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Posts
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The bug IS fixed on the beta server. With any luck the next patch we get should correct the issue.
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Just out of curiosity... do the pets receive the shift if you drag the ultimate insp to them like you would other inspirations?
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Quote:Yes because the proc is a damage proc... anything it procced on has now taken damage from him and thus he qualifies for some xp... however little it may be.He DID say that he had it slotted with the controller ATO set. Would that make a difference?
EDIT: Also keep in mind... now that damage has been inflicted, the foes are alerted to his presence if he was stealthed. If confuse wears off the mobs will realize where his character is and attack him. -
Quote:Confusion is Confusion.Hmm... what happens if the Contagious Confusion proc activates? I'll have to test that at some point.
There is no difference if it comes from the Contagious Confusion proc, Possess, Deceive, Confuse, World of Confusion, Aura of Confusion, or Mass Confusion.
You will not get xp if you don't do some damage. Maybe he has a damage proc in Possess? -
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For Female Tops With Skin, There is no option in the Gloves section for "Tights".
There is "Tights Sleek" but no "Tights". The Sleek option doesn't match the regular tights and there is no "tights with skin sleek option"
We need a "Tights" option for gloves when using "Tops With Skin" -
All this talk about scrapper's and ranged modifiers got me tinkering in Mid's with a ranged scrapper build...
It's pretty decent from the look of it... nothing eye popping mind you but:
Kinetic/EA/Body Scrapper
soft capped to s/l/e and almost soft capped to f/c 35% vs negative 17% vs psi
Has comprehensive status protection
Regenerates about 52 HP per sec
Primary ranged attacks:
Focused Burst - 68 yd range, 327 damage, 2.46s recharge
Laser Beam Eyes - 96 yd range, 256 damage, 1.76s recharge
Repulsing Torrent - 67 yd range, 237 damage, 4.34s recharge
Energy Torrent - 67 yd range, 240 damage, 8.68s recharge
Melee attacks:
Body Blow - 239 damage, 1.69s recharge
Concentrated Strike - 592 damage, 6.78s recharge
Seems interesting enough that I may need to try and build it >_> -
Quote:I run it... it's fun and I feel like I'd be wasting resources by unlocking it any other way. Why waste an incarnate merit to unlock alpha for a character when I can use it for costume/emote unlocks or enhancements? Why waste ixp in a trial or solo to unlock it when I can just do an entertaining story arc instead?People still run that mission?
I stopped when other ways to unlock alpha came about.
That's how I see it anyways. To each their own! -
On my time/energy defender I died once during the final battle in the last Night Ward arc. And I chalk that up to my own lack of paying attention and refreshing my insp buffs which fell off and I got clobbered. Of course I hit return to battle immediately and finished off that last bit of health the boss had.
Incidentally... a tip for those having trouble... Wreck Serene first... when she goes down you win. Serene's goddess buddy goes all *swoon* "Scott!" and collapses in a heap of uselessness (ok not really but she does stop attacking) once you beat her. -
One other thing to mention... While I am firmly in the camp of people who'd love an open naming system, and I am aware we'll likely never see that happen, I'd suggest to people having trouble naming characters to not be afraid to step outside the box. And by that I mean your name doesn't always have to reflect your powers.
A good example is Firestar. She has NO FIRE BASED POWERS. She'd technically be a radiation blaster since her abilities are microwave based, not flame. A character name doesn't necessarily have to live up to the imagery in costume or powers. -
I'd say go void color it red and say its her "rage" overwhelming her foes in a fierce booming yell...
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I'd love an open naming system tbh... but I don't see us ever getting it.
Names I've gotten that I am honestly shocked I got?
Celeste
Hemomancer
Moonstar
Lady Revenant -
Shadowfall and Group Invis will indeed stack. Just as GI will stack with SI... thats you're best bet if you want to stack defense bonuses.
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Quote:Well that chest piece isn't reflective and the same discoloration is consistent no matter the lightning or location... with that said... in CUTSCENES it shows up correctly!First, find a place not really lit well and with funny colors. Reflective pieces take on the color of the environmental lighting too often. It could be your fairy dust aura as well.
Second, it looks like the piece loses its "pattern" such that it just uses the first color selection as the "overall color".
Same map... same lighting:
Cutscene:
After Cutscene:
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Today I decided to make a new costume using some elements of the new Retro Sci-Fi set... and while those pieces all look great... the praetorian chest detail doesn't seem to want to play nice once I leave the costume creator.
Here's a pic in the creator... looks fine
But now outside the creator the chest detail coloring is all wrong...
Am I doing something wrong? I also tried the costume with no aura or wings to be sure it wasn't just my eyes playing tricks. -
I'm hoping for power pool/app/ppp customization... it is LONG overdue.
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Quote:Afterburner is a novelty but it is also a place to put a LotG global recharge and the speed buff makes fly speed very good (the +defense isn't bad either for a bootleg personal forcefield)Thank you all so very much for your help. Had been going on the unquestioned self-belief that I needed Tough and, more particularly, Wedge in the mix. Now I see i can relieve myself of that entire pool.
Kyriani - I like your suggested final build very much. However, you've left out Time's Juncture and added in Afterburner. At the moment - given the end consumption of both - I'm switching between Superior Invisibility (getting into position) and Time's Juncture (once in position and attacking).
I have no experience of the Afterburner but have tended to regard the 4th level travel powers as a bit of a novelty.
Seems to me I will have to choose between TJ and Afterburner now. Does the latter bring anything extra to the party?
Time's Juncture requires you to stay in melee for it to do anything... that's not exactly safe nor is it necessary... perma PA takes no damage (except from Hamidon) so the debuff from Time's Juncture just isn't vital for a controller in general (some sets get more out of it than others) and Illusion in particular. Basically, reducing the hit chance or the damage output of mobs means nothing when your permanent personal pocket tanks are immune to damage... and standing in melee to do it is even more silly. -
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Quote:Yea perhaps we had a miscommunication... when you said:Oh I see I think I must have misunderstood. by seemless we are referring to being able to simply walk from one zone into another? Not zone like we do now.. because bascally now we can ZONE from red to blue or blue to red simply be going through DA/the RWZ, Midnighters club etc. There is still a load screen as you switch from map to map to map
Quote:it would be AWESOME if all the zones were merged, but insane for loading i'm sure. -
Quote:It's not a matter of code... it's a matter of the game engine being unable to handle a seamless world in the sense of no loading screens. It wouldn't be hard to allow all factions to visit all zones.I don't think its all that impossible to make it at least somewhat seemless... With the existance of Rogues and Vigilantes we now have "Technically" Villains roaming hero zones and Heroes in Villain zones as well. I am no computer whiz and don't claim to know a thing about creating programs but if they can creat a code that allows a Rogue (still technically a villain) to enter Paragon City whats to stop them from using a similar code to let Villian (villains) do so as well?
What I wouldn't mind however is making Paragon more like Praetoria in the sense that the war walls would go away and you'd simply zone into the next area by crossing the boundary (and be able to see the nearby zone from afar the way its done in praetoria) -
Quote:If I weren't trying to be "cheap" I'd have included purples and ATOsI missed the fact that Distortion Field is an auto-hit. Any four IOs from Basilisk's Gaze will work to get the coveted recharge bonus. I have no Time characters myself, so I'm a little vague on how Distortion Field works... Kyriani's build doesn't even bother to enhance it; it's just full of procs. I generally prefer to enhance what the power actually does, and gets a set bonus in the process, instead of making any power into a pile of procs.
Any Time experts have an opinion on how procs in Distortion Field will work in Issue 24? It's a reasonably fast recharging AoE, so I suspect the proc chances will be very low.
I like Kyriani's build in general, though I would add another slot of endurance reduction to Superior Invisibility (0.73 end/sec is too much!) and stick the Will of the Controller ATO set in there somewhere. They're not expensive and if you play the character a lot you will be able to catalyze it fairly quickly, giving you purple levels of performance.And by cheap I mean avoiding purples, pvp io's and anything I couldnt get using 1 or 2 alignment merits (lotg I am lookin at you!) instead of spending a ton of inf.
As to distortion field... there's nothing worth enhancing about it save perhaps its recharge... but with a build like this so heavily built for global recharge its unnecessary. Distortion Field becomes a potent aoe damage and control tool when procced outAnd since I already achieved enough recharge to perma PA and Hasten I saw little reason to put basilisks in Distortion Field and reduce its potential. I24 wont change that. The power spawns a pseudo pet and the proc rate is based on it occurring every 10 seconds like a toggle.
As to SI... sure it could use another slot... but it's not vital... consider that SI does not need to be left running all the time and as I stated in the build even running it as is, with hover and temp invuln still allows for a hefty amount of end recovery to occur (2.55 net gain). If more is needed one can simply turn SI off mid fight. I mentioned that my build assumes no enhancement boosters... if those are available several slots could be reclaimed and another slot could be given to SI this way.
Here's the build changed to include boosters and the ATO set:
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Illtimed: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(11), Decim-Acc/Dmg(13), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Dev'n-Hold%(15)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Blind -- Thundr-Acc/Dmg/Rchg(A), Dmg-I(3), HO:Perox(3), Lock-Acc/Hold(9), Lock-Rchg/Hold(9), Lock-%Hold(11)
Level 4: Deceive -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(5), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5), SWotController-EndRdx/Rchg(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7)
Level 6: Fly -- Zephyr-ResKB(A)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(34), EndRdx-I(48)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 14: Afterburner -- LkGmblr-Rchg+(A)
Level 16: Distortion Field -- Lock-%Hold(A), G'Wdw-Dam%(25), NrncSD-Dam%(27), ImpSwft-Dam%(27), SWotController-Rchg/Dmg%(34)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23), C'Arms-Acc/Dmg/Rchg(23), C'Arms-EndRdx/Dmg/Rchg(25)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), EoCur-Acc/Hold/Rchg(40)
Level 22: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Spectral Terror -- HO:Endo(A), Abys-Dam%(46)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29), RedFtn-Def/Rchg(31)
Level 30: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExStrk-Dam%(34)
Level 35: Power Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(36), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39)
Level 41: Slowed Response -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(42), ShldBrk-Acc/Rchg(42)
Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
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Haven't visited this thread in some time but figured since the Blaster talk continues I'd just list some ideas for improving blasters.
* Crashing nukes lose their crash but have increased up front end cost (like say 40 end). If the nuke has a mez effect associated with it, that mez effect is increased to mag 4. This is balanced compared to non crashing nukes by crashing nukes exceedingly long recharge time.
* Snipes need to be improved. A mechanic that allows snipes to be used in a similar manner to stalker's assassin strikes (a regular attack when not in a certain state, a high dmg slow cast attack when in that certain state) would be ideal.
* Secondary Powers should be reviewed for possible improvements (not removal or replacement). Some powers could be given additional effects. Examples include: Boost Range could do something in addition to boosting range such as function as a break free, Targeting Drone could get a +dmg and/or minor mez protection vs 1 type of mez component to make up for the set's lack of Build Up, Taser and Stun could have their range increased to make using them proactively less dangerous, Chiling embrace could have a minor mez protection vs 1 type of mez component added, Aim/Build Up could be given the Inner Light treatment and have their damage bonuses last over a 30 second duration while decaying in value after 10 seconds.
* APP/PPP values for all aspects of the powers should be reviewed. Some powers have excessively long cooldowns, low durations or low base values (or all of the above) in proportion to what they do relative to other AT's. The armor toggles should have their base values improved, The holds should have their base durations increased and base recharge times reduced. EM Pulse from the Electrical Mastery pool should have a shorter recharge time and longer duration. Surge of Power and Force of Nature should have their base resistance values increased slightly. The aoe sleeps should have their recharge times reduced. The debuff powers such as surveillance and melt armor should have their base values increased. Many AT's find their APP/PPP's game changing when they open up but Blasters seem to get less overall from them compared to the other AT's. APP/PPP powers are supposed to let AT's dip into skills outside their typical repertoire but when the base values are very low they hardly qualify as worthwhile even when enhanced. Reviewing these powers could improve blaster overall performance.
The overall goal should be to allow blaster game play to remain relatively unchanged but to improve their performance relative to their survivability compared to the other AT's by improving powers that currently rate as superfluous or just unwieldy to use. In general, survivability should improve for blasters allowing them to dish out their damage for longer periods of time before being defeated and damage may increase slightly with some changes improving kill speed which also helps the blaster survive. Fundamentally Blasters should play the same after the changes as they do now but have better results from that game play. -
Time/Sonic/Power on SO's is pretty impressive if built right...
About 40% defense to everything perma with power build up/farsight (also includes weave and hover but I am not counting either being affected by power build up)
About 65% s/l resistance with tough and temp invuln
Cone Sleep - great for soloing
Single target mag 3 stun, stackable to stun most bosses (could skip this and take temporal selection instead for more team play)
Single target mag 3 hold, stackable to hold most bosses... holds most bosses for a few seconds with 1 application if you Time Crawl them first
Panic button in Force of Nature that almost soft caps your resistance to all damage except psi
Endurance is manageable... moreso if you get the end affecting accolades
You can easily fit in stealth and travel powers
Here's an example:
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Time Crawl -- Acc(A)
Level 1: Shriek -- Acc(A), Dmg(5), Dmg(5), Dmg(7)
Level 2: Scream -- Acc(A), Dmg(7), Dmg(9), Dmg(9), EndRdx(11), RechRdx(11)
Level 4: Howl -- Acc(A), Dmg(13), Dmg(13), Dmg(15), EndRdx(15), RechRdx(17)
Level 6: Fly -- EndRdx(A)
Level 8: Distortion Field -- RechRdx(A)
Level 10: Stealth -- EndRdx(A)
Level 12: Time Stop -- Acc(A), Hold(17), Hold(23), RechRdx(25), RechRdx(25), RechRdx(27)
Level 14: Hover -- EndRdx(A)
Level 16: Shout -- Acc(A), Dmg(29), Dmg(31), Dmg(31), Range(31), Range(33)
Level 18: Farsight -- DefBuff(A), DefBuff(19), RechRdx(19), RechRdx(21), RechRdx(21), RechRdx(23)
Level 20: Amplify -- RechRdx(A), RechRdx(27), RechRdx(29)
Level 22: Boxing -- Acc(A)
Level 24: Tough -- EndRdx(A), EndRdx(34), ResDam(34), ResDam(37)
Level 26: Slowed Response -- Acc(A), RechRdx(34), RechRdx(37)
Level 28: Siren's Song -- Acc(A), RechRdx(37), RechRdx(39)
Level 30: Temporal Mending -- RechRdx(A), RechRdx(39), EndRdx(39), EndRdx(40), Heal(40), Heal(40)
Level 32: Chrono Shift -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Power Build Up -- RechRdx(A), RechRdx(36), RechRdx(36), RechRdx(36)
Level 38: Screech -- Acc(A), Dsrnt(42), Dsrnt(43), Range(43), RechRdx(43), RechRdx(46)
Level 41: Temp Invulnerability -- EndRdx(A), EndRdx(42), ResDam(42), ResDam(46)
Level 44: Force of Nature -- RechRdx(A), RechRdx(45), RechRdx(45), ResDam(45), ResDam(46)
Level 47: Time's Juncture -- EndRdx(A), EndRdx(48), ToHitDeb(48), ToHitDeb(48)
Level 49: Weave -- EndRdx(A), EndRdx(50), DefBuff(50), DefBuff(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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