Main Problem with old DoS Method:
The original “DoS” (Denial of Service) attacks use single ping process.
It lags it’s victim/server with a large packet. The problem with this
is having to predict the bandwidth of the victim/server before
pinging/DoSing. If the bandwidth is smaller and you ping with a packet
meant for a T3 line(T3 Line = Example) you will lag the victim/server
only [.75 -. 1] (milliseconds) making a 0.0025-0.0032 lag on the server
and a [1.75-2.93] (milliseconds) lag on your self. This could be
considered DoSing yourself. That would be the main problem. That means
with the old ancient DoS method, bitches on Dial Up / 56k can not be
DoSed (to an extent, because knowing the exact bandwidth of the
victim/server and then having to render your packets in size would
eliminate this problem). Now who the hell wants to render all their
packets in size AFTER finding out their victim/server bandwidth? But
with my (ssope’s) “DoS 3,000" Method, you would be able to DoS
victim(s)/server(s) from 56k, to cable bandwidth, to a T1 Line, to a T3
Line, to the bandwidth size of a fucking truck tire.
Problem(2) with old DoS Method:
Lets talk about the
problem (with the old DoS Method) conflicting with the victim/server.
You would think that errors on the victim/server end would result in a
greater lag time. Not in this case. Large packets would block the
initial ping back. But you can not even rely on it blocking that ping.
It depends on the size of the first ping and the time interval of the
second ping. (If it is consecutive or not). Also even depending on the
size of the second ping’s packet. Lets say it does block the ping. That
means the lag would begin immediately. And that ping would lag there
until the large packet(s) conclude. But what if you use a 3,000 ping
string (DoS 3,000 Method). You could not only have to wait for the
packets to conclude, but you now have created a second problem. This
problem is good because it adds lag to the victim/server. The second
problem that your causing to the server, would be the 3,000 packet back
flow. Which now creates a whole new world of shit for your
victim/server. It now has over 2,000+ packets to conclude. Depending on
the size of these packets this could take a matter of minutes to hours.
That my friends. Is a real DoS. Now after explaining (yet another)
feature that the DoS 3,000 method has , lets go back and discuss the
final problem on the victim/server dealing with the old DoS Method. If
there is no second ping that is being blocked by the current packet
then that means the lag doesn’t even begin. You would think that the
lag would start when a new packet is sent out. Wrong. It would create a
higher priority for the outgoing packet. Creating the smallest (if non
at all) lag to the victim/server. Also concluding the current packet
that was suppose to be blocking the current ping. This is why the old
DoS method has to be rewritten. And now it has been.
DoS 3,000:
What if packets were able to be inputted
as strings? Strings would consist of 3,000 packets no matter the
victim/server’s bandwidth. The only thing that would change is the
3,000's universal packet size. I have created designed formulas that
would be able to pre configure the packet size compared to said
bandwidth of the victim/server. Lets even make it simpler then that.
The large extensive program that I have already built using this
method, gives proof to this theory. In the program, it sends a test
ping, grabs the bandwidth, and pre configures using my “D3" formula,
instantly rendering the 3,000 packet string to fit the victim/server’s
bandwidth and now your victim/server’s internet connection, lies under
the hands of you. What a scary thought? This is why I have only
released the theory and am still deciding on if I should release this
program.
DoS 3,000 Formula:

DoS 3,000 was written and invented by: ssope.
© Copyright 2005 ssope Productions All Rights Reserved.