Deus_Otiosus

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  1. Quote:
    Originally Posted by Arcanaville View Post
    The whole point to Farmville is something I don't think most people - even most analysts of gaming - really appreciate. Farmville makes money by taxing impatience.
    The entire marketeering populace appreciates that.
  2. Quote:
    Originally Posted by MrWallace View Post
    Any more help would be great.
    The best help I can give you is to tell you to wait until the EA revamp to plan a build, since several of the powers might have new ways to be slotted.
  3. Deus_Otiosus

    Fire/Earth/Ice

    Hi Mak,

    I don't have time to put up a revision, but here are some quick comments:

    Drop all of the KB procs in your Kinetic Combats, KC has abysmal Accuracy and pretty bad numbers overall - at the barest minimum you should switch those out to either a Mako Quad or Nucleus. I would go with the Mako Quad to get some much needed end reduction into your attacks.

    Your endurance consumption is through the roof, even if you switched to Cardiac Core Paragon (which you should), you will still be sucking wind like crazy with that slotting.

    To put it into perspective, with better overall End Rdx slotting + T3 Cardiac, Perma Domination bluebar refill every 70s & Consume my Fire/Fire/Fire Dom can still chew through his End bar if I go hog wild spamming all of my AoEs.


    You definitely want to lower your end consumption and try to increase your recovery.



    Hot Feet & Mudpots (if you keep both) need either something like a Microfilament (for Hot Feet) or straight L50 End RdX pieces.

    Basilisk's Gaze shouldn't be 5 slotted. Grab the 7.5 Rech bonus and add something else, either a different piece from a different hold set or something for some damage.

    The same goes for A Call to Arms - Fire Imps only need 4 slots though, I'd go with Call Reinforcements instead for the better enchancement values.

    Remove the KB procs from Fissure & Flashfires.

    Switch the KB proc in Fissures to a Force Feedback Proc (you can put another one in Tremor)

    Find some way to get seismic smash into the build, you want this™. (I would drop Bonfire and grab this in a heartbeat).


    You have the option of slotting Enzymes in Frozen Armor for better DEF and End Rdx Numbers.


    You're never going to use Whirlwind, drop it for something like Combat Jumping - good mobility & a spot to tuck an LoTG 7.5, a some more defense.

    Speaking of defense, if you can make some changes to get Enfeebled Op into Fire Cages, I would do that. You will be spamming Fire Cages generally, so the better end rdx is welcome, and it adds a nice chunk of SM/L Defense. Still I understand the appeal of Grav Anchor for (relatively cheap) rech and a nice proc.
  4. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I like hanging onto Elude (with just the base slot) for two reasons: it's very handy on Incarnate trials and the enemies are all higher level with To-Hit bonuses, and it's a great source of +Recovery if you've just been tagged by an errant Sapper blast or whatever the soldiers in the trials use to drain your endurance.
    My NW, which is the closest thing I have to an SR character outside of a few /SD builds, deals with both of those situations with inspiration use.

    As Arcana explained once you are at, or near, the softcap 1 luck will put you (close to) the Incarnate Trial softcap (you need 46.5% DEF in order to hit 59).

    The reason you feel like you need Elude to survive is because your current build only has 33% Melee/Ranged.


    So you're kind of caught in a catch 22 here, you don't want to give up elude or other powers in order to reach the softcap - but you are holding onto elude because of the additional damage you take due to not being softcapped.

    Now obviously the trial softcap (59%) brings a new element to this, but if my NW with 1500 HP can solo on the Lambda split phase using a bagful of lucks - I see no reason your /SR couldn't either.




    I'm not sure off hand how many of the IDF -end/-recovery powers are auto-hit (or if any of them are) - but generally speaking, being softcapped in the first place will help you avoid a heap of debuff effects across the entire game, simply because they never hit you in the first place.
  5. Deus_Otiosus

    SD/BA tank

    Quote:
    Originally Posted by LSK View Post
    shadow shard (shiver)
    All you have to do is log out there, don't be a wuss!!
  6. Deus_Otiosus

    SD/BA tank

    Quote:
    Originally Posted by LSK View Post
    I know the problem with those though is if you have a certian mount of time before they run out and you can not just go get a new one when you do. I have had that problem before thinking I had enough time and i did not.
    Aside from always buying a fresh Jet Pack - I usually keep the Traveler's Jet Pack from the Day Job as a back up. Fully recharged it grants 30 minutes of flight.

    That's usually enough to finish whatever activity you're doing if your standard Jet Pack runs out.
  7. Deus_Otiosus

    SD/BA tank

    I worked off of your original post, you have 3 slots to play with.

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  8. Quote:
    Originally Posted by Zombie Man View Post
    In another thread, someone used the f bomb, but asterisked out, in their thread title. That expletive was vital to the story that ensued. A mod replaced the asterisked out word with phrasing that made the story incoherent. Player pouting caused the mod to replaced the expletive with 'pancake', thus restoring sense to the story and ensuring lots of 'pancake you' jokes. Then, seeing how players thought that a hoot, a mod took that a step further by replacing the auto-asterisking of naughty words with the word PANCAKE for each asterisk.
    Maybe they drew inspiration from the PANCAKEPANCAKEPANCAKEPANCAKEPANCAKEPANCAKEPANCAKE pancake bunny.
  9. Quote:
    Originally Posted by Strike_Hawk View Post
    So far we are at level 15 and are pretty happy with how it's going. I am looking forward to when we can take advantage of Phalanx Fighting and Grant Cover to boost our defenses.
    Yeah that should be fun, with both of those powers and staying within 8 feet of each other for Phalanx Fighting (the shorter radius of the two) you are looking at little over 10% DEF to all even unslotted.
  10. Quote:
    Originally Posted by Moonlighter View Post
    With only three toggles and CJ you probably won't need Conserve Power. Freeing both Elude and Conserve Power would let you get Aid Self, or dip into the Leadership pool. Another option is to dump CJ in favor of Hover, freeing another pool at the cost of extra endurance usage. But I tried to do the build without changing powers or power order.
    CJ is one of the powers that I felt is a non-negotiable power choice for a melee character.

    Chad felt it was one of the things that he would sacrifice, but for me I simply couldn't imagine the loss of mobility.


    In fact I take CJ on my ranged characters as well and prefer it heavily to hover.
  11. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Not that I don't appreciate the builds everyone took the time to put together, especially since you all made sure that I still had access to all the powers I'm used to (with greater performance in many cases), but I'm really partial to that first build Iggy posted and the one that Caulderone did.
    I'm glad you found some new ideas that you like.


    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I also gotta say, I REALLY appreciate no one trying to cram Divine Avalanche into the build. I hate that power with a passion.
    The reason most of us skipped it is because SR is one of the few sets that really doesn't need DA - at which point it just becomes a drain on your DPS.

    For the same reasons you do not need DA, I would also highly recommend you reconsider Elude.

    For now try out some new slotting, hopefully with at least softcapped Melee & Ranged - and then you might feel less need to keep Elude at that point.
  12. Quote:
    Originally Posted by Jibikao View Post
    If it's a true AV-status, range Fortunata will have a hard time beating due to lower dps but this doesn't make Fort "suck". Fort, in my honest opinion, is one of the best ATs in the game when you factor in survival, mez protection, control, team buffs and damage.
    I have a dual build NW (melee) / Fort (ranged) - and I have finally given up on the fort half.

    The controls are control-lite in my opinion. They are nice, but they are not controller or dominator level of control.

    The buffs are excellent, but I can get that from the NW side, or any VEAT build for that matter, the same goes for the survival and mez protection.

    Survivability wise, when caught alone I find my NW is actually doing better in trials due to simply killing targets faster.

    The only thing that the Fort has that I wish the NW had is Psy Shockwave.

    Which is why I will either abandon the Fort build entirely or merge the two into a high end melee Fort build.
  13. Quote:
    Originally Posted by Microcosm View Post
    Well there was a discussion in a scrapper thread about using it to constantly have either your tier 9 or eye of the magus up (requires recharge cap from slotting and worked only with Sr or electric), but it has since been said that burnout's recharge won't be reduceable, making it generally quite useless in my view.
    Yeah back to back Power surge with powersink to leverage it was the first thing that came to my mind.

    But a once per hour cool down will most likely see me skip it, especially considering how tight most of my builds already are.
  14. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'll bite, but it's not gonna be pretty.

    It's also easier to say which powers ARE negotiable... basically, Combat Jumping and Conserve Power. I suppose I could swap out the latter for Maneuvers if I were truly inclined...
    I cut more than Arcana did, but now that you are softcapped you have no real need of Elude.

    I imagine you would be able to grab musculature with this, or you could grab Cardiac and be more aggressive with Achillies' Heel procs, damage procs, etc.

    Accolades should be turned on, with your badge count I assume you have them.


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  15. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Doesn't do anything for the 1230+ badges I've got on this guy, unfortunately... many of which--the anniversary badges, for instance--can no longer be obtained. So basically, I'm stuck on a character that I find to be "adequate" conceptually (even though better options are available now, but I'm not allowed to simply change to those options), but is considered inadequate by others pursuing the same badging metagame goals I am.
    I think you should post your build, and just set some rules like "X power is non-negotiable". I have supreme faith that this sub-forum will get you softcapped, tonnes of recharge and let you keep a good chunk of your concept powers.


    And...HOLY BADGES CHAD-MAN!!
  16. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I quite simply refuse to drop 3 powers from my build to pick up Weave, not to mention the number of slots I'd have to move to make use of it and Tough.
    I still think we could get you softcapped without those, but it would be a bit of a pain without somewhere to tuck the steadfast unique (it can be done, but most likely at the cost of rech).

    Although I would ask, honestly, what it is that you have in place of tough and weave that you feel is more important.

    Those two powers are basically a given on any melee build I work out for myself.


    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'm also slotted heavily (yes, with IOs) for recharge, damage and recovery. I'd rather end a fight as quickly as I can and move on to the next, as opposed to sticking my tongue out going "Neener neener, you can't hit me!" Time spent not punching faces is time spent not having fun. Your mileage may vary.
    I think the reason most of us disagree with this, is because you can have both softcapped defenses, as well as a ton of rech on SR.

    There is no need to give up one for the other.

    In fact, you can have both of those as well as good slotting for other build needs like recovery, +damage, etc.


    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Don't get me wrong; I fully recognize that Super Reflexes probably isn't the powerset for me... but back in 2004, it was the closest option I had. Like I said, I'd be much happier if I could switch to Willpower, and I likely wouldn't get nearly as annoyed when everyone says that softcapping SR is the only way to play it.
    Double XP baby, it's right around the corner.
  17. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    It's threads like this that make me wish I could respec into Willpower. So many people insinuating you're an idiot if you play a non-softcapped /SR...

    *slumps off with his 38% defense, patting [Elude] on the head as he goes* Don't worry little guy... I still remember you.
    I think most people just didn't agree that it costs a ton, or requires sacrifices.

    If you are playing on just SOs, I don't think 39% makes you an idiot.

    However if you have any plans to use IO sets at all, it is so easy to softcap SR that it seems a huge waste not to.
  18. Quote:
    Originally Posted by Zwillinger View Post
    This is not the case. Pool Tier 3 powers outside of travel powers will still be restricted as they are now. Only travel powers will benefit from this change.

    This is major sadface Zwill.

    Can you please ask the devs if the day will ever come when we can stop paying a power slot tax for Tough and Weave (very useful) by having to buy Boxing first (nearly useless, unless you set mule it)?
  19. Quote:
    Originally Posted by Auroxis View Post
    I'm pretty sure FA>SD on brutes for single target damage.
    It is.



    Quote:
    Originally Posted by Auroxis View Post
    I've said before that SS/FA is the best for pretty much everything and I'll keep saying it. I'm not gonna ask for nerfs, but facts are facts.
    It's very similar to what SD does for scrappers - which is push their AoE and ST DPS several magnitudes above other sets - barring a few exceptional cases like DB.
  20. Quote:
    Originally Posted by MasterTang View Post
    To give some background, my goal is to to make a toon capable of soloing AV's. I figured a brute would be good for that, given that they tend to be good for damage, sturdy enough to take the aggro, and they have higher base hitpoints then a scrapper.
    Appropriately built scrappers, and even night widows, can solo AVs.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm chalkng it up to it being nearly as time consuming as power customization was, and they're pretty busy with a lot of stuff right now.

    I mean, there's what, at least 3 new powersets being worked on, plus some proliferation and a whole bunch of new content? Not surprising that they haven't managed to fit in power pool customization yet.

    Getting rid of redraw will require a separate animation for every power in the game that is not part of the set you want to remove the redraw from. They will do it by combat stances rather than individual powersets (Example: Battle Axe, War Mace, Broadsword, and Arachnos Mace all use the Single Weapon combat stance. Claws, Spines, Dual Blades, and Dual Pistols all use the Two Weapons combat stance.)

    But...even if they do it by combat stances there's still a metric butt ton of work that needs to be done to change it. From what I understand the problem that BaBs had that stymied his efforts to get rid of redraw involved Shield Defense in some way, but he wasn't specific on exactly what the problem was.

    Its a shame too, redraw is one of the major things that constantly keeps me away from playing weapon sets. (I have a couple, but there are more I would play if this wasn't an issue).

    At any level/build cost its an annoyance, especially for sets with ponderous redraw (like Warmace, BA, etc).

    At the high end, you are basically accepting a penalty if you want to use secondary/power/epic/patron pool powers.
  22. Quote:
    Originally Posted by eryq2 View Post
    Who said anything about...

    Quote:
    Originally Posted by eryq2
    A softcapd SD scrapper is just as tough as a tank or brute.
    Here is the part where you said something that was just completely dumb.

    You brought survivability into the issue, its not my fault you cant seem to keep track of the conversation beyond 2 or 3 posts.


    Here's more dumb stuff from a few posts ago:


    Quote:
    Originally Posted by eryq2
    Take a Brute with the big 12% more HP and no defense and take a scrapper thats softcapd and i bet you a set of purples the SCRAPPER lives longer. Having more HP dont mean crap if the build sucks and it don't kill as fast.
    To which I replied that since the SD Brute, who is hopefully not being played by a mentally incompetent sub-human primate, would also have softcapped their character and would then be more survivable.

    I'd go through the laundry list of options why, but I think you'll just ignore it.


    Regardless, I made it stand out so you wouldn't miss it this time.
  23. Quote:
    Originally Posted by eryq2 View Post
    I don't count on crits.
    Crits are one of the prime components of Scrapper DPS.



    Quote:
    Originally Posted by eryq2 View Post
    And being softcapd DOES matter, too. Noones pretending anything. Did i say, "Pretend this...."? Take a Brute with the big 12% more HP and no defense and take a scrapper thats softcapd and i bet you a set of purples the SCRAPPER lives longer. Having more HP dont mean crap if the build sucks and it don't kill as fast.
    And I did not say softcap doesn't matter, I said it's not the end of the conversation on mitigation.

    Take your softcapped Scrapper vs. an equivalent softcapped Bute, who also has darkest night, and 12% more HP and a better heal in Siphon Life and with OWTS + 1 T2 Orange can cap SM/L resistances at 90% with HP now at 2600-2800 vs the Scrappers cap at 2400 - and then tell me which is more survivable.

    Like I said, pretending an advantage isn't there, doesn't make it true.
  24. I'm just curious, but this post does not seem specific to VEATs.

    Did you intend for it to be posted in the VEAT sub-forum?
  25. Quote:
    Originally Posted by eryq2 View Post
    I see what you're saying, but, the more damage you deal the faster they die which also helps in your survival.
    I'm not convinced straight DPS calculations from excel sheets or pylons will see the scrapper doing exactly that.

    The Scrapper, while it does do better DPS at the top end, gets those DPS numbers from critical which average out over time to increase the overall DPS.

    You can't count on criticals to go off when you want vs. standard enemies and there are a fair number of times my Scrappers simply "waste" some of that damage on something that was nearly dead anyway.

    However ST DPS is still in favor of the scrapper, but pre-incarnates I was getting about 250 DPS on my Brute vs. the 300 or so the top Scrapper builds were getting.

    Which is a 20% DPS advantage in favor of the Scrapper (extremely large) and while the advantage in survivability does go to the Brute I don't feel the Brute is 20% more survivable (just guessing in the dark here).

    This is also build dependent and perhaps my attack chain and slotting were not the best, Dielan's chain looks to be better than mine so I'm working on incorporating that.


    I think SD for Brutes should be reconsidered, but it will not happen. Brutes should not get the crummy Tanker version of AAO while also getting the comparatively crummier Scrapper Def & Res numbers.

    This follows the pattern for all Brute primaries and secondaries, but SD is a special case where I don't think it works out very well.




    Quote:
    Originally Posted by eryq2 View Post
    A softcapd SD scrapper is just as tough as a tank or brute. I've been on teams and tanked when the tank died. (could've been an AE baby, but still. lol)
    That's just an anecdoote unfortunately and doesn't tellus anything about either build.

    I've been on lambdas where my Fire/Rad corr with no resistances and 1500 HP has out-survived entire teams of scrappers, brutes and tankers and gone on to complete container/crate objectives solo - this doesn't automatically mean a softcapped Corr is as tough as any of them.

    The Brute is clearly more survivable, you can pretend if you like that 12% HP is not more, and you can pretend that more regen is not more and you can pretend that darkest night does not add to survivability - but that doesn't suddenly make any of those things true.

    Softcapped defenses are amazing, they also are not the be all and end all of mitigation - inevitably you will get hit.


    Quote:
    Originally Posted by eryq2 View Post
    As far as the damage, i ran a farm last night and with Build Up alone the scrapper was producing on ave. about 200hp worth more damage. Not saying that the Brutes SC damage is crappy in terms of damage. Just crappy that it's so low compared to the scrapper. I wonder now how it even stacks up to a SD tank. I don't have one of those. May need one now just to see.

    The Brute was doing close to 400hp and the scrapper was doing right at 600hp worth of damage. Even with the nerf to SC, it alone can wipe out a mob of 0x8 at even cons. Minions and lt's.

    Before the nerf, the scrapper SC was producing over 800hp worth of damage. I had posted pics somewhere on these forums before. Loved those days. lol.
    I agree on SC nerf.

    The Scrapper version needed the biggest nerfing and was the biggest offender, and then they cut the Brute version down too far in the process.

    They reduced the Brute damage scale for SC too far IMO and then forgot about how Fury interacts with the Pseudopet - or simply didn't care.




    From the patch notes:

    Quote:
    Shield Charge changes:
    • Reduced recharge on Brute, Tanker and Scrapper Shield Charge from 150s to 90s (back to the original recharge rate)
    • Reduced Brute Shield Charge Impact damage from scale 2.4 to scale 1.8 and reduced large radius damage from scale 1.7 to scale 1.275.
    • Reduced Tanker Shield Charge Impact damage from scale 2.554 to scale 2.04 and reduced large radius damage from scale 1.809 to scale 1.445.
    • Reduced Scrapper Shield Charge Impact damage from scale 3.591 to scale 2.7 and reduced large radius damage from scale 2.544 to scale 1.9125.