each point of INT will increase the damage of elemental magic by exactly one point unless you've reached enough INT to reach the soft cap, at which point every point of INT afterward is +0.5 damage. This soft cap depends on your target's INT and is generally not reached against monsters much higher level than you (VT, IT) without the aid of level 70+ equipment, so it's safe to ignore the soft cap before then for grouping and just consider +1 INT = +1 spell damage. INT also affects the magic accuracy of most black magic, including all elemental magic. So it sort of double dips for elemental magic, increasing both damage and accuracy. This is why the stat is so crucial for Black Mage.
Magic accuracy affects the resistance rate of spells. If you don't know how resist works, any spell can be half, quarter, eighth or full resisted. On status spells like Rasp, it is the duration that is either halved or quartered and such. For damage spells, it is the damage that gets halved, quartered and so on. Most status spells, including Slow, Blind, Sleep, Paralyze and Bind either take full duration or half duration; any resists beyond a quarter will count as a full resist, causing the spell to not stick at all. This means a spell like Sleep can only ever land for 60 seconds, land for 30 seconds, or just get resisted. Lullaby is a bit of a weird exception and will always land for 30 seconds if it's not resisted.
MND works in a very similar way, increasing Banish damage by one point per point of MND and increasing magic accuracy of most white magic spells. MND has very little effect on cures mostly due to the ease of hitting the soft cap on the HP restored formula. Cure V is an exception here due to its lack of soft cap: no matter what, every +1 MND equates to about +1.4 HP restored for this spell. On the other Cure spells, MND is pretty negligible. For the most part, the main reason a White Mage would want MND gear in the earlier levels would be to increase the magic accuracy of Slow and Paralyze.
One last very interesting thing is that MND and INT will actually increase your resistance to their respective status effects and magic nukes if you are on the receiving end of the spell. If you are instead being hit by a monster TP move, the modifier will always be INT, even if the status effect is typically associated with white magic, like Chaotic' Eye's Silence (Coeurls) or Palsy Pollen's Paralyze (Flytraps), and so on. They will roll with your INT as the modifier. It is rare for anyone to ever itemize MND or INT just for resistance but it is something to note and may be something you keep in mind now for jobs that have a low base MND or INT.

9. Resting MP Ticks

After you first sit down to rest, the first tick of MP will come in at 20 seconds and then every tick after will be 10 seconds apart. This is something that healers can use much to their advantage to get in extra MP here and there when needed which can really add up. For example, if one of your party members needs a cure while you are resting and you are 7 seconds into the current tick, consider waiting that extra 3 seconds to get another, say, 20 MP before you get up and toss the cure if it's not an emergency. But if you just sat down 4 seconds ago and your next tick is going to be 16 seconds away you may want to get up regardless. Always consider the current situation at hand with the monster your team is fighting to make the call when you need to stand up from resting to cast spells. Early and mid game WHM is a lot about how well you manage your rest cycles. As for how much MP you actually get per 1st, 2nd, 3rd, etc. tick, below is a link to the article that shows the exact values along the right side of the page.
https://ffxiclopedia.fandom.com/wiki/Clear_Mind?oldid=1053195

10. Mog Wardrobes

Use your Mog Wardrobes!!! Most 75-cap private servers have these enabled (Nasomi has Sack/Satchel instead). If you do not know what these are, they are extra storage options in your mog house at the very bottom and they can only be used to store equippable items. The unusual thing about them though is that they can be accessed from anywhere in Vana'diel. Out in the field, open your minus-key menu and then hit the right key and go to view house and you'll be able to move your equipment freely back and forth.
The biggest boon from the wardrobe system however is your ability to equip your items directly from your wardrobes instead of from your inventory. This frees up 16 slots from your main inventory which alone is huge. In your equipment screen after you select one of the slots, hit the storage options button at the very top to change the equip view from current inventory to a wardrobe slot instead.
Mog wardrobes are conveniently auto-detected when using equip macros, meaning /equip main "Light Staff" will look in all your wardrobes for a light staff to equip, and the macro will not break later if you move that staff to other wardrobes or your inventory. The same goes for equipsets.
Some servers may require you to unlock your Mog Wardrobes before you can use them. On the Eden 75-cap private server in particular, Mog Wardrobes must be unlocked by completing content: getting Mog Wardrobe 1 by achieving rank 3 in your nation and Mog Wardrobe 2 by achieving rank 6 in your nation.

11. 60 FPS

Next up are a few tips for Ashita which is a loader for Final Fantasy XI that lets it run in windowed mode and to connect to private server IP addresses. If you use Windower there are alternate ways to use plugins for Windower to achieve the same effects. For tip 11 we have FPS. By default, FFXI runs at the choppy 30 frames per second. The game was originally designed to run at this rate but this plugin allows you to up the framerate to a smoother 60 per second by typing in "/fps 1" into your game's chat line and hitting enter.

12. Deeps

Deeps is a basic damage parser that will show accumulated damage over a parse and percentage of contribution for nearby players. Once downloaded through Ashita in the plugins tab, type "/load deeps" in game and "/dps reset" to start a new parse. The window can be moved by holding the shift key and dragging it with the mouse.
The most powerful part of Deeps in my opinion is the ability to see your hit rate percentages on attacks and weapon skills. When you have had a parse going for long enough to have a decent sample size, you can click on the damage bar for yourself (or anyone in your party) to see a damage breakdown. From there, click on either "attacks" or the weapon skill you have been using. Right click will take the menu back one step. This will give a metric on what percentage of swings have missed, hit, or scored a critical. This is VERY useful for adjusting your build or changing up bard/corsaifood buffs. If your miss rate is around 5% (within reasonable margin of error due to sample size) then you are likely at or beyond the accuracy cap, meaning that some of the accuracy you have in your build is going to waste and can be traded out for more haste, attack or STR. As a physical damage dealer, do not let this important tool go to waste!

13. Recast

Probably the most game changing will be the recast plugin. Normally the only way to check your magic and ability cooldowns is by checking the menu or by making dedicated recast macros per ability/spell. With this plugin you'll be able to see all of your cooldowns in real time on the screen. Like before, it can be moved by holding the shift key and dragging it.
That's all for Ashita plugins but I'd encourage you to read through the plugins list in Ashita itself to see what else you might put to good use. Be sure though to check the rules of the server you are playing on -- not all plugins or addons may be allowed within server rules.

14. Equipsets

Next up are a couple tips related to your macro bars. #14 covers equipsets. You may or may not already be familiar with changing your equipment through macros that use "/equip" for each individual piece. Well, now there is a much easier way to do it within the game client. In your minus key menu under macros there is a second button here called equipsets, hit that and you will have an entire book of equipment sets that you can edit and save. Each one is a snapshot of all sixteen equipment slots and once you have one set up, you can put into a macro in simply one line "/equipset 1" to equip that set and it will update all sixteen slots to match it. Equipsets will automatically detect where that piece is located so if you move gear between your different wardrobes or inventory then it will not break the set.

15. Inline Wait Command

Some macro'd actions cannot be used consecutively without a delay between them (i.e. Boost, then Combo) which can be remedied with a "/wait 1" line between them, however this limits your macro to only using up to three lines instead of six. Sometime down the line, Square added the functionality of an inline wait command at the end of any line using the angled brackets. There are a few applications where this is immensely useful, such as this lastsynth macro that will set up your character to automatically craft for two minutes straight without any additional input while you do something else. The macro for that would look like:
/lastsynth
/lastsynth
/lastsynth
/lastsynth
/lastsynth
/lastsynth

16. Keyboard Shortcuts

Tip #16 -- did you know there are several keyboard shortcuts for some of the most used actions and windows in the game? You can use
CTRL+A to engage an attack
CTRL+W to open the weapon skill menu
CTRL+J to open the job ability menu
CTRL+B to open the pet commands menu
CTRL+I to open your inventory window
CTRL+E to open your equipment window and
CTRL+R to reply to the last tell received
Another neat thing is that every single one of these CTRL shortcuts will also work if you use the ALT key.

17. Aspect Ratio

Now for a few tips within your Final Fantasy game settings. If you first loaded into the game and felt like the game is stretched lengthwise, that's because it is. The default setting for the game is an aspect ratio of 4:3 which was the most common monitor aspect ratio in the early and mid 2000s so, for tip 18, you can go into your Config menu under Misc. 2 and change the ratio to better match your monitor. 16:9 is the most common nowadays so it is likely the option you'll want to choose. The Config menu can be found by double tapping the minus key to get the second page of the minus key menu.

18. Auto Sort

Tip 18 will be the auto sort function inside Config under Gameplay. The default setting is off which means your inventory will fill with loot one slot at a time until it is at max, even if the items are able to stack on top of each other. Enabling this setting makes it so every time an item enters your inventory it will automatically sort and stack if possible. It is something you cannot live without in my opinion.

19. Tell Notifications

A decent bit of Final Fantasy 11 is going to be seeking party with your invite flag up and you might be AFK or tabbed out for a lot of that. For tip 19, did you know you can safely alt+tab out of the game and not have to check back constantly for invites? In the Config menu under Chat Filters there is an extra option to turn on a sound notification that plays when you get a tell. Find "Tell" in the long list of chat channels, hover over it and then keep pressing enter until you see the musical note. You can test it by sending a tell to yourself if you want to hear what it sounds like. Be careful though, this sound will ONLY play if you tab out of the game from windowed mode but if you MINIMIZE the game it will turn off all sound from the game. If you alt-tabbed out of the game in the proper way, you should still hear footsteps of people running by and general background noise. You can actually turn the in-game sound setting all the way down and you will still get a full-volume tell ping if this bothers you. Which leads into the next step...

20. Don't Use

Please, never use or or or any of the very jarring call sounds for that matter. This is a courtesy for the people in your party. The reason for this is that they ignore the in-game sound slider. If you leave the sound settings in-game alone but adjust the windows sound it will sound normal... but some people do it the other way around -- they leave the windows sound maxed and use the in-game sliders. Since calls ignore the slider and always play at max volume, if you ALSO have windows sound maxed too it is insanely loud and will destroy the eardrums of headphone users. In general, use calls sparingly, and if you want to use one, use one of the softer sounding ones like or or . And if you did not know you can test what each one sounds like using party chat even when playing solo. They go up to 21.

21. Avatar Blur Effect

Next up is a rather niche tip mostly for SMNs. When you summon an avatar you'll notice a really pixelated glow effect around the edges of your avatar. This effect happens because, for whatever reason, the blur effect is locked at rendering at the game's native resolution and you are running the game at a higher resolution. You can turn this off by typing "/localsettings blureffect off". This will make the avatar look much cleaner in my opinion. You can turn it back on by just doing the same thing but just typing "on" instead. This is also insanely useful in Dynamis if you are getting a lot of framerate lag during a pull with a lot of summoner monsters that have their avatar out... the blur effect is the culprit for the lag.

22. Aggro Detection Ranges

Many monsters across Vana'Diel are aggressive towards the player, most often by sight or by sound, as long as they check to the player as "Easy Prey" or higher. At higher levels, the lower end of Easy Prey will no longer aggro you. For tip 22, I'd reccommend picking up the distance plugin in Ashita to better understand the detection ranges I am about to mention. The maximum detection range for monsters detecting by sight is 15 yalms and the maximum detection range for monsters detecting by sound is 8 yalms. However, if you are a ninja or have ninja as your sub job and you have the accompanying stealth job trait learned at level 5 ninja, the sight detection range is reduced from 15 to 12 and the sound detection range is reduced from 8 to 5. Definitely keep these numbers handy next time you're trying to path around aggressive monsters in tight spaces. Keep in mind also that there is a minor lag in playemonster position in FFXI so where you see the mob in your game is where it actually was about half a second ago. It's the same reason that players have trouble initiating battle with a melee attack on a monster that is moving around.

23. Running Ahead of Moving Monsters

This is a quick one. Due to the lag mentioned above, if you want to hit a moving monster, you can run in front of it while facing the same direction it is moving in to land your first hit.

24. Jobemotes

You may be familiar with some common emotes such as /wave /bow and /clap. For tip 24 there are also additional emotes you get when you unlock each job. There is one for every single job and they can be used with the command "/jobemote job" such as /jobemote whm or /jobemote war. It's just a little extra bit of cosmetic fun added to the game and adds to the social aspect of the game which is always a bonus. Also in case you did not know, you can find a list of all the normal emotes in the minus key menu under Communication and then Emote List. /jump is the only one that does not work on private servers.

25. Displayhead

For 25, just a quick stylistic tip. If you have a helmet on that covers your character's face or just in general doesn't really match the rest of your armor, you can type "/displayhead off" to turn off your helmet or headgear display without taking off that piece of armor and losing its stats.

26. Skillchains with FFcalc

Skillchains in Final Fantasy are one of the many cooperation mechanics that encourage you to coordinate with your party members. Certain weapon skills can be performed in succession for a skillchain that does bonus damage. This works off of each weapon skill having its own skillchain properties that are each associated with an element and when certain elements are mixed it will result in one of the many types of skillchains. Knowing exactly which skills will chain with which other skills can be pretty confusing. There are some charts you can find if you search around online but for this tip I am going to be recommending a very useful third party program that will help immensely with planning skillchains. It is called FFcalc and can be downloaded here:
http://www.ffxicalculator.com/
Extract everything to a folder and then open the .exe and click the skillchain tab. In the first drop down at the top left, put your own weapon and in the second drop down put your party member's weapon. On the right side, uncheck "Empyrean" and "Merit" weapon skills (they are not 75-cap) and most likely "Relic" as well unless someone has a relic weapon. After that, it gives you a simple list of all the skillchains you can perform with your party member if you go in this order (i.e. Dagger into Sword). If you swap the order (i.e. Sword into Dagger) it's possible to get entirely different results. Level 1 skillchains deal 50% bonus damage, level 2 skillchains deal 75% bonus damage and level 3 deal 100% bonus damage. Continuing a chain with additional skills will add another force multiplier, dealing even more damage than this.

27. Statistics Calculator

For tip #27 we have another external tool, this one is a website instead of a program so it is easier. Just go to this link here:
http://ffxi-stat-calc.sourceforge.net/cgi-bin/ffxistats.cgi
This is a stat calculator that will tell you the base stats of a character of any given level, race and job combination. This is immensely useful when planning out what your starting race will be and how your sub job affects what your stats are for whatever main job you choose to go with. It will give you information on things like how much HP a Galka PLD will have over an Elvaan PLD... how much INT/MP a Tarutaru BLM will have over a Hume BLM... or how much AGI/DEX you gain playing a Mithra THF over a Hume THF. Your race choice is PERMANENT in Final Fantasy and on top of that each race actually has pretty substantial stat difference from other races. If you are stuck on being unsure what exactly those stat differences will be when trying to plan out what character you want to create, this website is 100% going to be a huge help.

28. Searching by Area

Tip 28, if you see multiple people with their flags up and plan to build an EXP party, make sure a camp spot is open before starting. Many people are going to be familiar with the common comands /sea and /sea all but there is also a search window in the minus key menu that will let you check any area in the game as long as you've visited it at least once. If you know the area's "short name" you can search it up by the chat command as well. Some common ones you may want to get familiar with will be /sea Valkurm, /sea ZiTah, /sea Qufim, /sea YuhtunJng, /sea Bhaflau, /sea Wajaom, /sea MtZhayolm, /sea . This way you can check if a spot is taken. If you see a party there but unsure where they are at... the party leader's name will be marked in yellow so give them a /tell.

29. Provoke is All VE

This tip is focused on Provoke which is the primary enmity-controlling ability, at least in the early and mid levels. If you are a tank and are not a Warrior, likely you are subbing Warrior solely to get this ability. Provoke is ONLY "Volatile Enmity" meaning 1/30th of its effect fades off every second so it is fully gone by 30 seconds when the ability is back off its cooldown. What this means to you as the tank or off-tank is that Provoke is at its highest usefulness the moment it is used and for several seconds afterward since it starts fading immediately. For this reason it is important to NEVER Provoke a monster while it is bound or sleeping -- you are wasting the best part of your Provoke's effects. Again, to clarify, a Provoke that happened 30 seconds ago has absolutely zero effect on enmity. Keep this info in mind when using Provoke to control the pace of a fight for your party.

30. AH Slight Undercutting

This one is a bit controversial since some people despise undercutters but I'm going to cover it since I'm not one of those people and I feel it'll answer a common new player question of "why won't my items sell?" The AH is really basic -- the lowest price item will always sell first regardless of list date of any of the listed items. If a sword is listed at a rate of exactly once every day for 4,950 and is sold at the exact same rate of one per day while a few other ones sit up for 5,000, then the higher priced ones will never be sold due to their price. Because of this simple system, sellers who have an intent to list for a price, like 5,000, will list for slightly under to get the item to sell faster, like 4,950, 4,901 or 4,999 so it is within your interest as a competitor to do the same to get your own items to sell. If there is enough competition for people to sell their items before others, you can take advantage of this as a buyer and put in bids for numbers like 4,800 which might fail but maybe you'll get some hits with 4,900. Once enough sell at 4,900 the price history will basically say "this item is worth 4,900 not 5,000" and the process could continue if there is still competition at the lower price. This is pretty much the basics of how prices fluctuate on the auction house. If you've had something listed for a week or more you may want to go back and check on the price again -- you might need to relist for lower.

31. Camera Control

Next up are a few camera tricks using the shift key on the keyboard. When you are locked onto a monster with the H key, your arrow keys go from turning the camera to selecting options in the battle menu. You can hold down the shift key while locked to allow usage of the arrow keys to adjust the camera angle. Once you let go of shift you are back to the menu options. Another neat quirk about the shift key is when you are running around out of battle your camera naturally recenters itself behind your character. You can hold the shift key to stop it from doing that. It's useful for taking cinematic shots and also useful if you are trying to avoid aggro and need the camera pointed in the direction where you need to see enemy monsters while you are moving around.
The game starts with the camera zoomed in patially. You can use the comma key to zoom all the way out for a wider field of view, or the period key to zoom in further. Also, the Home key will quickly recenter the camera directly behind your character.

32. Monster TP

For tip 32, the way monsters gain and use TP is much different from players. Monsters have a TP gauge that starts at 0 and fills up to 3000 just like players, but they will only use TP moves when they reach the full 3000 points. This changes, however, once the mob hits 25% hp or lower, where it enters sort of a rage mode, using its TP moves immediately once it has at least 1000 TP. This can have the effect of often making the TP moves very predictable in EXP parties since a mob will typically have around 2000~2500 TP at 30% so if it drops to 25% it will use its move right then which will help you time your defensive abilities or even preventative abilities and spells such as stunning or sleeping the monster right at 25% to interrupt its move. Whether the mob consistently uses a move at 25% or not is going to depend on your own party's damage output and weapon type since one handed weapons will feed TP faster. If you did not know, while players get a negligible amount of TP when hit, monsters get much more TP when they get hit. The amount of TP a monster gets when you hit it is the same amount you got for hitting it, plus 30. So if I strike with a Brass Dagger, I get 50 TP but the monster gets 80 TP, meaning it gets TP at 80/50 or 160% of the rate that I do. If I strike with a Greataxe instead, I get 137 TP but the monster gets 167 TP, meaning it gets TP at 167/137 or 122% of the rate that I do. This constant +30 per hit is why faster-attacking one-handed weapons feed TP much more.

33. Checkparam

For the 33rd and final tip of this post, you can see extra information about your character that isn't normally displayed on your equip screen character sheet through the use of /checkparam . The me is in angled brackets. This will let you most importantly see your accuracy, ranged accuracy, ranged attack, and evasion stats that are normally invisible to you. Don't know if you are hitting the bonus cap on a ranged attack food? Now you can check. Unsure of how much accuracy or evasion you're adding with the bard songs Madrigal and Mambo? Now you can test it out. Another neat trick you can do with this command is put in angled brackets instead to see your pet stats on any pet job. This is particularly useful to see what level your summoned jug pet is as a beastmaster.

And that is everything. I had to cut quite a few tips (the original video script had 45) and many URLs due to Reddit's 40k character limit. Maybe in the future I can get into those on other posts. If there was something here you don't understand or something missing you were hoping to see, let me know and I'll try to answer questions. I hope this was helpful and enjoyable to read to someone out there,
submitted by caelicffxi to FFXIPrivateServers

5

2020 NBA Off-Season - I Mocked the Off Season

https://sportsgamingrosters.com/2020/11/05/2020-nba-off-season-a-complete-mock-off-season/ - Website plug
Yes, what is sounds like. I mocked the first round of the draft, trades and free agent signings. Sure, it is a complete waste of time, but what else was I going to do on a Thursday afternoon?
Not going to bore with specifics of various trades. If you want to know any just ask and I’ll post.
1. Miami Heat
C – Bam Adebayo, Kelly Olynyk, Chris Silva PF – Danilo Gallinari, Duncan Robinson SF – Jimmy Butler, Davis Bertans, KZ Okpala SG – Tyler Herro, Andre Iguodala, Josh Green PG – DJ Augustin, Goran Dragic, Kendrick Nunn
When you win, free agents will take discounts to join your cause. Miami adds even more shooting to their core with the additions of Gallinari, Bertans and Augustin. Dragic is also back, giving the Heat one of the deepest benches in the league. The early favorites to come out of the East once again.
2. Boston Celtics
C – Daniel Theis, Enes Kanter, Vincent Poirier PF – Jayson Tatum, Grant Williams SF – Bogdan Bogdanovic, Doug McDermott, Semi Ojeleye, Javonte Green SG – Jaylen Brown, Marcus Smart PG – Kemba Walker, Tre Jones, Carsen Edwards
Boston made a couple of big trades, basically turning Gordon Hayward into Bogdan Bogdanovic and Doug McDermott. Those two will give the Celtics even more shooting and scoring. Boston is pretty tapped out cap wise, so they were unable to add anything to the front court, but this team should be better balanced and will once again contend for a championship.
3. Brooklyn Nets
C – Jarrett Allen, DeAndre Jordan, Nicolas Claxton PF – Kevin Durant, Carmelo Anthony SF – Joe Harris, Taurean Prince, Wilson Chandler SG – Jrue Holiday, Justin Holiday PG – Kyrie Irving, Reggie Jackson, Kira Lewis Jr.
Brooklyn dealt quite a bit of depth to acquire Jrue Holiday, but were able to resign Joe Harris and will field one of the best starting lineups in basketball. With championship aspirations come ring chasing veterans, and Carmelo Anthony, Reggie Jackson and Justin Holiday jump into the fold to round out a veteran bench.
4. Milwaukee Bucks
C – Brook Lopez, Robin Lopez, Tyson Chandler PF – Giannis Antetokounmpo, Ersan Ilyasova, DJ Wilson SF – Khris Middleton, Jared Dudley, Thanasis Antetokounmpo SG – Wesley Matthews, JJ Redick PG – Eric Bledsoe, Jeff Teague
With the East improving, the Bucks have to do something, but what can they do? Khris Middleton and/or Eric Bledsoe will not fetch much. The Bucks moved a couple young pieces for JJ Redick, who will be an upgrade over Kyle Korver, but other than that, they will have to hope the current core is enough.
5. Philadelphia 76ers
C – Joel Embiid, Bismack Biyombo, Norvel Pelle PF – Al Horford, PJ Tucker SF – Robert Covington, Matisse Thybulle, Kyle Korver SG – Josh Richardson, Eric Gordon, Marial Shayok PG – Ben Simmons, Shake Milton, Cole Anthony
Hiring Doc Rivers was a good start, but the unbalanced roster needed shaking up. Al Horford is nearly untradeable, so they moved Tobias Harris to Houston for shooting. Eric Gordon, Kyle Korver and Robert Covington should compliment Ben Simmons and Joel Embiid quite well, and PJ Tucker will be a beast on defense. This is a better constructed lineup, but it is good enough to move the needle?
6. Toronto Raptors
C – Serge Ibaka, Aron Baynes, Zeke Nnaji PF – Pascal Siakam, Dario Saric, Chris Boucher SF – OG Anunoby, Patrick McCaw, Stanley Johnson SG – Norman Powell, Terence Davis, Kent Bazemore PG – Kyle Lowry, Emmanuel Mudiay
Fred VanVleet decided to take the money and run to Detroit to lead his own team, and Toronto is reeling. There is no obvious free agent replacement. The Raptors resigned Serge Ibaka and added a few bench pieces, but this team will still only go as far as Pascal Siakam and Kyle Lowry takes it.
7. Indiana Pacers
C – Domantas Sabonis, Goga Bitadze PF – TJ Warren, Marvin Williams, Anthony Tolliver SF – Gordon Hayward, Mo Harkless SG – Victor Oladipo, Jeremy Lamb, Edmond Sumner PG – Malcolm Brogdon, Aaron Holiday, TJ McConnell
The Pacers are ready to give the starting center job to Domantas Sabonis. They were able to move Myles Turner and add Gordon Hayward, giving this lineup better balance. If Hayward and Victor Oladipo can stay healthy, this team will be quite a handful on offense.
8. New York Knicks
C – Taj Gibson, Bobby Portis, Mitchell Robinson PF – Julius Randle, Meyers Leonard, Abdel Nader SF – RJ Barrett, Evan Turner, Ignas Brazdeikis SG – Avery Bradley, Bryn Forbes PG – Chris Paul, Elfrid Payton, Malachi Flynn
The Knicks traded quite a few young players for Chris Paul, but I do not think New York fans will mind. Those guys were not difference makers, but Chris Paul has shown he still is. His addition could get the Knicks back into the playoffs, which will get people at least somewhat interested in New York basketball again.
9. Atlanta Hawks
C – Clint Capela, DeMarcus Cousins, Dewayne Dedmon PF – John Collins, Onyeka Okongwu, Bruno Fernando SF – De’Andre Hunter, Cam Reddish, Josh Jackson SG – Kevin Huerter, Jordan Clarkson PG – Trae Young, Shabazz Napier, Brandon Goodwin
The Hawks have the most cap space in basketball, and use some of it in a variety of ways. Jordan Clarkson should be one of the better bench scorers in the league. Josh Jackson is a worthy gamble, the talent is still there somewhere. Finally, perhaps DeMarcus Cousins can actually stay healthy and begin to rehab his career a bit. Of course, this team will go as far as Trae Young, John Collins and the young core will take it. If Cousins can bounce back a bit and Onyeka Okongwu shows he is ready, Atlanta could get something for Clint Capela, who has not played a game for the Hawks yet.
10. Chicago Bulls
C – Wendell Carter Jr., Luke Kornet, Daniel Gafford PF – Lauri Markkanen, Thaddeus Young, Cristiano Felicio SF – Otto Porter, Deni Avdija, Chandler Hutchison SG – Zach LaVine, Coby White, Pat Connaughton PG – Tomas Satoransky, Ryan Arcidiacono
The Bulls have a new front office group, finally, but choose so stay pat here. The only moves were drafting Deni Avdija and adding Pat Connaughton. The most important thing will be stability with Billy Donovan and development for the young players.
11. Orlando Magic
C – Nikola Vucevic, Khem Birch, Alex Len PF – Aaron Gordon, Chuma Okeke, Cheick Diallo SF – James Ennis, Al-Farouq Aminu, Aaron Nesmith, Jonathan Isaac (INJ) SG – Evan Fournier, Terrence Ross PG – Markelle Fultz, Tyrese Haliburton, Ty Jerome
Orlando chose to give up on Mohamed Bamba, who was always a redundant draft pick and bad fit, by trading him for the draft rights to Tyrese Haliburton. Haliburton is not the scorer Orlando needs, but he will definitely push Markell Fultz. Aaron Nesmith gives Orlando even more scoring punch off the bench. Other than that, Orlando chose to stay pat and hope the young guys will be enough. I see obvious regression here.
12. Washington Wizards
C – Thomas Bryant, Anzejs Pasecniks PF – Rui Hachimura, Moritz Wagner, Michael Kidd-Gilchrist SF – Troy Brown Jr., Devin Vassell, Admiral Schofield SG – Bradley Beal, E’Twaun Moore, Jerome Robinson PG – John Wall, Ish Smith, Isaac Bonga
With an immensely expensive back court and a losing culture, the Wizards were not going to sign any free agents. The main addition, of course, is a presumably healthy John Wall. A Wall/Beal backcourt will be enough to push for a playoff spot. If the young front court guys can continue to develop, Washington could get there.
13. Cleveland Cavaliers
C – Andre Drummond, Jahlil Okafor PF – Kevin Love, Larry Nance Jr., Jordan Bell SF – Cedi Osman, Isaac Okoro, Alfonzo McKinnie, Dylan Windler SG – Collin Sexton, Kevin Porter Jr., Tyler Johnson PG – Darius Garland, Dante Exum, Cameron Payne
An Andre Drummond/Kevin Love front court certainly makes headlines, but neither player is All Star caliber anymore. There still is not much to get excited about in Cleveland, and I think they will have to break up the defensive deficient back court before they have any success. Cleveland drafted Isaac Okoro to help defensively and added a couple bench free agents, but do not expect much else.
14. Detroit Pistons
C – Blake Griffin, Boban Marjanovic, Justin Patton PF – Sekou Doumbouya, Justin Jackson SF – Tony Snell, Derrick Jones Jr., Sviatoslav Mykhailiuk SG – Luke Kennard, Killian Hayes, Khyri Thomas PG – Fred VanVleet, Bruce Brown
The Pistons are due for a flat out rebuild, but with a ton of cap space they won the Fred VanVleet sweepstakes. VanVleet could want to get out of Kyle Lowry’s shadow and run his own team, and he gets that here (and probably a max contract). Detroit added Killian Hayes in the draft and shook up the bench a bit. Blake Griffin is a trade candidate, but I do not see him being moved during the short off-season.
15. Charlotte Hornets
C – Myles Turner, Cody Zeller, Robert Williams III PF – Christian Wood, PJ Washington, TJ Leaf, Jalen McDaniels SF – Miles Bridges, Nicolas Batum, Caleb Martin SG – Devonte’ Graham, Malik Monk, Cody Martin PG – LaMelo Ball, Langston Galloway
A team without a plan, Charlotte continues that curious ideology here. They spent a pretty penny to bring in Christian Wood, and traded their big 2019 free agent signing Terry Rozier to add more size in Myles Turner. Throw in the draft selection of LaMelo Ball, and there are three new starters in Charlotte. The lineup is still a mess though. It will take time to clear things up.
1. Los Angeles Lakers
C – Tristan Thompson, JaVale McGee PF – Anthony Davis, Kyle Kuzma, Devontae Cacok SF – Danny Green, Wayne Ellington SG – Kentavious Caldwell-Pope, Alex Caruso, Talen Horton-Tucker PG – LeBron James, Rajon Rondo, Quinn Cook, Theo Maledon
The blueprint in Los Angeles is obvious. As long as you have the James/Davis duo, you’re a championship favorite. There were some tweaks here and there, but overall, the Lakers are going to run it back with basically the same team. Why not? It worked in 2020.
2. Dallas Mavericks
C – Dwight Powell, Mason Plumlee PF – Kristaps Porzingis, Maxi Kleber, Chimezie Metu SF – DeMar DeRozan, Dorian Finney-Smith SG – Delon Wright, Seth Curry, Alec Burks, Desmond Bane PG – Luka Doncic, Derrick Rose, JJ Barea
Maybe I am a bit too eager with Dallas, especially with Kristaps Porzingis continuing injury woes, but this roster looks pretty set. DeMar DeRozan was unhappy in San Antonio, so the Spurs decided to get something for him before he hit free agency in 2021. Mark Cuban and company have never been afraid to swing deals, and they brought in DeRozan and Derrick Rose to give this roster more depth and veteran leadership. Of course, it is all about Luka Doncic, who is my early pick for 2020-2021 MVP.
3. Los Angeles Clippers
C – Kvica Zubac, Marc Gasol, Mfiondu Kabengele PF – Paul George, Marcus Morris, JaMychal Green SF – Kawhi Leonard, Thabo Sefolosha, Terance Mann SG – Landry Shamet, Garrett Temple, Rodney McGruder PG – Spencer Dinwiddie, Lou Williams
It was a disastrous ending for the Clippers, but as long as they have Kawhi Leonard, they are contenders. The cash strapped team managed to swing a trade for Spencer Dinwiddie and sign Marc Gasol and Marcus Morris to make up for the loss of Montrezl Harrell. Both Harrell and Patrick Beverley, who were distractions, are gone. This team will still go as far as Leonard and Paul George takes them.
4. Denver Nuggets
C – Nikola Jokic, Bol Bol PF – Michael Porter Jr., Jerami Grant, Noah Vonleh SF – Torrey Craig, Andre Roberson, Tyler Bey, Vlatko Cancar SG – Gary Harris, Will Barton, Keita Bates-Diop PG – Jamal Murray, Monte Morris, PJ Dozier
The Nuggets want to add another star like Jrue Holiday, but they are not trading their big three (Murray, Jokic, Porter Jr.) That takes them out of bidding for most players. More than likely, they will hope for bounce back years from Harris and Barton. Resigning Jerami Grant taps the team out cap wise. They resigned Craig and added Roberson and Bey, giving them three lock down wing defenders.
5. Golden State Warriors
C – Steven Adams, Marquese Chriss, Dwight Howard, Alen Smailagic PF – Draymond Green, Eric Paschall, Kevon Looney SF – Klay Thompson, Damion Lee, Juan Toscano-Anderson SG – Stephen Curry, Mychal Mulder PG – Dennis Schroder, Ky Bowman
The Warriors continue to swing deals left and right. They moved the second overall pick to get out from under Andrew Wiggins contract, and added a perfect fit at center in Steven Adams. Dennis Schroder will be a big help, also. Depth is a major issue here, but the Warriors get their stars back. How long will it take for the team to gel?
6. Houston Rockets
C – Paul Millsap, Nerlens Noel PF – Tobias Harris, Jeff Green, Rondae Hollis-Jefferson SF – Danuel House, Ben McLemore, Robert Woodard II SG – James Harden, David Nwaba, Zhaire Smith PG – Russell Westbrook, Austin Rivers
The Rockets continue to make trades at a blistering pace, rebuilding the roster on the fly. The key will always be James Harden, but adding Tobias Harris (and his monstrous contract), Paul Millsap and Nerlens Noel will at least give the team a little size, but not seriously change the philosophy. The Harris trade zapped Houston of any reasonable depth, but that has always been a concern in Houston.
7. Utah Jazz
C – Rudy Gobert, Derrick Favors, Tony Bradley PF – Bojan Bogdanovic, Ed Davis SF – Royce O’Neale, Joe Ingles, Georges Niang SG – Donovan Mitchell, Marco Belinelli, RJ Hampton PG – Mike Conley, Yogi Farrell, Nigel Williams-Goss
The Jazz core is set. The key will be health and bounce back years from Bogdanovic and Conley respectively. Utah does bring back a familiar face in Derrick Favors, but other than that, this is basically the same team.
8. New Orleans Pelicans
C – Jonas Valanciunas, Jaxson Hayes, Isaiah Stewart PF – Zion Williamson, Nicolo Melli SF – Brandon Ingram, Saddiq Bey, Rodions Kurucs, Dzanan Musa SG – Caris LeVert, Donte DiVincenzo, Sindarius Thornwell PG – Lonzo Ball, George Hill
I doubt the Pelicans will be this busy during the very short off-season window, but it is fun to think about. Brandon Ingram will definitely be resigned. Here, New Orleans turns Jrue Holiday and JJ Redick into several young pieces. With Williamson, LeVert, Ingram and Ball, this team will be a hell of a lot of fun to watch.
9. Phoenix Suns
C – DeAndre Ayton, Mohamed Bamba PF – Montrezl Harrell, Frank Kaminsky, Patrick Patterson SF – Kelly Oubre Jr., Cameron Johnson SG – Devin Booker, Mikal Bridges PG – Ricky Rubio, Michael Carter-Williams, Elie Okobo, Jalen Lecque
The Suns 8-0 bubble run (and ample cap space) convinced Montrezl Harrell to accept a large contract and leave Los Angeles. He is exactly the type of rugged presence the Suns need. A draft day trade for Mohamed Bamba gives Phoenix great depth up front.
10. Portland Trail Blazers
C – Jusuf Nurkic, Zach Collins PF – Jae Crowder, Markieff Morris, Jalen Smith SF – Rodney Hood, Trevor Ariza, Nassir Little SG – CJ McCollum, Gary Trent Jr. PG – Damian Lillard, Anfernee Simons, Jaylen Adams
This is a typical off-season for Portland. With a very expensive back court, the Trail Blazers can only throw darts in free agency in hopes of landing contributors. Enter Jae Crowder and Markieff Morris to patch up a weak front court.
11. Minnesota Timberwolves
C – Karl-Anthony Towns, Willy Hernangomez, Naz Reid PF – James Johnson, Juancho Hernangomez, Jarred Vanderbilt SF – Jarrett Culver, Jake Layman, Jacob Evans SG – Anthony Edwards, Malik Beasley, Josh Okogie, Jacob Evans PG – D’Angelo Russell, Trey Burks
The Timberwolves will kick the tires on a draft day trade, but ultimately will stay put and draft Anthony Edwards. This team could score a ton of points, especially after resigning Malik Beasley and adding Trey Burks.
12. Memphis Grizzlies
C – Jaren Jackson Jr., Gorgui Dieng PF – Brandon Clarke, Kyle Anderson SF – Dillon Brooks, Justise Winslow SG – Patrick Beverley, Nickiel Alexander-Walker, Grayson Allen, Marko Guduric PG – Ja Morant, Tyus Jones, De’Anthony Milton
Jaren Jackson Jr. is a better fit at center, so the Grizzlies move on from Jonas Valanciunas, acquiring some bench scoring in return. Brandon Clarke moves in to a starting lineup. Patrick Beverley wore out his welcome in Los Angeles, but will bring a nice veteran presence to a young team.
13. Sacramento Kings
C – Hassan Whiteside, Richaun Holmes PF – Nemanja Bjelica, Marvin Bagley III, Patrick Williams SF – Harrison Barnes, Jabari Parker SG – Buddy Hield, Terry Rozier, Romeo Langford, Justin James, Kyle Guy PG – De’Aaron Fox, Kris Dunn, Cory Joseph
Hassan Whiteside just seems like the quintessential Kings signing. He will put up stats and absorb minutes, but will not help Sacramento win any more games. Sacramento signed and traded Bogdanovic for a couple of guards, but this is still a franchise going nowhere. The only thing that will help is a time machine that helps them draft Luka Doncic.
14. San Antonio Spurs
C – LaMarcus Aldridge, Jakob Poeltl, Willie Cauley-Stein PF – Trey Lyles, Rudy Gay, Precious Achiuwa, Luka Samanic SF – Tim Hardaway Jr., Keldon Johnson SG – Derrick White, Lonnie Walker IV PG – Dejounte Murray, Jalen Brunson, Patty Mills
A rebuild is inevitible in San Antonio, and the Spurs got a jump on it by trading DeRozan for Jalen Brunson and Tim Hardaway Jr. The Spurs will likely look to move Hardaway and Aldridge during the season.
15. Oklahoma City Thunder
C – James Wiseman, Mike Muscala PF – Obi Toppin, Darius Bazley, Isaiah Roby SF – Andrew Wiggins, Terrance Ferguson, Kevin Knox SG – Luguentz Dort, Hamidou Diallo, Frank Ntilikina, Deonte Burton PG – Shai Gilgeous-Alexander, Jordan Poole, Dennis Smith Jr.
Sam Hinkie would be proud. The tear down in Oklahoma City is finally complete. OKC acquired James Wiseman and Obi Toppin in trades, got some young guys from the Knicks and added Andrew Wiggins, who will get to put up 40 shots per game while the Thunder use their 800 draft picks.
submitted by therapvagabond to NBA_Draft