Dr_Mechano

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  1. It seems that the Dual Pistols Ammo swap ability was a kind of test bed for adding additional effects to attacks.

    The new Fiery Embrace was probably them making sure they could get it to work (adds fire damage to all attacks).

    From what I can remember on test the utility/damage bonus choices were:

    A stackable def debuff every time one of your attack lands, the rarer the power slotted, the longer the debuff lasted so the higher you could stack it.

    A stackable damage res debuff operating like above.

    Additional toxic damage to all your attacks.

    Additional fire damage to all your attacks.

    I know that for my main tanker I'm going to be selecting an Uncommon additional damage global enhancement (thanks to being IO'd and at softcap for all but Psi she would gain nothing from the def global enhancement and the rare ones really didn't enhance the damage component any further just added Immobilize/hold/confuse duration and additional recovery, great for controllers, crappy for pretty much anything else) and the rare stacking damage resistance debuff.

    Actually that highlights the one major problem I had with the Alpha slot, all the choices available added virtually nothing if you were an IO'd out melee character, even then the global def enhancement would only add as much as an additional steadfast protection res/global def IO.

    Though I admit for things like Super reflexes it makes hitting the softcap that much easier and probably saves on buying a few IO sets purely for the def bonus.
  2. Quote:
    Originally Posted by Roderick View Post
    You didn't even read my post, did you?

    MAKE THEM LIKE THE RULARUU WEAPONS

    In other words, any one of the options I listed, not all of them.

    Yes, two of the options would be limited to level 45+ characters. The option for raids would still exist. And "one or two other options" because I couldn't think of any other appropriate badges, except maybe the monkey badge. And as others have said, that's probably too easy. All you'd need is a level 50 friend and 20 minutes in PI while the friend AOEs monkeys, and you could have it at level 1.
    Erm...you can get the Rularuu weapons in about that now (heroside atleast...or you could have a team drag a lowbie through Naylors arc to defeat them villainside) that the Shadow Shards is nolonger level restricted using exactly the same methods except replace 1000 Rikti monkeys with 100 Overseers.

    So that makes the 'don't tie it to Rikti Monkeys' badge point kind of moot on that.
  3. And one for Katana too...don't leave out poor old Katana in your unlockables list, you make it cry...just like it cries every time Broadsword gets more options added to it.
  4. An ontopic talk.

    Reckon Illusion Control/Radiation emission controller would be able to bring him down, Phantom Army and Decoy Phantasm for the purely mental damage, Spectral Terror for the 'mental attack' front to distract him combined with Confuse and emit the right kind of radiation and you'll have one confused, scared Supes.
  5. Quote:
    Originally Posted by Seek_Trouble View Post
    I dont get it. Whats in real life?
    Another MMO.

    Really good graphics, player housing system but the character generation is completely random and you really have to grind to get the funds needed for any kind of character customisation...or spend ages having your character working out to get it.

    Also the job system sucks and levelling takes ages.
  6. Dr_Mechano

    Rikti Dropships

    Quote:
    Originally Posted by Bean_Poll View Post
    Has anyone recently really gotten a few teams together to take out some dropships? It sounds like it has the potential to be very fun to attempt it. It would just take a bunch of elec armor brutes/scrappers/tanks or maybe just a tank to hold agro although I'm not sure if the Dropships can be taunted. Sounds fun though. I have a 50 ss/elec brute that doesn't take any damage from a Dropship that might be able to tank it.
    Thank you and have a ncie day!
    B_P
    Dropships can't be taunted, are immune to any -speed debuff as well so they will continue on their flight path meaning you have to deal a lot of damage quickly before they exit the zone.

    I remember doing this on Virtue where the team eventually took out something like 25 Dropships.

    Sadly you don't get anything good from them, not even merit rewards and it takes a lot of people to bring them down.
  7. Dr_Mechano

    First Archetype

    Definitely Scrapper I'd say.

    Easiest to learn and survive learning the game with a good solo capacity (as mentioned everything CAN solo, just that some a hell of a lot slower than others).

    For simplicity I'd probably go with regeneration as a secondary set since it is the most newbie friendly of the secondaries.
  8. Quote:
    Originally Posted by Hero_of_Steel View Post
    I would rather have a Temp Power that you purchase thru the Alignment Store.



    Random Minion NPC = 2 H or V Alignment Merits

    Random Lt. NPC = 10 H or V Alignment Merits

    Random Boss NPC = 35 H or V Alignment Merits



    NPC Temp power disappears after X amount of Real Time.

    No more than one NPC can be summoned at one time, with a long cooldown period.

    If the NPC is prematurely killed, another may not be summoned until the cooldown timer expires.
    Actually during the brief time they appeared on Test for those people in Going Rogue Closed Beta, one of the incarnate slots did pretty much this.

    Common version of the power:
    1 Lt level mob that attacks and can be attacked or 1 ally who only buffs but cannot be attacked.

    Uncommon version of the power:
    1 Boss level mob that attacks or 1 Lt level that attacks and 1 buff ally.

    Rare version of the power:
    1 Boss level mob and 1 Lt level mob that attacks or one Boss level mob and 1 buff ally.

    However I imagine the Incarnate system is being overhauled greatly so don't expect it to end up like that.
  9. Dr_Mechano

    Dark Sun 4E

    Quote:
    Originally Posted by _Echoo_ View Post
    I just have to link to the Penny Arcade Podcasts - their fourth session was in the Dark Sun setting and it was rather funny.
    Hehe didn't even know they did this and yes was very amused by it...damn now I'm going to have to listen to them all.
  10. Quote:
    Originally Posted by Tidbit Jr. View Post
    inb4 mechsuit apocalypse
    Bah!

    It isn't self-controlled in any way and lacks weapons.

    Now if it was fully automated and capable of carrying city destroying weapons like say that Cylon looking stealth fighter jet controlled purely by the horrible machine brain within then yeah THAT is something to worry about.

    Besides it shuffles...phfft...shuffleMech...

    Want my robotic overlords to do something more than shuffle.
  11. hmm..might be hammer of justice then...
  12. That would be 'Zeus's lightning' it's technically his 'Incarnate power' since he is an Incarnate of Zeus. Imperious has the same move, Reichsman has a variation called 'Fist of Tyranny'.
  13. The LRSF version only begins to use the 'Zeus's lightning' move after he gets below 30% health and even then he doesn't spam it, he uses it probably once every thirty seconds.
  14. Me and a friend were talking about this, at length, quite a while ago.

    Human factions:
    The humans would be split into two factions...can't remember the names but let call them Enclave and Marauders.

    Enclave have established very well protected settlements and dispatch the PC out to find the goods they need to keep them running (food, fuel etc.) now the Enclaves are a safe haven but they don't have a wide variety of goods, the goods they do have though are better quality than the Marauders (that shotgun you picked up won't do as much damage as one you could buy from a Marauder camp BUT it won't jam on you at random). They have special equipment designed to scan anybody entering the settlements to alert them to possible Infected infiltration.

    By contrast the Marauders are more like the roving bike gang from the original Day of the Dead, their settlements continually move around the map (if you've visited one and you're of the Marauder faction the current location of the nearest camp will be marked on your map, if you're Enclave faction, you'll have to stumble across them). They provide the widest range of goods due but lack quality.

    So unlike the Enclave where they tend to only have the basic firearms available (Pistol, Shotgun, Rifle), the Marauders also have access to more exotic weapons (Rocket Launcher etc.) but they too suffer from bad quality or limited ammunition you need to buy seperately.

    This allows for human vs human PvP and PvE as the Enclave and the Marauders fight over resources.

    Alongside the NPC factions are human surviours out in the ruins that will hand out missions but they're randomly generated at won't stay in the same place all the time, meaning you may have to trek quite a distance to hand back in the mission you've just done or in a dangerous area BUT they can reward you with really nice items or give you dog food, the reward system for them would be fairly random.

    Human advancement:
    Humans work like player characters in the Fallout, they are classless but they have skills they can pick to get better suited into a role (Trog be punched and punch harder!). Want a hard hitting melee fighter, pick the skill which increases your unarmed and melee damage and level your strength and endurance stat etc.

    Respawning:
    The Enclave have basic cloning vats working, they cost a price to maintain so every time you die it costs you a fee. Equipment however is lost but generally not that expensive to replace (since the Enclave tend to only offer basic equipment anyway).

    The Marauders, when defeated you'll respawn at a mobile hospital facility with the 'one of our guys dragged you back here' line. Although it is free you've got to 'work off your debt' for the Doc which works much like the debt system in CoH. Equipment is kept however.

    The Infected:
    The Infected don't use the standard equipment, obviously. To begin with they're are classeless like humans, for the first five levels or so you gain basic Infected abilities (claw at level 1, Bite at level 2 (can infect human NPCs), Groan at level 3 (alerts Infected in the area to presence of humans and any NPC zombies to attack that target) and so on).

    Once you hit a certain threshold mutation paths open up and you choose from the following:

    Crawler:
    Weak but fast, the glass cannon melee DPS of the Infected faction, can cling and climb any surface, bonuses to attacks from behind or above, generally designed to attack in packs or with other infected.

    Brute:
    The 'Tank' (hehe pun intended) of the infected faction, hits very slowly but very hard and moves fairly slowly, can soak up a lot of firepower. Can work Solo as long as humans are corner with nowhere to run. Great at smashing down NPC or PC placed Barricades.

    Shrieker
    Can use their warped voiceboxes to emit shrieks which stun and disorientate humans (causes the screen to go horribly blurry) and can even temporarily incapacitate (loss of balance knocking the humans to the ground), allowing the Shrieker to claw the victim to death or opening up opportunities for other infected pack mates.

    Headcase:
    The first variation of 'smart' infected which further expands on the Groan ability to slowly control more and more NPC Zombies (at max they can control about 10 zombies). Easy to overwhelm single survivors or to smash down barricades but very vulnerable to AoE effects (like Molotov cocktails or the Rocket launcher).

    Imitator:
    The second variation of 'smart' infected. These ones use disguises to pass themselves off as Human PCs, these are the jack of all trades and abilities are based around concealing themselves and their weapons.

    The Imitator can also mimic the random quest givers to lure in unsuspecting survivours, the ultimate ability down the the Mission NPC mimicry path is for them to even generate the universal 'I have a mission that needs doing' (exclamation mark, whatever it would be) tag above their heads that Human NPCs have.

    The ultimate ability of the general mimicry path would be 'more human than human' which means they could even use human equipment they find out in the field.

    The only limitation is that they cannot enter Enclave positions due to the high number of guards and the scanning gates, Marauders are a bit more lax but trying to talk to anyone in the encampment would immediately alert them to your presence (even typing in chat since I'd use the old 'one side can't understand the other' WoW thing and have anything a Zombie says appear to a humans as '<charactername> emits a loud groan/hiss/gurgle').

    Infected Customisation and progression:
    Within each tree are several paths you can focus on (as mentioned above for the Imitator). One for the Brute could focus on harder hitting punches at the expense of some of their tanking ability, the second could be the opposite (more tanking, less damage) and the third would be a happy medium, meaning you're not as good at punching or tanking as those who select that route but you're better at the other part they sacrifice.

    Focusing on a tree also enhances that aspect of your outward appearance, Brutes who focus on punching would have their arms grow larger than a freshly started out Brute. As you level you will also become further 'enhanced' by having something about the character suggest that you're a higher level Infected and not to be messed with.

    Crawlers: Claws elongate (Crawlers who focus on their melee will end up with really long talons), hands and feet become bigger and webbed, skin slowly becomes scaley until by max level they're this strange clawed human/gecko hybrid.

    Brute: General size increase, the higher level you are, the bigger you become. By max level they will be towering mountains of muscle easily standing at about 15ft tall (they start at 8ft, which is 1.5ft above the human height limit) and almost as wide.

    Shrieker: Throat and chest enlarge in a distubring kind of way (not muscle mass, just kind of bloated).

    Headcase: Head slowly grows while rest of body slowly atrophies.

    Imitator: These are unusual in that the higher they level, the more of the human customisation options they unlock, until at max level where they are all unlocked.

    That was the basics of the idea we got down.
  15. Quote:
    Originally Posted by ResidentBaka View Post
    Sounds like you had a Longbow Commissar spawn.
    The Emperor doesn't look to kindly on retreat. Clearly the Commissar was just in doing his duty and making sure both the fleeing traitor and the Warpspawn summoning sorceress that arrived.

    Long live the Imperium!
  16. Quote:
    Originally Posted by The_Coming_Storm View Post
    Do you honestly think I am an idiot? NO!
    Erm thanks for the heads up.

    No need to be a D-bag about the quys question though, was a bit uncalled for.
  17. I am curious as to whether that other superhero MMO (no...not the one out at the moment, the one coming out soon) hasn't been the cause of all this.

    Lets face it, it has a big well known brand name, heroes that have becoming engrained into popular culture and a lot of money behind it. I doubt it is just Paragon Studios that are worried, that Certain Other superhero MMO is probably even more terrified (I actually resubbed to it a few days ago and realised just how freaking terrible the costume creator is compared to CoH though that may be more a question of art style than actual badness...which is subjective to say the least).

    That Certain Other MMO apparently has lower subscriber rates after just two years than CoH has after six, if I was them I'd certainly be worried.

    I definitely seems like the reason behind the 'NO VIDEOGAMES!' ruling that has come about (one which I will admit people do flaunt in sly manners on occasion...so it's pointless anyway) and probably the reason everything is being played very hush hush by marketting.

    Though that doesn't explain the lack of response on the Party Pack incident, what has been said here though suggests that the devs themselves probably thought it was a terrible idea but marketting and someone in a higher up corporate position told them to do it anyway. They can't be seen to be saying, "It was a crappy idea, we're sorry..." because then that sets a precedent just as the Vibora Pay incident did for that Certain Other MMO.
  18. Heh multiple missile attacks is nothing.

    One of them goes all GDI on your backside and calls in an Ion Cannon strike!
  19. Dr_Mechano

    New Aura Preview

    Alright...hands up...how many people suspect these are going to end up being in an Aura's only booster pack?

    *raises hand*
  20. Indeed...it seems like Marketting have told all the OCR and anyone else for that matter to 'shut up and say nothing'.

    Which is probably making the situation WORSE because the arguements about the pack are still going on.

    It does look like Marketting has suddenly stepped up into a massive position of control, the lack of response on the pack AND the recent Culture forum changes all smack of marketting going about their dubious ways.

    Prehaps Obsidius is right, we've caused this, we complained that marketting did bugger all and now marketting seems to be the one incharge, atleast a lot less subtle than they were before.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    Do you think you can maybe find some pics or footage of that? With people being so coy with game name references, it's impossible for me to search on my own.
    Would be this power

    The version shown in the video is where the player has picked the 'Anvil of Dawn' advantage where it turns into a hot laser beam stream of death, the power when you first pick it up works more like the GDI Ion Cannon from Command and Conquer and delivers a singular blast of massive damage.

    It was, if I remember correctly, the most powerful ability in the game. Not only was the initial version the equivilent of a tier 9 nuke in this game (the regular mooks in that game are about as tough as Lts in this game...so it would wipe out half their health in one go) but the advantage meant it delivered enough damage to knock a THIRD off of an 'Elite Boss' grade mob or atleast 10-20% health damage to an AV level mob.

    My favorite tactic was to combine it with the 'added effects' powers you got, one acted like buildup and simply added more damage (with an advantage it turned that damage into an AoE effect for even MORE damage, basically "I heard you like AoE, so I put an AoE in your AoE") and one which added a high damage Toxic DoT effect.

    I could single handed wipe out a group of what is essentially +2 lts with the initial salvo.

    Of course I eventually went insane and added the Rocket Launcher for pure AoE hell.

    Since my character was focused purely on having a bucketload of 'endurance' and 'endurance regen' it meant he could fire off the massive build up toxic space laser of death AND the Rocket Launcher one after the other.

    I could chain two tier 9 blaster level damage nukes together.

    It was the most fun I've ever had...
  22. Well that Certain Other MMO had both types of Orbital bombardment.

    Without the specific advantage it acted like the Ion Cannon, a massive blast of damage. However WITH the advantage it turned it into a...well..the advantage was called Anvil of Dawn (guess which game that's from).

    It was probably THE most awesome power in the entire game, I regularly used it in PvP purely for the fact it did terrify people and you'd see them running from this huge column of laser death.
  23. Dr_Mechano

    Rant about Caves

    Considering real mines tend to look more like this:


    I don't think they'll be making them more realistic anytime soon BUT I still think ye olde cave maps could do with a reworking.
  24. Actually reckon you'd be fine with it.

    My namesake already 'sort of' does the human trafficing thing.

    He creates genetically engineered super powered individuals and sells them on as either 'dream partners' or bodyguards.

    Mind you the thing keeping it from becoming a major problem is that the process is incredibly expensive, thus only the very rich can afford to have one designed for them and it is also very resource intensive, which means he has to pull people off his more profitable venture (granting people very low level super powers through genetics) in order to work on crafting the super being to specification.

    So far there is only five individuals that are PC's, four of which are actually clones (a much easier process thanks to already having the genetic template in stock), one of the originator. Three are clones of the original and the fourth is a clone of a superhero tweaked slightly for specifications.

    Mind you he is quite high profile about it, with adverts on TV but since he operates out of the Isles it is a legal grey area to try and stop him, though two people are in planning on how to halt it (one is essentially a rogue and wants to stop him because it infringes on her business and the other is a hero who owns an equally large corporation).

    So go ahead with it, I mean the Corporation already does gun running, The Gang use to work in drug running so it's no different.

    Now if you'll excuse me...I have some mine to craft...digging...a dwarfs life is never done on Cubeonia...
  25. I actually had a level 13 man build of just this.

    Here is how Power Pool Gal was going to look if I'd made it to 50 and IO'd her out.

    Ignore the slot levels, I tend to just slot up everything with the amount of slots needed as soon as possible (dynamic levelling)

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-EndRdx(43), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46)
    Level 2: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(9)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(40), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(43)
    Level 6: Swift -- Run-I(A)
    Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Knock%(19)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Knock%(23)
    Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Heal-I(A), Heal-I(50)
    Level 18: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Knock%(34)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(29)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam(39), RctvArm-EndRdx(40), RctvArm-ResDam/Rchg(50)
    Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx(29)
    Level 26: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 28: Assault -- EndRdx-I(A), EndRdx-I(37), EndRdx-I(39)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 32: Vengeance -- DefBuff-I(A)
    Level 35: Group Fly -- Flight-I(A)
    Level 38: Hurdle -- Jump-I(A)
    Level 41: Spirit Shark -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(42), Ruin-Dmg/Rchg(42), Ruin-Acc/EndRdx/Rchg(42), Ruin-Acc/Dmg/Rchg(43)
    Level 44: Arctic Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(46)
    Level 47: Bile Spray -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Summon Guardian -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 26.8% Defense(Smashing)
    • 26.8% Defense(Lethal)
    • 7.06% Defense(Fire)
    • 7.06% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 14.9% Defense(Ranged)
    • 11.1% Defense(AoE)
    • 15% Enhancement(RechargeTime)
    • 30% FlySpeed
    • 157.4 HP (10.5%) HitPoints
    • 30% JumpHeight
    • 30% JumpSpeed
    • MezResist(Immobilize) 23.7%
    • MezResist(Sleep) 3.3%
    • MezResist(Terrorized) 1.65%
    • 2.5% (0.04 End/sec) Recovery
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 30% RunSpeed
    • 3% XPDebtProtection



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