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you seem to
ang laki na bang balong namin
Last Update: 2020-07-15
Usage Frequency: 2
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you seem to be
auq na naubusan na ko agad ng english
Last Update: 2021-09-04
Usage Frequency: 1
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you seem to pity me
parang awa niyo na
Last Update: 2023-11-25
Usage Frequency: 2
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you seem to be bored
surang mu
Last Update: 2021-01-13
Usage Frequency: 1
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you seem to have forgotten me
parang nakalimutan ako
Last Update: 2020-10-09
Usage Frequency: 1
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you seem to be a good person
you seem to be a good person.
Last Update: 2022-04-06
Usage Frequency: 1
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you seem to be going to mindanaoli
maliligo lang ako
Last Update: 2021-10-05
Usage Frequency: 1
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you seem to be very busy here on this site
you seem to be very busy here on this site
Last Update: 2020-11-23
Usage Frequency: 1
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you seem to know what you’re talking about
sigurado ka bang alam mo ang sinasabi mo
Last Update: 2022-10-06
Usage Frequency: 1
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and you seem to be my son's acting father
parang siya lang ang kausap ko
Last Update: 2023-10-22
Usage Frequency: 1
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you seem to be different translate tagalog parang iba kana ngayon
parang iba ka na ngayon
Last Update: 2022-08-22
Usage Frequency: 1
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but i thought you were different babe you seem to be truly interested
ngunit naisip kong magkaiba ka ng pagmamahal parang tunay na interesado ka
Last Update: 2021-10-20
Usage Frequency: 1
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yes if you truly love that person no matter how hard it is you will fight for him
Last Update: 2021-03-06
Usage Frequency: 1
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there seems to be no tomorrow if you laugh
parang walang bukas ang saya
Last Update: 2022-06-13
Usage Frequency: 1
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i'm sorry if i took a long time to reply to you so you looked for someone else but i made the right decision not to answer you because i guess i'm right that you are not the man who can wait no matter how long you seem to feel like you used to waste
sorry kung matagal ako mag reply sayo kaya naghanap ka nang iba pero tama den pala desisyon ko na hindi ka sagutin kase tama yung kutob ko na di ka yung lalaking kayang mag hintay kahit gano ka tagal tas parang pinaramdam mo kase saken dati basura
Last Update: 2020-07-28
Usage Frequency: 1
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suppose your frontline is 1m heroic fighter and 5m gladiator 5 teammates reinforce you with 200k gladiators each your attacker hits the combined force (entirely using your stats) and suppose it inflicts 1.2m casualties against the infantry frontline. the casualties are assigned as follows: you lose 1m gladiators. wounded are assigned to whatever infirmary space you have available, and anything else dies (max achievable infirmary space is currently 761,600 - so something is going to die no matter how you designed your turf) your teammates each take 40k casualties, which probably just go to their infirmary. now suppose you designed your frontline differently, and had 2.7m heroic fighter and 1m gladiators (very roughly the same fighting strength as the above mix, but way more costly) 5 teammates reinforce you with 200k gladiators each your attacker hits and maybe inflicts 1.1m casualties - this is because once they beat half of a given tier troop in your frontline, they start hitting the next higher available tier. well, t4s are tougher to kill, so your attackers won't likely take down as many. total wounds on your force now look like 100k heroic fighters and 1m gladiators. wounds are allocated as follows: you - 100k heroic fighters + 500k gladiators. this might fit neatly in your infirmary, but those t4s are expensive to heal. at this point, maybe your t2 meatshield is a bit too thin. teammates - 100k gladiators each. they absorb a lot more casualties this way, but your t2 line ended up thin enough overall for your attacker to hit some t4s. so if you're taking t2 reinforcements, the more t2s you already have, the less their t2s will be able to save yours from dying, but you also want to have enough t2s that your t4s aren't too easily hit in one rally. now let's suppose we reinforced with 1m t4s from your guildmates in the above cases. your opponent wouldn't do as much damage to you, since your fighting strength is just that much stronger by having the better reinforcements, so let's assume that they manage to deal about 900k casualties with this adjustment to combat stats. if you built either configuration, your losses are going to be entirely t2s, but you'd have some dead ones. it's much less likely you'll end up burned in this scenario (which is great if you're holding prisoners), but repeated rallys will be more likely to eventually grind you down. so, in a nutshell, if they aren't hitting you for more than your infirmary space after reinforcing, i'd take the t4s, heal, and get ready for the next hit. if they're hitting you for more than your infirmary space, i'd take t2s, but training 5m seems to be too much (unless you're going for a "deceptively low might" trap - but at 1m t4 + 5m t2 of each, you're already holding 228m troop might!). i'd be inclined to shift the ratio towards having a few more t4s to make t2 reinforcements more viable against more dangerous attackers.
ipagpalagay na ang iyong frontline ay 1m heroic fighter at 5m gladiator 5 teammates na nagpapatibay sa iyo ng 200k gladiators bawat isa ang iyong attacker ay umabot sa pinagsamang puwersa (ganap na gamit ang iyong mga istatistika) at ipagpalagay na ito ay nagpaparami ng 1.2m casualties laban sa infantry frontline. ang mga nasawi ay itinalaga bilang mga sumusunod: nawala mo ang 1m gladiators. ang mga nasugatan ay itinalaga sa anumang puwang ng infirmary na mayroon ka, at anumang bagay na namatay (ang pinakamataas na makakamit na puwang ng infirmary ay kasalukuyang 761,600 kaya ang isang bagay ay mamamatay na walang banigsuppose your frontline is 1m heroic fighter and 5m gladiator 5 teammates reinforce you with 200k gladiators each your attacker hits the combined force (entirely using your stats) and suppose it inflicts 1.2m casualties against the infantry frontline. the casualties are assigned as follows: you lose 1m gladiators. wounded are assigned to whatever infirmary space you have available, and anything else dies (max achievable infirmary space is currently 761,600 - so something is going to die no matter how you designed your turf) your teammates each take 40k casualties, which probably just go to their infirmary. now suppose you designed your frontline differently, and had 2.7m heroic fighter and 1m gladiators (very roughly the same fighting strength as the above mix, but way more costly) 5 teammates reinforce you with 200k gladiators each your attacker hits and maybe inflicts 1.1m casualties - this is because once they beat half of a given tier troop in your frontline, they start hitting the next higher available tier. well, t4s are tougher to kill, so your attackers won't likely take down as many. total wounds on your force now look like 100k heroic fighters and 1m gladiators. wounds are allocated as follows: you - 100k heroic fighters + 500k gladiators. this might fit neatly in your infirmary, but those t4s are expensive to heal. at this point, maybe your t2 meatshield is a bit too thin. teammates - 100k gladiators each. they absorb a lot more casualties this way, but your t2 line ended up thin enough overall for your attacker to hit some t4s. so if you're taking t2 reinforcements, the more t2s you already have, the less their t2s will be able to save yours from dying, but you also want to have enough t2s that your t4s aren't too easily hit in one rally. now let's suppose we reinforced with 1m t4s from your guildmates in the above cases. your opponent wouldn't do as much damage to you, since your fighting strength is just that much stronger by having the better reinforcements, so let's assume that they manage to deal about 900k casualties with this adjustment to combat stats. if you built either configuration, your losses are going to be entirely t2s, but you'd have some dead ones. it's much less likely you'll end up burned in this scenario (which is great if you're holding prisoners), but repeated rallys will be more likely to eventually grind you down. so, in a nutshell, if they aren't hitting you for more than your infirmary space after reinforcing, i'd take the t4s, heal, and get ready for the next hit. if they're hitting you for more than your infirmary space, i'd take t2s, but training 5m seems to be too much (unless you're going for a "deceptively low might" trap - but at 1m t4 + 5m t2 of each, you're already holding 228m troop might!). i'd be inclined to shift the ratio towards having a few more t4s to make t2 reinforcements more viable against more dangerous attackers.
Last Update: 2022-07-20
Usage Frequency: 1
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