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        <title>Lowyat.NET: Latest topics by Balaclava</title>
        <description></description>
        <link>http://forum.lowyat.net/</link>
        <lastBuildDate>Wed, 03 Jun 2026 23:02:56 +0800</lastBuildDate>
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            <title>White Myvi Accident</title>
            <link>http://forum.lowyat.net/topic/3513912</link>
            <description>Hi guys, I need your help locating that accident topic about the white myvi where there is no skid mark. I think the car langgar divider or something. tolong help please. special drillz to first one to give link. the accident happen few days ago only. I recall one of the reply was that the blood on floor also dry already. &lt;br /&gt;&lt;br /&gt;promise wont disappoint with the drillz.&lt;br /&gt;&lt;br /&gt;plis help.  &lt;!--emo&amp;:peace:--&gt;&lt;img src='http://static.lowyat.net/style_emoticons/default/icon_rolleyes.gif' border='0' style='vertical-align:middle' alt='icon_rolleyes.gif' /&gt;&lt;!--endemo--&gt;</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Thu, 05 Mar 2015 14:40:43 +0800</pubDate>
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            <title>Settle Saman</title>
            <link>http://forum.lowyat.net/topic/3269421</link>
            <description>Guys, who&amp;#39;s the chap who can settle saman JPJ one ah? can give me his name ah. my kawan need his help. drill dont have. in opis. but i has a piktur of Hafu nekkid. who give accurate info gets the piktur.</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Wed, 25 Jun 2014 12:41:35 +0800</pubDate>
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            <title>Bar AGM to consider move to ask retired judges to</title>
            <link>http://forum.lowyat.net/topic/3160812</link>
            <description>&lt;a href='http://www.themalaysianinsider.com/malaysia/article/bar-agm-to-consider-move-to-ask-retired-judges-to-stop-litigating-in-court' target='_blank'&gt;http://www.themalaysianinsider.com/malaysi...gating-in-court&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;!--QuoteBegin--&gt;&lt;div class='quotetop'&gt;QUOTE&lt;/div&gt;&lt;div class='quotemain'&gt;&lt;!--QuoteEBegin--&gt;Lawyers will decide tomorrow whether retired judges should be prohibited from representing clients in court, according to a resolution in the Malaysian Bar annual general meeting.&lt;br /&gt;&lt;br /&gt;The resolution was jointly submitted by retired Court of Appeal judge Datuk V.C. George, who has returned to practice, and lawyer Razlan Hadri Zulkifli.&lt;br /&gt;&lt;br /&gt;George, who practised law before joining the bench, has not litigated any cases in court after his retirement. Most judges become consultants after retiring from the bench.&lt;br /&gt;&lt;br /&gt;Both want the Bar Council to take the necessary steps to call on the attorney general to amend the Legal Profession Act (LPA) to stop superior court judges from appearing as counsel in court.&lt;br /&gt;&lt;br /&gt;Bar Council secretary Richard Wee confirmed with The Malaysian Insider that the resolution would be debated.&lt;br /&gt;&lt;br /&gt;Former Lord President Tun Salleh Abas, retired Federal Court judge Datuk Seri Gopal Sri Ram and former High Court judge Datuk R.K. Nathan had, since returning to practice, appeared in court to argue cases.&lt;br /&gt;&lt;br /&gt;Razlan said he would explain to members why the resolution must be supported, while another faction which wants retired judges to litigate in court is canvassing support to defeat the proposal.&lt;br /&gt;&lt;br /&gt;&amp;quot;We need the support of members to direct the in-coming Bar Council to persuade the AG to amend the LPA to stop ex-judges from litigating cases before their peers or juniors,&amp;quot; said a lawyer who declined to be named.&lt;br /&gt;&lt;br /&gt;However, the lawyer said many did not mind the ex-judges returning to practice to do arbitration or consultancy work.&lt;br /&gt;&lt;br /&gt;A lawyer who is for retired judges returning to active practice questioned why the issue was being raised now and not when Salleh litigated in the courtroom.&lt;br /&gt;&lt;br /&gt;Sri Ram declined to comment on the matter.&lt;br /&gt;&lt;br /&gt;Singapore and South Africa are among several Commonwealth countries which prohibit retired legal eagles from going to the courts.&lt;br /&gt;&lt;br /&gt;Colonial judge T.R. Hepworth was the first member of the Bench to go into private practice in 1960, five years after his retirement — a move which rankled both the Bar and Bench.&lt;br /&gt;&lt;br /&gt;In September, the Federal Court ruled that retired judges could appear in court after it dismissed an application to prevent Sri Ram from appearing for a developer.&lt;br /&gt;&lt;br /&gt;Judge Tan Sri Raus Sharif said there was no legal basis to the application by Gan Than Gee, a director of I-Innovations Construction Sdn Bhd, to have Sri Ram removed.&lt;br /&gt;&lt;br /&gt;Lawyer Harpal Singh had argued that the LPA did not prevent a retired judge from appearing and any restriction would also violate Sri Ram&amp;#39;s right to livelihood under the Federal Constitution.&lt;br /&gt;&lt;br /&gt;Gann said Sri Ram&amp;#39;s appearance before his peers would undermine the administration of justice.&lt;br /&gt;&lt;br /&gt;&amp;quot;There was a great risk that the impartiality of the bench might be questioned and will be injurious to public interest,&amp;quot; Gann said in an affidavit to support his application.&lt;br /&gt;&lt;br /&gt;The controversy started last July when Sri Ram said retired judges could appear in court in exceptional cases like constitutional and contract cases to assist the court in making decisions.&lt;br /&gt;&lt;br /&gt;Sri Ram said there may be public interest cases where the input of retired judges (who appear for their clients) would be invaluable.&lt;br /&gt;&lt;br /&gt;The ex-judge said the necessity for retired judges to appear was to help move the &amp;quot;law forward, especially in constitutional or very important commercial cases&amp;quot;.&lt;br /&gt;&lt;br /&gt;He said in countries like the United Kingdom, Australia, New Zealand and South Africa, the Bar and the Bench were &amp;quot;intellectually very strong&amp;quot;.&lt;br /&gt;&lt;br /&gt;&amp;quot;In&amp;nbsp; those countries, practitioners who had served on the bench need not appear as counsel,&amp;quot; he told The Malaysian Insider.&lt;br /&gt;&lt;br /&gt;Chief Justice Tun Arifin Zakaria then threw his support behind ex-judges, citing the right to livelihood, love for the law and restraint to trade if the doors were closed.&lt;br /&gt;&lt;br /&gt;Bar Council chairman Christopher Leong, in response, said the public may perceive that former judges had an unfair advantage because they would be appearing before their friends on the bench.&lt;br /&gt;&lt;br /&gt;Leong, who is heads the 13,000-strong Bar in the peninsula, said former judges may have worked with or discussed points of law with sitting judges and that may affect confidence in the judiciary.&lt;!--QuoteEnd--&gt;&lt;/div&gt;&lt;!--QuoteEEnd--&gt;&lt;br /&gt;Discuss. Btw, I&amp;#39;m going to vote against the motion.</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Fri, 14 Mar 2014 11:00:39 +0800</pubDate>
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            <title>Bleach</title>
            <link>http://forum.lowyat.net/topic/2947664</link>
            <description>Finally out now. &lt;a href='http://www.mangareader.net/bleach/547' target='_blank'&gt;http://www.mangareader.net/bleach/547&lt;/a&gt;</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Wed, 04 Sep 2013 17:11:49 +0800</pubDate>
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            <title>Warn Log</title>
            <link>http://forum.lowyat.net/topic/2919528</link>
            <description>Halo Halo, kentangemas or any other fella here. I tekan my warn log, there tulis 10%. But then hor, when I click the 10%, it says no warn log for this member. so how, means I got 10% or no 10% geh. this 10% should have expired liao i damn long no tio warning.</description>
            <author>Balaclava</author>
            <category>Feedback and Helpdesk</category>
            <pubDate>Mon, 12 Aug 2013 09:24:32 +0800</pubDate>
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            <title>fast admit who is this?</title>
            <link>http://forum.lowyat.net/topic/2817738</link>
            <description>&lt;!--SPOILER BEGIN--&gt;&lt;div class=&quot;spoilertop&quot; onClick=&quot;openClose('b763218c2caaf50e7405f632cbc3d1b9')&quot; style=&quot;font-weight: bold&quot;&gt;&lt;u&gt;&amp;raquo; Click to show Spoiler - click again to hide... &amp;laquo;&lt;/u&gt;&lt;/div&gt;&lt;div class=&quot;spoilermain&quot; id=&quot;b763218c2caaf50e7405f632cbc3d1b9&quot; style=&quot;display:none&quot;&gt;&lt;!--SPOILER END--&gt;&lt;!--QuoteBegin--&gt;&lt;div class='quotetop'&gt;QUOTE&lt;/div&gt;&lt;div class='quotemain'&gt;&lt;!--QuoteEBegin--&gt;&lt;img src='http://i.imgur.com/6b13Ufb.jpg' border='0' alt='user posted image' /&gt;&lt;!--QuoteEnd--&gt;&lt;/div&gt;&lt;!--QuoteEEnd--&gt;&lt;!--SPOILER DIV--&gt;&lt;/div&gt;&lt;!--SPOILER DIV--&gt;</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Sun, 19 May 2013 18:19:03 +0800</pubDate>
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            <title>where to get poker chips?</title>
            <link>http://forum.lowyat.net/topic/2700069</link>
            <description>/k/ I need your help. today where around KL got sell poker chip? I know last time Gardens there got one shop sell one but then my amoi say that shop kelong already. so now headache, got game tonight i scared not enough chips. @____@</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Mon, 11 Feb 2013 09:23:29 +0800</pubDate>
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            <title>Price Check for pendrive</title>
            <link>http://forum.lowyat.net/topic/2655594</link>
            <description>Guys it&amp;#39;s been a long time since I&amp;#39;ve bought a pendrive. I need recommendations. I&amp;#39;m going to Lowyat later so anyone knows the best deals there? I don&amp;#39;t post other section cause turtle speed reply.</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Sat, 05 Jan 2013 12:04:58 +0800</pubDate>
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            <title>.PDF to .docx</title>
            <link>http://forum.lowyat.net/topic/2612623</link>
            <description>I&amp;#39;m just curious guys, let&amp;#39;s just say my kawan made some error in the pdf file and sent it to me so now I want to korek his mistake. How do it convert it back aside from those paid converter programs?</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Mon, 03 Dec 2012 12:03:58 +0800</pubDate>
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            <title>Bleach 512 is out..&amp;#33;</title>
            <link>http://forum.lowyat.net/topic/2551850</link>
            <description>ya, this week episode cam anak haram. only show ichigo burst out from there, then end liao. wtf&amp;#33;?</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Wed, 17 Oct 2012 16:10:34 +0800</pubDate>
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            <title>Developer Journal: Crowd Control Changes</title>
            <link>http://forum.lowyat.net/topic/2497803</link>
            <description>&lt;!--QuoteBegin--&gt;&lt;div class='quotetop'&gt;QUOTE&lt;/div&gt;&lt;div class='quotemain'&gt;&lt;!--QuoteEBegin--&gt;Shortly after Diablo III launched, I remember watching Jay play his barbarian. He was having a blast, killing monsters left and right, but something was bothering him. He was annoyed because Ground Stomp -- one of his favorite abilities -- got worse as he progressed to higher difficulty levels, and that his character felt weaker despite having better gear and more stat points.&lt;br /&gt;We all agreed that the game needed to get harder at higher difficulty levels, but Jay didn&amp;#39;t like this particular way that it was getting harder. Specifically, he didn&amp;#39;t like that we diminished crowd control (CC) effects.&amp;nbsp; We had discussed CC effects many times during development, and we felt the system we had got the job done, but Jay felt we could do better.&lt;br /&gt;Before release, we&amp;#39;d designed the game so that CC skills would have diminished durations at higher difficulties -- for example, most CC skills have their effectiveness reduced by 65% in Hell and Inferno. Jay has never been a fan of the way Ground Stomp and other CC skills become less powerful as a result of diminishing effects, but he also knew that a system to limit CC was required to add challenge at higher difficulties.&amp;nbsp; While we&amp;#39;ve wanted to improve CC for some time now, we had bigger fish to fry first (like adding the Paragon System and improving Legendary items), so we made a note to revisit CC effects in a future patch.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;	&lt;br /&gt;	&lt;br /&gt;&amp;nbsp; &lt;u&gt;Why We Reduce CC&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Fast forward to present day as we prepare for patch 1.0.5.&amp;nbsp; Before I talk about what we&amp;#39;re doing to buff CC skills while still allowing the game to get harder, first, let&amp;#39;s go over some of the reasons why we diminish the effects of CC in Diablo III:&lt;br /&gt;&lt;br /&gt;	Monsters need time to do their thing to threaten you.&lt;br /&gt;	While infinite CC rotations can feel make players feel awesome, it&amp;#39;s fleeting. If CC becomes too powerful, it can trivialize most major mechanics and the game can become boring.&lt;br /&gt;	Players in co-op have the potential to synchronize CC.&lt;br /&gt;&lt;br /&gt;Of course, there are side effects to reducing CC to increase difficulty. One of the bigger issues we&amp;#39;ve seen is that, when it comes to mitigating incoming damage, CC skills rarely hold up against other options as you progress through Nightmare, Hell, and Inferno. While a skill like Ground Stomp mitigates damage, let&amp;#39;s you control the battlefield, and is really fun to use, the duration reduction at higher difficulties is really noticeable, making the skill far less effective. Ignore Pain, on the other hand, mitigates damage by reducing how much of it you take, regardless of difficulty level. It may not be as exciting to trigger, but it&amp;#39;s more reliable in those later levels since its power isn&amp;#39;t diminished.&lt;br /&gt;The following graphs show a few examples of how CC skills become less widely used as players progress from levels 25, 47, and 59 * (the levels you&amp;#39;re likely to be at Act III Normal, Act III Nightmare, and Act III Hell):&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;It&amp;#39;s no surprise that as the effectiveness of a CC skill starts to diminish, its relative value (especially against skills that provide self-buffs) starts to diminish as well. This can make you feel less powerful as a player, but it also starts to push people into a narrower set of builds. After all, if one skill&amp;#39;s power depreciates over time and another skill&amp;#39;s power doesn&amp;#39;t, the skill that retains its power can become much more appealing.&lt;br /&gt;*These graphs illustrate the general trend of how, as players level up, CC skills become less popular, while skills that provide self-buffs become more popular. We opted to not include level 60 data in these graphs because there are many builds in Inferno that use CC skills successfully (for example, Frost Nova with Critical Mass). While we think these synergy-based builds are awesome, they’re still outliers and would ultimately skew the graph data from the overall trend.&amp;nbsp; &amp;nbsp;  &lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;	&lt;br /&gt;	&lt;br /&gt;&amp;nbsp; &lt;u&gt;Trial and Error&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Crowd controlling monsters is not only tactically valuable, but we think it&amp;#39;s really fun, too. Our goal was to recapture that feeling in the higher difficulties. We wanted players to feel strong and heroic when using their CC skills, no matter what level they are, and we came up with a few ideas on how to accomplish that.&lt;br /&gt;&lt;br /&gt;&amp;nbsp; &lt;br /&gt;Idea #1: Reduce the Duration of CC effects in Co-Op Games&lt;br /&gt;&lt;br /&gt;The first solution we came up with was to reduce the duration of CC effects in co-op games only, and allow full durations in single-player. While this would provide a great experience for solo players and help prevent the issue of infinite CC rotations in group play, the obvious downside is that CC skills would still feel weak in co-op games.&lt;br /&gt;There are already a few mechanics (such as On Kill triggers) that discourage players from teaming up with their friends, and we don’t want to pile on &amp;quot;my CC is less effective&amp;quot; as yet another reason to avoid co-op. So, we tossed that idea out and went back to the drawing board.&lt;br /&gt;Idea # 2: Make Diminishing Effects Not as Strong&lt;br /&gt;&lt;br /&gt;We also discussed making all CC effects shorter from the start, but make them not diminish (this would apply for both single-player and co-op games).&amp;nbsp; For example, we talked about making Ground Stomp always last for 2 seconds, even when you first get it at level 1.&amp;nbsp; Sure, it&amp;#39;s not as good at first, but at least it doesn&amp;#39;t get worse with time.&lt;br /&gt;Of course, this means that we’d have to make CC less powerful across the board. Although it solves the original problem of CC skills feeling weaker over time, it creates the new problem of &amp;quot;my CC skills never feel powerful,&amp;quot; which is arguably worse.&lt;br /&gt;Idea #3: Diminishing Returns&lt;br /&gt;&lt;br /&gt;Another idea we considered was implementing diminishing returns the way World of Warcraft does. So, your first stun gets full duration, the second stun is cut in half, the third stun is cut by 75%, and for the fourth stun and beyond you get &amp;quot;IMMUNE.&amp;quot; &lt;br /&gt;While this works for WoW, it just doesn&amp;#39;t seem like a good fit for Diablo III. Not only does it feel really weird to get an &amp;quot;IMMUNE&amp;quot; message, but it also puts a lot of limitations on you in co-op games when the order in which you and your teammate use CC can matter a great deal. &lt;br /&gt;Let&amp;#39;s say you have a 5 second stun and your partner has a 1.5 second stun.&amp;nbsp; If you go first, the monster is stunned for 5 + 0.75 seconds = 5.75 seconds total.&amp;nbsp; If your partner goes first, the monster is stunned for 1.5 + 2.5 seconds = 4 seconds total.&amp;nbsp; That seems like more micromanagement than we want to place in a fast-paced action game like Diablo III.&amp;nbsp; &lt;br /&gt;Additionally, there are currently a few methods of CC which are already very potent.&amp;nbsp; For example, certain wizard and monk builds can maintain extremely heavy CC on enemies. As we examined CC, we realized we wanted to make CC skills feel good on their own, while still allowing these dedicated builds and combinations to be successful. In effect, we want to buff the baseline usage without hurting the players who have figured out certain potent combinations (though in the big picture we are still keeping an eye on that).&amp;nbsp; This was yet another reason not to adopt the WoW diminishing returns system.&lt;br /&gt;&lt;br /&gt;&amp;nbsp; &lt;br /&gt;As you can see, every one of the solutions we discussed had a pretty noticeable downside, and we were kind of left hanging.&amp;nbsp; We went over the reasons together and Jay basically said, &amp;quot;I know WHY we reduce the durations, but I still don&amp;#39;t like it. Keep working on it.&amp;quot;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;	&lt;br /&gt;	&lt;br /&gt;&amp;nbsp; &lt;u&gt;Developers, Assemble&amp;#33;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;As we started to wrap up development for patch 1.0.4, I decided to get a fresh perspective on the situation and hit up some designers on World of Warcraft and StarCraft II.&amp;nbsp; One of the great things about working at Blizzard is being able to tap the creativity of other development teams, while still being able to do what is right for the Diablo franchise. Although they work on a different game, many of the designers around the company have been playing the heck out of Diablo III, and I figured they would be able to offer me some deeper insight into what they thought worked and what didn&amp;#39;t.&lt;br /&gt;After tossing out ideas for a while, we had a small epiphany:What if we used diminishing returns, but developed a different set of rules for Diablo III?&lt;br /&gt;What if monsters just never went immune? And what if, instead of reduced % durations, the durations were reduced based on the length of the CC, so that it didn’t matter which order the CC effects were applied when playing co-op?&lt;br /&gt;Here&amp;#39;s the system we arrived at:&lt;br /&gt;How It Works:&lt;br /&gt;&lt;br /&gt;	Monsters have a &amp;quot;CC resistance&amp;quot; that is stored on a per-monster basis.&lt;br /&gt;	The CC resistance starts at 0%.&amp;nbsp; For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.&lt;br /&gt;	Monsters lose 10% of their CC resistance every second that they are not CC’d.&lt;br /&gt;	Elite monster CC resistance is capped at the current reduction values already active for Elites.&amp;nbsp; In other words, CC resistance on most Elite monsters is capped to:&lt;br /&gt;	&lt;br /&gt;&amp;nbsp; 35% in Normal&lt;br /&gt;&amp;nbsp; 50% in Nightmare&lt;br /&gt;&amp;nbsp; 65% in Hell&lt;br /&gt;&amp;nbsp; 65% in Inferno&lt;br /&gt;	&lt;br /&gt;	&lt;br /&gt;&lt;br /&gt;What This Means For the Player:&lt;br /&gt;&lt;br /&gt;	From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.&lt;br /&gt;	You will never get an &amp;quot;Immune&amp;quot; message due to diminishing returns.&lt;br /&gt;	Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.&lt;br /&gt;	&lt;br /&gt;&amp;nbsp; As previous mentioned, this means that near-infinite CC strategies will still work.&amp;nbsp; We&amp;#39;re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)&lt;br /&gt;	&lt;br /&gt;	&lt;br /&gt;	If two players are in a co-op game, the order in which they apply their stuns doesn&amp;#39;t generally matter, so you shouldn&amp;#39;t feel totally &amp;quot;screwed over&amp;quot; by the other person applying their stun before yours.&lt;br /&gt;	A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;	&lt;br /&gt;	&lt;br /&gt;&amp;nbsp; &lt;u&gt;A Free Demonstration&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Let&amp;#39;s provide some examples to show how this new system can play out in real scenarios.&lt;br /&gt;Example 1:&lt;br /&gt;&lt;br /&gt;	A wizard freezes an Elite monster in Inferno difficulty for three seconds using Frost Nova. The monster is frozen for the full 3 seconds and now has 30% CC resistance (+10% resistance per second for 3 seconds = 30% CC resistance).&lt;br /&gt;	The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (4 seconds * 70% CC effectiveness = 2.8 seconds). The monster now has 58% CC resistance (30% from the first 3 second freeze + 28% from the 2.8 second fear).&lt;br /&gt;	After 5.8 seconds (freeze + fear duration), the monster is no longer CC’d. Suppose nothing happens for 5 seconds.&amp;nbsp; During this time, the monster loses 50% of its CC resistance and is now at 8% CC resistance (58% - 50% = 8% CC resistance).&lt;br /&gt;	A monk casts Blinding Flash, applying a 3 second blind.&amp;nbsp; The monster is blinded for 2.76 seconds (8% CC resistance off of 3 seconds) and the monster now has 35.6% CC resistance (which we could round off as necessary). &lt;br /&gt;&lt;br /&gt;Example 2:&lt;br /&gt;&lt;br /&gt;	A monk with the Pandemonium rune is in Nightmare difficulty and casts Seven-Sided Strike on a single enemy, resulting in a lot of possible 7-second stuns.&lt;br /&gt;	The first hit stuns the monster and lasts for a full 7 seconds, but adds 70% CC resistance.&lt;br /&gt;	The second hit also successfully stuns the monster, and lands 0.4 seconds later after the first hit. The 70% CC resistance is lowered to 50% because the game is currently on Nightmare difficulty, and Nightmare difficulty has a CC resistance cap of 50% -- so the stun is 3.5 seconds long.&amp;nbsp; The 3.5-second stun gets applied, even though it is fully redundant with the existing 7-second stun.&amp;nbsp; Since the new stun is shorter than the amount of time left on the current stun, no additional CC resistance is added.&amp;nbsp; In effect, this second stun has no effect at all..&amp;lt;&lt;br /&gt;&lt;br /&gt;Example 3:&lt;br /&gt;&lt;br /&gt;	A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.&lt;br /&gt;	The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.&lt;br /&gt;	The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.&lt;br /&gt;	Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster’s CC resistance to 78.4%.&lt;br /&gt;	It&amp;#39;s now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster’s CC resistance is technically at 78.4% by now, it&amp;#39;s capped at 65% because of the CC resistance caps in Inferno. So, the 4 second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)&lt;br /&gt;	The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. &lt;!--emo&amp;:(--&gt;&lt;img src='http://static.lowyat.net/style_emoticons/default/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /&gt;&lt;!--endemo--&gt;&lt;br /&gt;	The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%. &lt;br /&gt;	The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4 second blind is reduced to 2.61 seconds thanks to 34.8% CC resistance, and the monster’s CC resistance goes up another 26.1% to 60.9%.&lt;br /&gt;&lt;br /&gt;Example 4:&lt;br /&gt;Scenario 1&lt;br /&gt;&lt;br /&gt;	Player 1 applies a 1 second stun, it lasts 1 second.&amp;nbsp; Monster has 10% CC resistance.&lt;br /&gt;	Player 2 applies a 6 second stun, it lasts 5.4 seconds.&amp;nbsp; Monster now has 64% CC resistance.&lt;br /&gt;&lt;br /&gt;Scenario 2&lt;br /&gt;&lt;br /&gt;	Player 1 applies a 6 second stun, it lasts 6 seconds.&amp;nbsp; Monster now has 60% CC resistance.&lt;br /&gt;	Player 2 applies a 1 second stun, it lasts 0.4 seconds.&amp;nbsp; Monster now has 64% CC resistance.&lt;br /&gt;&lt;br /&gt;(Scenario 1 &amp;amp; 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order.&amp;nbsp; In other words, the math is commutative.)&lt;br /&gt; &lt;br /&gt;We feel these changes should make CC abilities much more appealing (especially in those later difficulty levels), and are currently targeting them to go out with patch 1.0.5. While that patch is still a ways away, we encourage you to experiment with the math in the meantime, ask us any questions you may have about how the new diminishing returns system will work, and share your feedback&amp;#33;&lt;!--QuoteEnd--&gt;&lt;/div&gt;&lt;!--QuoteEEnd--&gt;&lt;br /&gt;&lt;br /&gt;</description>
            <author>Balaclava</author>
            <category>Diablo IV</category>
            <pubDate>Thu, 06 Sep 2012 03:22:06 +0800</pubDate>
        </item>
        <item>
            <title>Auction House changes for 1.0.4</title>
            <link>http://forum.lowyat.net/topic/2476964</link>
            <description>&lt;!--QuoteBegin--&gt;&lt;div class='quotetop'&gt;QUOTE&lt;/div&gt;&lt;div class='quotemain'&gt;&lt;!--QuoteEBegin--&gt;Over the last few days, we&amp;#39;ve seen a lot of requests from players for us to make improvements to the auction house. We&amp;#39;ve also seen questions regarding what, if any, changes are being made to the AH in 1.0.4. While we&amp;#39;ve already talked about many of the updates we have planned, we know some players may have missed those discussions. So, rather than make you wait for the patch notes, we&amp;#39;ve put together a list of everything that&amp;#39;s changing in 1.0.4 for you below. &lt;br /&gt;&lt;br /&gt;Take a look:&lt;br /&gt;&lt;u&gt;&lt;br /&gt;General Improvements&lt;/u&gt;:&lt;br /&gt;Players can now cancel their auctions at any point so long they do not have any active bids on them (it will still take five minutes for a listed auction to become searchable, however).We&amp;#39;ve increased the maximum stack size of gold per listing from 100,000 to 1,000,000. The current minimum listing price will remain the same per stack. We&amp;#39;ve added description text to several error messages. We&amp;#39;ve also improved several existing descriptions so that they more clearly describe why you&amp;#39;ve encountered an error. &lt;br /&gt;&lt;br /&gt;&lt;u&gt;Search Improvements&lt;/u&gt;:&lt;br /&gt;We&amp;#39;re upping the allowed number of &amp;quot;Preferred Stats&amp;quot; per search from 3 to 6.We&amp;#39;re upping the number of digits you can enter in the &amp;quot;Min Value&amp;quot; field for equipment searches from 3 to 5 (i.e. you can now search for values &amp;gt; 999).We&amp;#39;ve replaced “Minimum Damage” with “Average Damage” as a searchable stat, which can be calculated as follows: (Min Damage + Max Damage) / 2.&amp;nbsp; So, for example, searching for an Average Damage of 12 will find an item with 10-14 damage, 12 Minimum damage, or 24 Maximum damage.Stat increases which come from slotted gems will no longer be factored in when searching for equipment. Instead, your search criteria will only take into account the base stat values for an item.Armor, DPS, Buyout, and Time Left columns are now sortable columns in the Search tab.&lt;br /&gt;&lt;u&gt;&lt;br /&gt;UI Improvements&lt;/u&gt;:&lt;br /&gt;The Auctions tab and Completed tab will now refresh whenever one of your items has been purchased.Whenever an auction expires or is cancelled, the listing price of that item will now display in the Completed tab.Tooltips have been added for items in the Completed tab (which means you&amp;#39;ll be able to see the stats of the items you&amp;#39;ve purchased or sold, as well as items which failed to sell or were cancelled).Tooltips have been added for commodities.Item Compare tooltips have been added to the Recommended Items page.&lt;br /&gt;&lt;br /&gt;In addition to these improvements, we&amp;#39;re also fixing several bugs with the auction house UI and functionality (many of which you reported on these forums).&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Bug Fixes&lt;/u&gt;:&lt;br /&gt;Auction house filters are no longer case-sensitive.Players can now search for stats on Legendary items&amp;#33; Yay&amp;#33;The Recommended Items page will now display quivers for demon hunters even if you have a two-handed ranged weapon equipped.Witch doctor&amp;#39;s Corpse Spider bonus is now listed when searching for mojos.And, last but not least, we&amp;#39;ve fixed several issues with affixes not displaying correctly or being unavailable for equipment searches:&amp;quot;Attack Speed&amp;quot; is now a searchable affix for quiversItems with the &amp;quot;Level Requirement Reduced&amp;quot; affix will now properly appear in search results when specifying the level rangeSearches will now properly filter results according to the set Minimum and Maximum values for&amp;quot;Life per Spirit Spent&amp;quot;&lt;br /&gt;&lt;br /&gt; And there you have it&amp;#33; Please note that this isn’t a preview, and that the above list represents every change we are making to the auction house in 1.0.4. While the list is exhaustive for this patch, it&amp;#39;s definitely not the end of the road -- we still have additional improvements planned for 1.1.0 and for the long-term. We don&amp;#39;t have a lot of juicy details to share right now on that front, but we&amp;#39;ll be sure to provide more information as development continues&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;br /&gt;&lt;!--QuoteEnd--&gt;&lt;/div&gt;&lt;!--QuoteEEnd--&gt;&lt;br /&gt;&lt;br /&gt;                                &lt;br /&gt;                            &lt;br /&gt;                            &lt;br /&gt;&lt;br /&gt;</description>
            <author>Balaclava</author>
            <category>Diablo IV</category>
            <pubDate>Tue, 21 Aug 2012 02:19:03 +0800</pubDate>
        </item>
        <item>
            <title>[1.0.4]Witch Doctor preview</title>
            <link>http://forum.lowyat.net/topic/2473234</link>
            <description>&lt;!--QuoteBegin--&gt;&lt;div class='quotetop'&gt;QUOTE&lt;/div&gt;&lt;div class='quotemain'&gt;&lt;!--QuoteEBegin--&gt;Out of the five Diablo III classes, witch doctors are receiving the most attention in patch 1.0.4. The goal for this patch, like for many of the other classes, was simple: identify the unpopular or hard-to-use skills, figure out what’s not working, and then make them better. In some cases, skills only needed slight tuning -- a little more damage here, or some increased durations there. In other cases, more significant changes were required. For the purpose of this preview, we&amp;#39;ll focus on the bigger changes, which can be broken down into the following categories:&lt;br /&gt;&lt;b&gt;&lt;br /&gt;	Pet survivability&lt;br /&gt;	Vision Quest design flaws&lt;br /&gt;	Splinters and Zombie Bears are way more appealing than most other skills&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;&amp;nbsp; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Pets&lt;/u&gt;&lt;br /&gt;One of the core play styles for the witch doctor (and indeed the reason many people chose to play a witch doctor to begin with) is to have pets. Unfortunately, while witch doctor pets do pretty well in Normal difficulty, their survivability has been virtually non-existent in Nightmare, Hell, and Inferno. From our perspective, this isn&amp;#39;t acceptable, so we&amp;#39;re making some significant buffs to pets in 1.0.4. The goal of these buffs is to make pets not only more viable in those later difficulties, but also more enjoyable for players who prefer to base their builds around them.&lt;br /&gt;From a design perspective, we want your pets to be durable enough so they can tank for you, but we don&amp;#39;t want them to just be automatically immortal. The cooldown on summoning pets is there for a reason. Speaking more specifically, we&amp;#39;d like for there to be times when your pets have died, your cooldowns haven&amp;#39;t refreshed yet, and you have that period of increased tension as you wait for the situation to stabilize again. On the other hand, we&amp;#39;d also like for there to be noticeable improvements for players who put thought and effort into their skill and gear selections to make their pets as strong as possible.&lt;br /&gt;Trial and Error:&lt;br /&gt;&lt;br /&gt;One of the first things we tried internally was to have Zombie Dogs scale their Life directly with their owner&amp;#39;s Life (Zombie Dogs already inherit Armor and Resistance from their owner). This had mixed results. For example, if the player stacked a large amount of Life, Armor, and Resist, it was possible to have Zombie Dogs tank most of Act I and parts of Act 2&amp;nbsp; in Inferno. As much as it made sense to have Zombie Dogs scale directly with your gear, it actually inhibited a completely different playstyle: players who wanted their witch doctor to be more of a glass cannon, but still have their Zombie Dogs able to tank. And with that we went back to the drawing board. &lt;br /&gt;The next time around we gave the Zombie Dogs a base amount of Life, and in addition to this base value, they would also receive 35% of their owner&amp;#39;s Life. So, you had a Zombie Dog that could scale with your gear, but if you were built as a glass cannon you’d still have that base amount of Life to fall back on. To help with general survivability, we also gave Zombie Dogs some innate passive Life regeneration.&amp;nbsp; This test was much more successful. The Zombie Dogs could survive through most parts of Act I and Act II of Inferno just fine and died only occasionally to really difficult encounters. In Act III and Act IV, however, they could take maybe one or two hits, but the outcome was always the same: dead Zombie dogs. We tried increasing the bonus to 100% of their owner&amp;#39;s Life --&amp;nbsp; and even to 150% at one point, just to see what would happen -- but it was to no avail.&amp;nbsp; The incoming damage just scaled up too high in those later Acts.&lt;br /&gt;So, we made some more adjustments to their scaling, we gave them more passive regeneration, and we made pets resistant to even more AoE effects (such as Plagued, Frozen, and Mortar).&amp;nbsp; The result was positive, but not perfect: Zombie Dogs could now tough out Acts I and II of Inferno, but they were still melting in Acts III and IV. &lt;br /&gt;&lt;br /&gt;&lt;u&gt;The Final Product:&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;Our final iteration was to give Zombie Dogs their own version of the wizard skill Force Armor, which limits the amount of damage a wizard can take in a single hit up to 35% of their maximum Life.&amp;nbsp; Much like the rationale for reducing damage for AoE effects, pets take more damage from melee than players.&amp;nbsp; Pets also don&amp;#39;t back off when they’re low, make use of doorways, or avoid big attacks. &lt;br /&gt;When translating &amp;quot;Force Armor&amp;quot; over to Zombie Dogs, we wanted to make sure they could still scale with the player&amp;#39;s Life, Armor, and Resistances. So, rather than a flat 35%, the damage cap per hit is based on inherited Armor and Resistance values, and rather than scaling with the total Life, the mitigation amount is calculated on the base health of the Zombie Dogs, allowing additional Life to actually scale exceptionally well.&lt;br /&gt;This might be a bit confusing, so let&amp;#39;s set up an example using a level 60 witch doctor. Let’s say this witch doctor has 32,000 Life, 45% mitigation from Armor, and 30% mitigation from Resistances. (For clarity, this means that 55% of incoming damage gets past the player’s Armor, and 70% of the incoming damage gets past Resistances.)&lt;br /&gt;&lt;i&gt;&lt;br /&gt;&lt;b&gt;	The base Life of a level 60 Zombie Dog is 10,000 Life&lt;br /&gt;	With scaling, each Zombie Dog will have 21,200 Life (10,000 [base] + 32,000 * 35% [scaling])&lt;br /&gt;	The maximum damage the Zombie Dog can take in a single hit will be 3850 Life (10,000 [base] * 55% [damage not mitigated by armor] * 70% [damage not mitigated by Resistances])&lt;br /&gt;	Ignoring passive Life regeneration, this means each Zombie Dog will always be able to take at least 5.5 hits (21,200 [Life] / 3850 [damage])&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Once you factor in some passive Life regeneration and healing from health globes, Zombie Dogs can do reasonably well in Inferno.&amp;nbsp; Players who decide to go with a glass cannon build while using Zombie Dogs will have pets that can tank for short periods of time. Meanwhile, players who build with some survivability and choose pet-oriented passives like Fierce Loyalty, Zombie Handler, and Jungle Fortitude will find their pets to be extremely durable and very capable of handling all Acts of Inferno.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Vision Quest&lt;/u&gt;&lt;br /&gt;As it stands now, without Vision Quest, many builds feel like you never have quite enough Mana. &lt;br /&gt;Don&amp;#39;t get me wrong: feeling like you always want more Mana can be a good thing, otherwise the resource system isn’t really doing its job. Even so, there are two major issues with Vision Quest that we want to address. The first is that it can feel very &amp;quot;feast or famine&amp;quot; when you&amp;#39;re using it; sometimes you have near limitless Mana and at other times you&amp;#39;re starved for resources. Second, and perhaps more importantly, it forces you to keep four skills on cooldown in order to be useful. This can be frustrating for a witch doctor who wants to use a cooldown skill strategically, but ends up casting the spell early for the Mana regeneration benefits. &lt;br /&gt;Let’s use Big Bad Voodoo as an example.&amp;nbsp; Big Bad Voodoo might be ready to go, but you need it on cooldown for Vision Quest to stay active.&amp;nbsp; So, you cast the skill with only a handful of enemies on the screen. Then, no more than 20 seconds later, you come across a nasty Elite pack. While this would be a great moment to drop a Big Bad Voodoo to help you kill everything in sight (and ultimately avoid being killed yourself)….the skill is, of course, on cooldown. This can be a very aggravating experience&amp;#33;&amp;nbsp; This isn&amp;#39;t a dilemma we want players to face on a regular basis, so Vision Quest is getting redesigned for 1.0.4. &lt;br /&gt;What’s Changing:&lt;br /&gt;&lt;br /&gt;We&amp;#39;re keeping the focus of the skill on Mana regeneration, but we&amp;#39;re going to shift the way you get that regeneration away from needlessly spamming cooldowns to attacking and doing damage. The first thing we&amp;#39;re doing is increasing the baseline Mana regeneration of all witch doctors from 20 Mana per second to 45 Mana per second. Not only does this help to alleviate the &amp;quot;feast or famine&amp;quot; effect, it also acts as a big buff to witch doctors who choose to skip Vision Quest.&amp;nbsp; As for Vision Quest itself, it will increase Mana regeneration by 30% for 5 seconds after dealing damage with Firebomb, Corpse Spiders, Poison Dart, or Plague of Toads.&amp;nbsp; One of the fun things about this set up is that you can combine it with a Spider Queen (Corpse Spider rune) or a Pyrogeist (Firebomb rune) and they’ll keep Vision Quest active for you the entire time they’re out. &lt;br /&gt;Of course, Vision Quest going down to 30% can seem scary.&amp;nbsp; Base Mana regeneration is increased, and the new mechanics actually allow for Vision Quest to have a very high uptime, but is it enough? &lt;br /&gt;As we continue internal testing, one of our checks to determine how well Vision Quest is performing is to see if a level 60 player can still summon hordes of stampeding Zombie Bears. While we can&amp;#39;t accommodate every skill and build combination out there, the goal for Vision Quest is that a player who has chosen the right passives and gear will still be able to summon waves of stampeding bears for at least a few seconds.&amp;nbsp; The new Vision Quest is a lot less &amp;quot;feast or famine&amp;quot; than before, which means some players won&amp;#39;t be able to spam Zombie Bears for quite as long, but the tradeoff is you’ll have a more consistent stream of Mana coming in, and (more importantly) you&amp;#39;ll have your cooldown-controlled skills available to use strategically for maximum effect. A more reliable Mana stream, being able to use your cooldowns, and having the option to use other active and passive skills seems like a better design for the class as a whole for the long term.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;Skill Options&lt;/u&gt;&lt;br /&gt;In case you&amp;#39;re wondering, we’re not touching Splinters or Zombie Bears this patch. While these are the two most popular witch doctor skills right now, it’s probably not just because people love the sound of Splinters or the look of Zombie Bears (though both of those are pretty cool).&amp;nbsp; Instead, their popularity is likely due to how attractive these skills are, both in terms of damage output and overall feel. To help compensate and open up more build options, we’re buffing a lot of other skills to make them as appealing as Splinters and Zombie Bears.&lt;br /&gt;Speaking of how a skill feels, the reason players avoid many of the lesser used witch doctor skills have more to do with the skill feeling &amp;quot;slow.&amp;quot;&amp;nbsp; For example, Firebomb, Plague of Toads, and Corpse Spiders all have animation timing issues which are being improved for 1.0.4. In general, all of these skills will cast faster, which will make the class feel snappier and more responsive.&amp;nbsp; We&amp;#39;re also doing a straight damage increase on many skills including (but not limited to) Acid Cloud, Firebats, Firebomb, and Spirit Barrage.&lt;br /&gt; &lt;br /&gt;That wraps up the witch doctor, and all of our class previews&amp;#33; We hope you&amp;#39;re excited about these changes and look forward to hearing your feedback.&lt;!--QuoteEnd--&gt;&lt;/div&gt;&lt;!--QuoteEEnd--&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;!--QuoteBegin--&gt;&lt;div class='quotetop'&gt;QUOTE&lt;/div&gt;&lt;div class='quotemain'&gt;&lt;!--QuoteEBegin--&gt;We tried increasing the bonus to 100% of their owner&amp;#39;s Life --&amp;nbsp; and even to 150% at one point, just to see what would happen -- but it was to no avail.&amp;nbsp; The incoming damage just scaled up too high in those later Acts.&lt;!--QuoteEnd--&gt;&lt;/div&gt;&lt;!--QuoteEEnd--&gt;&lt;br /&gt;It took them 3 months to notice this? &lt;br /&gt;</description>
            <author>Balaclava</author>
            <category>Diablo IV</category>
            <pubDate>Fri, 17 Aug 2012 09:53:23 +0800</pubDate>
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        <item>
            <title>storekini.com features</title>
            <link>http://forum.lowyat.net/topic/2402294</link>
            <description>Halo halo, I&amp;#39;m just wondering since when you checkout that time they ask you whether to login as guest or register. so right, if member of loyat forum ah, can get discount when purchase items from the storekini.com? also, is it from loyat as in the same team that&amp;#39;s managing the forums thats going to handle the purchase order? but i mainly ask whether got discount or not. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;tenkiu.</description>
            <author>Balaclava</author>
            <category>Feedback and Helpdesk</category>
            <pubDate>Tue, 26 Jun 2012 00:08:33 +0800</pubDate>
        </item>
        <item>
            <title>Thread ninja(s)</title>
            <link>http://forum.lowyat.net/topic/2380119</link>
            <description>&lt;a href='http://forum.lowyat.net/topic/2176172' target='_blank'&gt;http://forum.lowyat.net/topic/2176172&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;TS selling stuff, then suddenly all the other thread gucci beg sellers come in ninja his thread ahahahhaahhaah</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Sat, 09 Jun 2012 14:27:19 +0800</pubDate>
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        <item>
            <title>Avengers &amp;#39;78 trailer</title>
            <link>http://forum.lowyat.net/topic/2324205</link>
            <description>[YOUTUBE]x0jBF912xYY#[/YOUTUBE]&lt;br /&gt;&lt;br /&gt;</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Fri, 27 Apr 2012 21:18:57 +0800</pubDate>
        </item>
        <item>
            <title>/K/ Traffic Report Thread</title>
            <link>http://forum.lowyat.net/topic/2323901</link>
            <description>Ya so people please /k/ontribute here so fellow kupitiamers don&amp;#39;t get stucked in jam unnecessarily.</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Fri, 27 Apr 2012 16:14:57 +0800</pubDate>
        </item>
        <item>
            <title>The Noose</title>
            <link>http://forum.lowyat.net/topic/1865970</link>
            <description>[YOUTUBE]vGP0Uq4Y6iA[/YOUTUBE]&lt;br /&gt;&lt;br /&gt;HAVE FUN LOLOLOL&lt;br /&gt;&lt;br /&gt;[addedon]May 6, 2011, 10:05 am[/addedon]u tot i going say lingerie right? bery rude rightttt..&lt;br /&gt;&lt;br /&gt;[addedon]May 6, 2011, 10:06 am[/addedon]bump la bump la. want humiliate singkaporiens.</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Fri, 06 May 2011 10:04:07 +0800</pubDate>
        </item>
        <item>
            <title>/k/ got worm</title>
            <link>http://forum.lowyat.net/topic/1856930</link>
            <description>&lt;a href='http://www.melvynho.com/2011/04/political-issues-made-my-day.html' target='_blank'&gt;http://www.melvynho.com/2011/04/political-...ade-my-day.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;see this fella, copy pasta /k/ stuff but no gib /k/redit to /k/. wtfistisshit?</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Fri, 29 Apr 2011 18:33:21 +0800</pubDate>
        </item>
        <item>
            <title>Budak gemuk kena buli</title>
            <link>http://forum.lowyat.net/topic/1792133</link>
            <description>[YOUTUBE]MSpSSImwiqM[/YOUTUBE]</description>
            <author>Balaclava</author>
            <category>The Museum Of Kopitiam</category>
            <pubDate>Tue, 15 Mar 2011 06:36:58 +0800</pubDate>
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