How Much Dmg Does Winstone Do A Sec

Sept. 18, 2013

Sep 18, 2013 Today, the Commission will vote on proposed rules to implement yet another Dodd-Frank mandate having nothing to do with the SEC’s mission and everything to do with the politics of not letting a serious crisis go to waste. The pay ratio computation that the proposed rules would require is sure to cost a lot and teach very little.

Today, the Commission will vote on proposed rules to implement yet another Dodd-Frank mandate having nothing to do with the SEC’s mission and everything to do with the politics of not letting a serious crisis go to waste.

The pay ratio computation that the proposed rules would require is sure to cost a lot and teach very little. Its only conceivable purpose is to name and, presumably in the view of its proponents, shame U.S. issuers and their executives. This political wish-list mandate represents another page of the Dodd-Frank playbook for special interest groups who seem intent on turning the notion of materiality-based disclosure on its head.

There are no – count them, zero – benefits that our staff have been able to discern. As the proposal explains, “[T]he lack of a specific market failure identified as motivating the enactment of this provision poses significant challenges in quantifying potential economic benefits, if any, from the pay ratio disclosure[.]”[1]

So much for the benefits. If you don’t have a good imagination – or a robust political agenda – you simply won’t find any.

* * *

It could have been worse, and I commend, as always, our expert staff in the Division of Corporation Finance, under the Chair’s direction, for taking a somewhat more flexible approach to the proposal than many which have been considered. But the fact that the Commission could have imposed even greater costs does not create some otherwise absent benefit to mitigate the wasteful costs of the proposal. It merely confirms that there are even more costly ways to accomplish nothing.

So why do this at all? Simple. Dodd-Frank says we must.[2] Crossing one more required rule proposal off our long to-do list of unfinished Dodd-Frank mandates might be the closest thing to a benefit that an objective analysis can squeeze out of today’s proposal.

It's important not to forget, however, that the pay ratio mandate, unlike so many in Dodd-Frank, carries no congressionally imposed deadline. We need not act on it now or soon. It has, nevertheless, jumped to the front of the queue.

We must, therefore, acknowledge as another cost of the rule the decision not to do something else, something more pressing, something that would have yielded discernible benefits – a JOBS Act rulemaking to address the ongoing employment crisis in this country, perhaps, or something – anything – to do with the financial crisis – maybe, for example, the Dodd-Frank section 939A rulemaking that is years overdue.

Given the tremendous strain placed on our resources by Dodd-Frank's seemingly endless stream of mandates as well as our 'day job' of doing the blocking-and-tackling work that actually protects investors, maintains fair, orderly, and efficient markets, and facilitates capital formation, today's rulemaking represents a significant and distressing misallocation of time and resources.

* * *

Section 953(b) of Dodd-Frank mandates the application of the pay ratio requirement to “each issuer.” A flexible approach, designed to reduce costs to issuers, would have defined the word “issuer” simply to mean the registrant itself, thus requiring issuers to include only their own employees in the median employee compensation calculation. Such an interpretation would also have the benefit of being consistent with the plain language of the statute. It would have been consistent with the definition of the term “issuer” in both the Securities Act and the Exchange Act, which define the term to mean any person who issues or proposes to issue any security.[3]

This morning’s proposal, however, interprets the term “issuer” by reference to Item 402 of Regulation S-K, which has enterprise-wide applicability and so concludes that in section 953(b) the term “issuer” should likewise have enterprise-wide scope.[4] This inflexible interpretation has the effect of bringing exponentially more entities – and all of their employees’ compensation – into the pay ratio provision’s costly ambit.

Even more problematically, the proposal would extend the scope of the proposed rules further by requiring the calculation of the median salary and, therefore, the resulting ratio, to be global – that is, applicable not only to the full-time U.S. employees of the issuer and its subsidiaries, but to all of its employees everywhere in the world – including the worldwide employees of its subsidiaries. And the median calculation must include seasonal, temporary, and part-time employees – assuming they are on the rolls at fiscal year’s end – without, however, requiring annualization of their compensation.[5]

Even from the perspective of the 953(b) supporters, these interpretations of the statute are unnecessary overkill. Requiring issuers to calculate the median salary based solely on their own full-time employees located in the United States would still have yielded pay ratio figures more than impressive enough to serve the law’s scapegoating and shaming goals. Such a calculation would still have been complex, although much less costly and more in line with our responsibility as regulators to strike an appropriate balance between costs and benefits.

In addition, a more reasonable, literal interpretation of the statutory mandate would have avoided the distortions the chosen method inevitably introduces. Why, after all, should we require a global calculation, thereby introducing a non-scientific and uninstructive comparison that ignores the variances in the costs of labor and the costs of living in widely disparate economies worldwide?[6] Of what conceivable use could comparing the pay of workers in developing nations to that of U.S. CEOs be to the investors the SEC is tasked with protecting? Why include part-time and temporary and seasonal employees? Why incorporate currency exchange assumptions or pay variations due to governmental social benefits schemes that vary from country to country? These and other extraneous variables introduce a degree of complexity and obfuscation that renders meaningless what was meant to be a simple ratio.

The only logical conclusion is that the real point of this exercise is to ensure the most eye-poppingly huge ratios possible. Gimmicks like these don’t belong in corporate filings. The agency would sanction issuers who acted so “creatively” in other areas of their 10K or proxy disclosure.

* * *

Finally, I remind the Commission, once again, that the Exchange Act mandates that we consider the effect of what we do on competition,[7] which even the proposal itself acknowledges by noting, “the competitive impact of compliance with the disclosure requirements prescribed by Section 953(b) could disproportionately fall on U.S. companies with large workforces and global operations….”[8] Notwithstanding this clear mandate, today’s proposal continues a trend of politically motivated new disclosure requirements that impose unnecessary compliance costs on U.S. issuers, reducing their international competitiveness while providing no benefits to investors and political benefits to special interest groups.[9]

* * *

Putting the most positive face possible on today’s proposal, then, its benefits are not so much elusive, as illusory. Indeed, the “benefits” portion of our economists’ evaluation of the proposed rules is really just a discussion of relative costs. It amounts to this: Congress told us to do it, and since we could have done it in a more costly way than we did, the result is an implicit net benefit. I believe this is the best that DERA could do with such a rotten mandate, but none of us should be happy about it.

I cannot see any way to support today’s proposal. I lament the time wasted on it, and I urge investors, public companies and others directly affected by the proposal to submit detailed,>

[2] Note, however, that on June 19, 2013, a bipartisan majority of the House Financial Services Committee reported favorably H.R. 1135, which would repeal Section 953(b).

[3] Securities Act, sec. 2(a)(4); Exchange Act, sec. 3(a)(8).

[4] “By directing the Commission to amend Item 402, we believe that Section 953(b) is intended to cover employees on an enterprise-wide basis, including both the registrant and its subsidiaries, which is the same approach as that taken for other Item 402 information” (Release at p. 110), and “we believe it is appropriate to apply the same definition of subsidiary that is used for other disclosure under Item 402” (id. at 111).

[5] The Release permits annualization for permanent employees, which would include those employed at fiscal year’s end but not for the whole fiscal year, as well as permanent part-time employees. It does not permit annualization for seasonal or temporary employees employed at year’s end. Release at 33-34 and 114-15.

[6] The Release acknowledges that any comparison of registrants’ pay ratios would be uninstructive: “[W]e do not believe that precise comparability or conformity of disclosure from registrant to registrant is necessarily achievable due to the variety of factors that could cause the ratio to differ…” (Release at 35).

[8] Release at p. 104 (“Economic Analysis”).

[9]See, e.g., Release No. 34-67716 (“Conflict Minerals”), Aug. 22, 2012, and Rel. No. 34-67717 (“Disclosure of Payments by Resource Extraction Issuers”), Aug. 22, 2012 (subsequently vacated and remanded).

Overwatch Basics Guide

This guide will cover all the hitpoint types in Overwatch along with a hero hitpoint chart and how to get healed within the world of Overwatch.

Overwatch Basics

In This Guide:
Hero Introductions
Game Mechanics
Headshots Guide
Game Modes
Hitpoint Basics
Terms & Definitions

Normal HP

All heroes have at least some amount of normal health hitpoints (HP) and it appears on your health meter as plain white. Normal health takes full damage from all attacks. Each block on the health meter represents a total of 25 HP (whether it is normal health, shield, or armor).

Armor HP

Armor is represented on your health meter as yellow. Armor will always appear after your normal health and can be healed up via health packs or through allies healing you. The exception to this is when Torbjorn gives you an armor pack. Armor packs give +75 armor, but cannot be healed up unless a new armor pack is picked up.

What armor does is basically reduce damage done to you. Armor will reduce most attacks in the game by 5 points. For example, if you get hit by one of Pharah's rockets, instead of taking the full 120 damage, you will take 115 damage instead. For attacks that do less than 10 damage, it will only apply a 50% damage decreasement. So if an attack does 5 damage, armor will only reduce it by 2.5 points. Where armor becomes more efficient is when it reduces rapid fire low damage attacks, such as Tracer's Pulse Pistols, as normally it would do no more than 6 damage for each bullet, but against armor each bullet would only do 3 damage, which is a huge reduction (50%) compared to Pharah's rockets (4.2%).

Heroes that have innate armor built into their health:

  • Bastion - has 100 armor (out of his 300 health pool).
  • Torbjorn's Molten Core ultimate - gains +300 armor for the duration of the ultimate (500 total health during Molten Core).
  • D.va - D.va's mech has 400 armor (out of her 600 health pool).
  • Winston - has 100 armor (out of his 500 health pool).

Heroes can also gain a +75 armor pack from Torbjorn, and they appear on the map like this:

Health pack from Torbjorn:

Like I said above, armor obtained from Torbjorn's armor packs cannot be healed up and will be lost, unless another armor pack is picked back up to replenish the armor again. Also armor obtained from Torbjorn's armor packs will appear as orange on your health meter (instead of yellow like other armor).


Armor Reduction Chart:

How Much Dmg Does Winstone Do A Security

NOTE: I have tested all these values myself and I would say they are very accurate. I list how much overall damage is blocked by armor (non head shots) from attack weapons and abilities, ranked from most to least. For weapons that do fall-off distance damage I have three values for them, first is the average damage and I also include close range and long range damage reduction, check it out:

  1. 50.0% Reduction = Tracer's Pulse Pistols
  2. 50.0% Reduction = Mei's Frost Stream
  3. 50.0% Reduction = Reaper's Shotguns
  4. 50.0% Reduction = D.va's Fusion Cannons
  5. 50.0% Reduction = Mei's Frost Stream
  6. 50.0% Reduction = Widowmaker's Venom Mine
  7. 50.0% Reduction = Roadhog's Scrap Gun
  8. 50.0% Reduction = Winston's Tesla Cannon
  9. 50.0% Reduction = Symmetra's Sentry Turret
  10. [AVG 41.65%] - 33.3% - 50.0% Reduction = Bastion in Sentry Mode
  11. [AVG 41.65%] - 33.3% - 50.0% Reduction = Torbjorn's Rivet Gun alternate fire
  12. [AVG 39.7%] - 29.4% - 50.0% Reduction = Soldier 76's Tactical Visor
  13. [AVG 39.7%] - 29.4% - 50.0% Reduction = Soldier 76's Pulse Rifle
  14. [AVG 37.5%] - 25.0% - 50.0% Reduction = Bastion in Recon Mode
  15. 38.5% Reduction = Widowmaker's Assault rifle automatic mode
  16. 35.5% Reduction = D.va's Light Blaster Gun in human form
  17. 31.2% Reduction = Lucio's Sonic Projectiles
  18. 27.9% Reduction = Zarya's Short Range Beam (0% charged)
  19. 25.0% Reduction = Mercy's Caduceus Blaster
  20. 22.2% Reduction = Symmetra's Projector Beam
  21. 20.0% Reduction = Symmetra's Photon Orb (non charged shot)
  22. 20.0% Reduction = McCree's Flashbang
  23. 20.0% Reduction = Lucio's Soundwave (knockback ability)
  24. 18.5% Reduction = Hanzo's Storm Bow (non charged shot)
  25. 17.9% Reduction = Genji's shurikens
  26. 14.9% Reduction = Zarya's Short Range Beam (100% charged)
  27. [AVG 14.7%] - 6.7% - 22.7% Reduction = Mei's Icicle Projectiles
  28. 14.3% Reduction = Zenyatta's charged volley orbs
  29. 12.5% Reduction = Winston's Primal Rage hit
  30. 11.1% Reduction = Zenyatta's energy orbs
  31. 11.1% Reduction = Zarya's Explosive Charges
  32. [AVG 10.7%] - 7.1% - 14.3% Reduction = McCree's Peacekeeper shot
  33. 10.0% Reduction = Genji's Swift Strike
  34. 10.0% Reduction = Reinhardt's Earthshatter
  35. 8.7% Reduction = Zarya's Explosive Charge Alt Fire (0% charged)
  36. 8.3% Reduction = Ana's Biotic Grenade
  37. 7.1% Reduction = McCree's Peacekeeper Fan Fire
  38. 7.1% Reduction = Torbjorn's Rivet Gun normal fire
  39. 6.7% Reduction = Reinhardt's Rocket Hammer swing
  40. 6.3% Reduction = Junkrat's Steel Trap
  41. 5.3% Reduction = Zarya's Explosive Charge Alt Fire (100% charged)
  42. 5.0% Reduction = Reinhardt's Fire Strike
  43. 4.2% Reduction = Junkrat's Frag Launcher (direct hit)
  44. 4.2% Reduction = Junkrat's Concussive Mine (direct hit)
  45. 4.2% Reduction = Pharah's rockets (direct hit)
  46. 4.2% Reduction = Soldier 76's Helix Rocket (direct hit)
  47. 4.2% Reduction = Genji's Dragonblade (ultimate)
  48. 4.0% Reduction = Hanzo's Storm Bow (fully charged shot)
  49. 4.0% Reduction = Symmetra's Photon Orb (fully charged shot)
  50. 3.5% Reduction = Widowmaker's Sniper rifle (fully charged shot)
  51. 1.7% Reduction = Reinhardt's Charge/Pin

Shield HP

Shields will appear on your health bar as a light blue color. Shields will take priority over other types of hitpoints and will always appear on the right side of your health bar. Shields do not offer damage reduction like armor does but instead regenerates its hitpoints at 25 HP per second after 3 seconds of not taking damage. Shields function similar to the Protoss shields in Starcraft.

Shields offer great protection from intermittent burst damage and some heroes will take advantage of shields more so than other heroes, mainly offensive flankers such as Tracer, Reaper, and Genji.

These heroes have innate shields:

  • Zarya - 200 shield (out of her 400 health pool)
  • Symmetra - 100 shield (out of her 200 health pool)
  • Zenyatta - 100 shield (out of his 150 health pool)

Symmetra Shields
Symmetra has a unique ability called Photon Shield that allows her to throw a +25 HP shield on her allies. She can easily give this to all of her allies. Overall I consider this ability to be more powerful than Torbjorn's armor packs because of how armor packs cost scrap and will dissipate once the armor HP is used up.

Overheal

Currently the only ability in the game that provides an 'overheal' is Lucio's Sound Barrier ultimate. Sound Barrier gives Lucio and all his allies around him a +500 HP shield that degrades overtime at -100 HP per second until it totally dissolves away. The temporarily shield shows up on the right side of your health bar as dark blue and will take priority over all other hitpoint types for its duration.

Hero Hitpoint Chart

Chart is ranked by highest total HP at the top:

HeroTotal HPNormal HPArmor HPShield HP
Winston (Primal Rage)1000900100
D.Va600200400
Roadhog600600
Torbjorn (Molten Core)500200300
Reinhardt500250250
Winston500400100
Bastion (Config: Tank)450200250
Zarya400200200
Bastion300200100
Mei250250
Reaper250250
Zenyatta20050150
Symmetra200100100
Ana200200
Genji200200
Hanzo200200
Junkrat200200
Lucio200200
McCree200200
Mercy200200
Pharah200200
Soldier 76200200
Torbjorn200200
Widowmaker200200
Tracer150150
D.va (human form)150150

How to get healed in Overwatch

There are various ways to heal HP up in Overwatch. Every method will heal up any type of health, whether it be regular HP, armor HP, or shield HP, it fills them all up.

Spawn locations heal +250 HP per second

Health Packs
Overwatch consists of two different health packs:

  • Small health packs give +75 HP, and have a 10 second respawn timer.
  • Large health packs give +250 HP, and have a 15 second respawn timer.
Large Health Pack

It is very important to memorize where all the health packs are at in all the maps. When it comes to memorizing the maps, health pack placements are up there at the most important things to remember.

These heroes have capabilities to reach health packs very quickly to restore their health:

  • D.va's Boosters
  • Genji's Swift Strike
  • Junkrat's Mine jumps
  • Lucio's speed aura combined with an Amp It Up
  • Soldier 76's Sprint
  • Tracer's Blink
  • Reaper's Shadow Step
  • Widowmaker's Grappling Hook
  • Winston's Leap
  • Pharah's Jet Packs

By default, only support heroes can see allied health meters
By default, all support heroes such as Ana, Mercy, Zenyatta, Symmetra and Lucio are the only heroes that have allied health meters on by default. The rest of the heroes are turned off by default. In the Control settings you can turn allied health bars on globally for all heroes or for individual heroes. Besides the support heroes, I recommend turning on allied health bars for at least Zarya and Soldier 76. This will allow Soldier 76 to see whether or not to drop down a Biotic Field to heal an ally and will let Zarya have more informed decisions on who to give a Projected Barrier to.

Ally healing abilities in Overwatch:

Winstone
  • Mercy's Caduceus Staff: 60hp per second (only one ally at a time).
  • Soldier 76's Biotic Field: 35hp per second (for all allies standing in the field). NOTE: You must keep line of sight with the center of the Biotic Field in order to receive its healing.
  • Lucio's Crossfade Healing Aura: 15.6 hp per second (for all allies within 10 meters of Lucio's line of sight). NOTE: Lucio's Amp It Up ability increases healing to 51 hp per second for 3 seconds (once every 12 seconds).
  • Zenyatta's Harmony Orb: 30hp per second (only one ally at a time). NOTE: You must keep line of sight with Zenyatta in order to maintain the orb.
  • Zenyatta's Ultimate Transcendence: 300hp per second (for all allies around him along with line of sight).
  • Ana's Biotic Rifle: Ana can shoot allies with her Rifle to heal them for 80hp. She can fire one round every 0.8 second.
  • Ana's Biotic Grenade: Heals 100hp for all allies within the vicinity of the blast radius (including Ana herself). Please note that Biotic Grenades will double all healing for allies and prevent enemies from getting healed for the duration of the Biotic Grenade.

Individual hero healing abilities:

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  • Mei's Cryp-Freeze heals up to +150 HP.
  • Roadhog's Take a Breather heals +300 (half of his HP).
  • Reaper can collect Soul Globes after he makes a kill that restores +50 HP.
  • Tracer can use her Recall ability to restore her health to what it was a few seconds ago.
  • Bastion has a Self-Heal of 25% of his total health per second.
  • Mercy has a slow self heal after 1 seconds of not taking damage.

How Much Dmg Does Winston Do A Sec 2

Payloads heal you too!
It's important to know that if you are on attack and you are escorting a payload, just being around it will heal you at a rate of 10 HP per second.

Overwatch Basics Guide Menu
Overwatch Hero Introductions - Basics Guide
How the Mechanics Work in Overwatch
How Headshots Work In Overwatch
Overwatch Game Modes Overview
Overwatch Health Types & Hitpoint Basics
Overwatch Terms, Abbreviations, & Their Meanings

How much dmg does winston do a sec game

How Much Dmg Does Winston Do A Sec Mean


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Other Guides
Easiest and Hardest Overwatch Heroes to Master
My Hotkey Bindings For Overwatch & Why I Use Them

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