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Posts
1942 -
Joined
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Quote:I did a quick test and I think I can fix this but I need to get the ok from Clockwork O1 to slot me some time.Quote:Got the ok, sent a bug to myself. I will do this when I wrap up Post Apoc.
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Many answers found here.
Quote:Some functional items, such as teleporter pads and their beacons, resurrections rings, mission computers, vaults and so on require these resources in order to be operational.1) What is Energy and Control needed for? What items specifically and what do each do?
Quote:2) Secure Plots give 2 energy and control, what about the others?
It means that if you can afford it, you can double stack power and control generating items on a single plot, effectively doubling your resource potential. In actual practice however, things often don't work out that way simply because of supply and demand (and the lack of base raiding being a concern anymore). -
Quote:My experience has always been that Peacebringers are harder to plan and build for, since unlike Warshades the powers that Peacebringers get are often redundant between forms and lack any sort of coherent synergistic focus due to a lack of stacking options (other than Defense Debuff and Knockback).QFT. Khelds can have quite a steep learner curve, I'd wager Warshades even more so.
I started with a Warshade because it was "easier" to plan and build for with 3 distinct Forms that all served uniquely different purposes that worked well together.
After getting my Warshade to 50, I started my Peacebringer, and found it incredibly difficult to find a "center" to the powersets to build around. My Peacebringer has always felt like the overall sum is LESS THAN its parts because of how poorly the powers synergize with each other, and the almost total lack of any meaningful Control potential (due to a lack of stacking of Mag). -
I feel like I have been punished by a Moon Faced Assassin Of Joy !
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Am I the only one who read that and immediately envisioned Noble Savage making a loud happy noise right before sketching a fish tank aquarium (3/4 full and sloshing water) with some terrified fish darting around inside of it on the back of a CoH character silhouette in 12 seconds flat?
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Mind Control: the power Telekinesis needs to be *UN-GIMPED* so as to actually be useful more than once per playing session or in PvP only. Telekinesis is an anchored Target AoE *Repel* that also happens to be a Mag 3 Hold, has a ridiculously ruinous Endurance Cost that is among the 5 highest in the game, and has a Max Targets limit of ... *FIVE* ... for reasons which are not only unfathomable but also almost certainly lost to the mists of time. Telekinesis can be completely "salvaged" through pure Powers Team spreadsheet editing by simply reducing its Endurance Cost and increasing its Max Targets limit from 5 to 10 or 16.
Gravity Control: change Wormhole from KnockBACK to KnockUP and a substantial portion of the "requires terrain" hassles with this power go away.
Mercenaries: too many issues to list, but excessively bad powers synergies in the Pets heads the list, followed by the absolute stinker that is Serum.
Ninjas: glass cannons that are all glass (labeled "break me, I'm easy!"). Ninja survivability is bottom of the barrel unless SERIOUSLY aided by secondary powers and Aid Other from the medicine pool. And why do only the Tier 2 Pets have a "Hide" power natively? Shouldn't *ALL* Ninjas be able to "Hide" their presence? Speaking of which, why isn't Smoke Bomb a PBAoE power that affects the Mastermind and the Ninja Pets within Supremacy Range? Do they have only the one Smoke Bomb, and they have to take turns using it or something?
Peacebringers: lousy powers synergies makes for a poor progression structure. So many of the Peacebringer powers don't "work with" other Peacebringer powers in advantageous effects stacking ways that it really isn't funny. Unfortunately, Peacebringers are somewhat "yoked" to Warshades, where there is a somewhat legitimate expectation that if you do anything to one, something similar really ought to be done for the other. -
Speaking as someone who plays a Huntswoman, I'm concerned about the sequencing of your power picks such that you really don't achieve your full Defensive potential until your 40s. From my perspective, that can be a problem when you Malefactor/Exemplar to lower levels.
I'm also mildly concerned about the amount of Endurance Cost running all of those toggles is going to place on you, particularly since you're also slotting a Force Feedback Proc for even more Recharge boosting on top of a supercharged (by purples) recharge heavy build. I can tell you that just running SIX toggles on my Huntswoman has implications for long term sustainability in uninterrupted heavy combat over long durations ... I shudder to think what kind of drain running EIGHT of them would do to you, even with Incarnate level buffs being thrown around like candy. -
I'm reasonably certain that the reason why Kheldians are being "left out" of things like the Nuke Changes and Powers Customization and so on is so that Kheldians can receive a Holistic rather than Piecemeal update to their powers, mechanics and underlying structure. Kheldians would be a "big project" to overhaul, not just because of the synergies their forms currently offer but because of the synergies their forms are supposed to offer but never quite managed to accomplish with the developmental structures available back in Issue 0-3.
And while Warshades suffer far less from the "problem" of poorly designed powers synergies (in large part because it feels like they were developed "after" Peacebringers and could thus benefit from the "lessons learned" in making Peacebringers) ... the simple fact of the matter is that Peacebringers and Warshades are legitimately envisioned as a "tandem" of powers and powersets, such that changes in one are "expected" to be extended to the other (and vice-versa). This means that if Peacebringers have the design of their powers evolved/updated/upgraded to give them the sorts of synergistic inter(re)actions that Warshades have long enjoyed from *their* powers, there is an expectation that some of the "benefits" of those changes granted to Peacebringers would be extended to Warshades as well. Because of this relationship between Peacebringers and Warshades, you can't really "tinker" all that effectively with *just* Peacebringers without expecting to do something similar with Warshades ... and that in and of itself "widens" the Circle Of Balance that needs to be observed (and maintained!) in order to NOT "break the game" in ways that are "fatal" to Player FUN, even if they aren't fatal errors in the programming sense.
That's a delicate balance to achieve, and a tricky dance to have to step through ... so in a lot of ways, I'm not surprised AT ALL that Kheldians have been "put off" until later for a lot of the changes that we're seeing right now with other, more "regular" powersets and powers. I for one would rather see Synapse and Arbiter Hawk (and Black Scorpion?) be given the larger chunk of resources (ie. time, tools and tech manuals) they would need for a COMPLETE Overhaul of Kheldians ... rather than just "piggy back" on piecemeal changes being made for other powersets elsewhere in the game, without "respecting" the full repercussions of what those changes might do to the (extremely) complex web of game balance that Kheldians, in all their forms, represent. -
I'm personally of the opinion that Flash Arrow ought to also debuff Range in much the same way that Tanker Taunts do so that Flash Arrow can have both in combat and out of combat utility. Combine Range Debuffing with Immobilize or Slow or Hold to keep things at a distance and you've finally given Trick Arrow some Alpha Strike utility, as well as a shot at Range Supremacy.
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If your remaining Endurance were somehow used to "supercharge" the Nukes That Crash ... such that you'd get a damage buff on your Nuke depending on how much Current End you had when casting ... I doubt anyone would want to give up the End Crash versions. But since all the End Crash does is penalize you for having any Endurance above the minimum casting cost when casting, it does feel like changing the Tier 9 attacks from being Crash Nukes with high Damage Per Activation over to something which can be used more often in a wider array of circumstances which make them less of a "damage spike" and more of a "use early, use often" sort of power ... /em shrug
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Remove the Damage Buff of Nova Form and simply increase the Base Damage of the Nova Form attack powers to compensate for the change. Minimum stays the same, maximum gets "increased" because of how enhancements and the damage cap inter-react.
S imple
E asy
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Minimal FX Hasten.
There is a Tunnel Rat.
There is a Honey Badger.
And THEY CARE ... -
So far, I haven't seen anything in this thread take note of this simple, singular fact which came to light last week ... but I'm going to take it and run with it and rub people's noses into it so it can't be continually overlooked.
Issue 24 changes to the Fighting Pool
The Powers Team has done something entirely new with the changes made to the "new" Fighting Pool ... synergistic effects from TAKING other powers! If you take Boxing *AND* Kick ... you get extra effects on both powers (and not the same effects to either power!). Heck, they even made Fighting Pool powers have synergistic effects ON BRAWL ...!
Take that entirely *NEW* in-game "tech" and apply it to the mechanics that govern Peacebringers and Warshades.
Do you see what I see?
(I should hope that you do ...)
There is the opportunity here to synergize the effects of Human Form powers with Nova and Dwarf powers ... to an extent thoroughly not possible within as "limited a space" as the Fighting Pool will offer in Issue 24.
Why take the Human Resistance Shields? Because they buff the Resistances gained by Dwarf Form.
Why take Dwarf Form? Because it offers an additional Resistance to Psionics to Light Form.
Why take Light Form when you have Dwarf Form? Because it offers an additional Resistance to Endurance Drain in Dwarf Form.
Why take Human Form Blast powers when the Nova Form equivalents are so much more powerful? Because when you take both, you get a synergy bonus on both counterparts which is not the same in both Forms (meaning each Form serves a different purpose aside from just Damage throughput).
Why take Human Form Reform Essence when White Dwarf Sublimation is so much better? Because if you do, you get a synergy bonus on both which is not the same in both Forms making them not exact copies of each other with nerfed stats for Human Form.
Why take Human Form Essence Drain when Black Dwarf Drain is so superior? Because if you do, you get a synergy bonus on both.
... and so on ... and so on ... and so on and so forth.
And these are just examples of the kinds of synergistic effects that could be made possible by the new Tech found in the Issue 24 Fighting Pool which makes these kinds of synergies happen at all.
Now ... is *ANYONE* here going to argue that implementing a FULL SET of cross-linking synergies between Human, Nova and Dwarf forms is something that should be "simple and easy to implement ... and even simpler and easier to QA/playtest" given the level of complexities that can be involved here?
One of the biggest legacy "problems" for Kheldians has been that although they are Form Shifters, there has been no practical "cross-linking" of their powers through their Forms ... aside from persistent buffs like Light Form (with the recent changes to make it more like)/Eclipse, Essence Boost, Inner Light and Sunless Mire/Black Dwarf Mire. When you switched forms, all of your "investments" in powers in other forms became inaccessible and "useless dead weight" to you. *NOW* with the New Tech in Issue 24, as exemplified in the New Fighting Pool ... that is no longer a limitation.
I yield the balance of my time to the Right Honorable Dechs Kaison so that he may pontificate at length about what this kind of change would do to MFing Warshades and MFing Peacebringers. I also grant permission to the Right Honorable AIB to begin campaigning immediately on this issue of opportunity (which I presume no less a person than Arbiter Hawk is already light years ahead of us on). -
"H34l0rz are like Depends, only for the incompetent."
- Lady_Sadako -
Quote:Correction. Crab does many of the same things that a soldier does but differently. Crab attacks tend to be Energy based rather than Lethal (for example), which has implications for damage throughput in a whole variety of situations. Crab powers (even just the secondary ones) taken ANYWHERE on any of your alternate builds enforces the backpack on your character ... for some people that is desired, for others it's a deal breaker. The Crab Cone attack power has a wider cone (60 degrees) than the Soldier version (30 degrees). The Crab attacks take longer to animate, but they don't cost much more in Endurance per attack, making them "less costly" in Endurance drain over time than the equivalent Soldier attack chain(s) ... and so on.What value is served by taking the crab attacks? Crab seems to do the same things that solider does, but worse.
Correction. Banes can do melee in a Stalker-ish way ... but there's no requirement for them to do so. There is no "need" for a Bane to melee. The Soldier and Crab powersets include melee attacks too ... so it's not like melee is an "exclusive" Bane thing. -
It depends on what you "value" in your character. My Soldier/Crab uses an alternate build to do substantially the same things in either Huntsman mode (using Soldier primary and Bane secondary powers), or in Crab mode (using Crab primary and secondary powers) ... meaning I can switch back and forth as my whimsy takes me. The thing is, the Soldier is clearly faster both from a Global Recharge Bonus standpoint, but also in the animation times vs the Crab backpack attacks. My Soldier can fire off all SIX of my rifle attack powers in the time it takes the alternate build Crab to fire off FIVE backpack attacks. Basically, my Huntsman "feels" more active and responsive simply because the single target animations are faster than the alternative choices in Crab powers.
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Arbiter Hawk is a pretty sharp guy, if not terribly outspoken, so I'm pretty darn sure (having had conversations with him at the last two Player Summits) that the potential of Farsight+Tactics was included in his decision making process regarding this and would not fall under the Overwhelming Force Proc In Bonfire/Tornado sort of edge case oversight.
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I'd recommend duoing the event with someone in the level range 16-20 and putting yourself in as a sidekick (and losing most of your powers for your troubles) and do a healthy amount of attacking and not just healing/buffing. That ought to give you enough impact as a part of team to get the other rewards (hopefully).
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Quote:The only way to achieve that would be to establish a minimum floor of Interrupt Time Reduction above which Interrupt Time gets reduced to zero. Then you have a fait accompli in needing to accept the Snipe Sets as being "adequate" for meeting this objective threshold. Because of the structuring of those Sets, this will almost certainly require such a threshold to be placed "too low" to be really meaningful (unless you want it to be trivially easy to achieve).I'd much rather see a change to snipes that does not rely on any outside factor that can be altered drastically based on random team make-up or the secondary and pool powers you take.
Alternatively, it would be possible to give all Snipe Sets a 6-slot global set bonus which effectively zeroes out the Interrupt Time on the Snipe power the set is slotted into (or something similar) ... but that then means that you get a huge performance divide between Freemium and Subscription players with access to Inventions and Set IOs.
Basically, there are no "nice" ways to go about doing this. The To Hit solution we've got coming at least has the benefit of being KISS and encouraging people to take (and slot) Leadership Toggles to the benefit of everyone (not just the soloists). -
Nelson is the animations guy, who did the character animations for new powersets like Dual Pistols, etc. He has no redname.
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I can easily see such an "unfair favoring" being considered a Feature rather than a Bug ...
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Here is my latest build for my Empathy/Archery Defender ... Flight of Stars (on Virtue). This build includes the ATO1 set (6 slots), the Overwhelming Force set (6 slots), and is ready for both the ATO2 set (6 slots) and the upcoming change to Snipe powers with their +22% To Hit threshold for zero Interrupt time.
Aimed Shot (ATO1 set) and Snap Shot (ATO2 set ready) were chosen as the best locations for the ATO sets simply for lack of anywhere better to put them. Fistful of Arrows is currently frankenslotted for maximum range while Explosive Arrow is slotted for Overwhelming Force (for obvious reasons) and Ranged Shot is slotted with Sting of the Manticore because of the +Recharge bonus the set offers. Stunning Shot and Rain of Arrows make for "less than ideal" locations to slot ATO sets ... which basically leaves Blazing Arrow as the only other alternative. In actual gameplay, even when Exemplared, the potential for chaining Snap Shot and Aimed Shot against single targets is remarkably high, making these powers the potentially preferable choices for slotting ATO sets ... particularly because these powers (in this build plan) are both available when Exemplar at Level 1 (meaning you'll always have access to the ATO Procs and the survivability benefits they offer).
Achieving the +22% To Hit threshold is made trivial in this build by simply having Maneuvers (with Kismet unique) and Tactics always running. This yields a +25.1% To Hit Buff which should be "adequate" except when Debuffed by hostiles (there are some which do this). Ironically, the damage throughput of Ranged Shot is only slightly better than that of Blazing Arrow ... although the Range on Ranged Shot is markedly superior (since it is basically double). Endurance Cost for Ranged Shot is higher than Blazing Arrow, and in another bit of irony ... Ranged Shot *without* an Interrupt Time will be faster to cast than Blazing Arrow (1.67s vs 1.83s). Note that because of the order of Power Picks, this means that Maneuvers and Tactics will *always* be available to "supercharge" Ranged Shot for zero Interrupt Time at any Exemplar Level of 23+.
Uptime on Recovery Aura and Regeneration Aura are both excellent thanks to high global recharge over a wide range of Levels, being better than 50% when Exemplar to Levels 28+, and improve to around 75% when playing Level 50 content. This puts both of these powers, and Adrenaline Boost, into the "Use Early, Use Often" category where there is rarely an advantage to be gained by NOT using these powers whenever possible.
As a side note, I'll point out that this isn't just a "paper" build that I'm going to be respec-ing to when I can find the time ... it's already a done deal and I've been playing Flight of Stars doing daily Double Feature runs. She does quite well with just about anything and everything thrown her way (except excessive aggro gain and spike damage) and manages to play very smoothly. I've also taken her on BAF, TPN and Keyes Trials so far and found the build to be surprisingly survivable on TPN ... particularly since I didn't have any Level Shifts from Incarnate slotting yet(!). Things could get a little "dicey" every now and then, but so long as I stayed focused (on Empathy instead of Archery), it was actually quite difficult for NPCs to bring me down with collateral AoE damage.
The last thing I'll point out about this build is that it is very much a "Level 50 build" since it makes a few assumptions about timing of getting/placing slots which might be "less than ideal" when leveling up. That said, it wouldn't be "crippling" to level up your own Empathy/Archery Defender using this exact build plan ... it's just that everything won't "come together" completely until being able to allocate those last few Enhancement Slots at Level 50. I'd also point out that even though this is a "Level 50 build" what you see before you is a decidedly Exemplar Friendly build, intended to receive Global Set Bonuses starting at Levels 24, 28 and 34 ... aside from what the ATO set(s) and Overwhelming Force set grant.
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Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/
Flight of Stars: Level 50 Technology Defender
Primary Power Set: Empathy
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Hero Profile:
Level 1: Healing Aura- (A) Doctored Wounds - Heal/Endurance: Level 31
- (3) Doctored Wounds - Endurance/Recharge: Level 31
- (5) Doctored Wounds - Heal/Recharge: Level 31
- (5) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (7) Doctored Wounds - Heal: Level 31
- (A) Decimation - Accuracy/Damage: Level 27
- (15) Decimation - Damage/Endurance: Level 27
- (34) Decimation - Damage/Recharge: Level 27
- (34) Decimation - Accuracy/Endurance/Recharge: Level 27
- (37) Decimation - Accuracy/Damage/Recharge: Level 27
- (37) Decimation - Chance of Build Up: Level 25
- (A) Doctored Wounds - Heal/Endurance: Level 31
- (7) Doctored Wounds - Endurance/Recharge: Level 31
- (9) Doctored Wounds - Heal/Recharge: Level 31
- (9) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (11) Doctored Wounds - Heal: Level 31
- (A) Defender's Bastion - Accuracy/Damage: Level 27
- (15) Defender's Bastion - Damage/Recharge: Level 27
- (23) Defender's Bastion - Damage/Endurance/Recharge: Level 27
- (25) Defender's Bastion - Accuracy/Damage/Endurance: Level 27
- (25) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27
- (34) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27
- (A) Recharge Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Entropic Chaos - Accuracy/Damage: Level 27
- (11) Entropic Chaos - Damage/Endurance: Level 27
- (13) Entropic Chaos - Damage/Recharge: Level 27
- (13) Entropic Chaos - Damage/Endurance/Recharge: Level 27
- (17) Entropic Chaos - Chance of Heal Self: Level 20
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Accuracy IO: Level 50
- (17) Endurance Reduction IO: Level 50
- (21) Recharge Reduction IO: Level 50
- (23) Detonation - Damage/Endurance/Range: Level 50
- (48) HamiO: Centriole Exposure (+2 Damage/Range)
- (48) HamiO: Centriole Exposure (+2 Damage/Range)
- (A) Recharge Reduction IO: Level 50
- (19) Recharge Reduction IO: Level 50
- (19) Endurance Modification IO: Level 50
- (21) Endurance Modification IO: Level 50
- (A) Overwhelming Force - Accuracy/Damage: Level 50
- (45) Overwhelming Force - Endurance/Recharge: Level 50
- (45) Overwhelming Force - Accuracy/Damage/Endurance: Level 50
- (46) Overwhelming Force - Damage/Endurance/Recharge: Level 50
- (46) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
- (A) Kismet - Accuracy +6%: Level 10
- (40) Luck of the Gambler - Defense/Endurance: Level 27
- (40) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
- (42) Luck of the Gambler - Defense: Level 27
- (42) Luck of the Gambler - Recharge Speed: Level 25
- (A) Adjusted Targeting - To Hit Buff: Level 27
- (43) Adjusted Targeting - To Hit Buff/Recharge: Level 27
- (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27
- (43) Adjusted Targeting - Endurance/Recharge: Level 27
- (45) Adjusted Targeting - To Hit Buff/Endurance: Level 27
- (A) Doctored Wounds - Endurance/Recharge: Level 31
- (27) Doctored Wounds - Heal/Recharge: Level 31
- (27) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (29) Doctored Wounds - Heal: Level 31
- (29) Doctored Wounds - Recharge: Level 31
- (A) Sting of the Manticore - Accuracy/Damage: Level 37
- (31) Sting of the Manticore - Damage/Endurance: Level 37
- (31) Sting of the Manticore - Accuracy/Interrupt/Range: Level 37
- (31) Sting of the Manticore - Damage/Interrupt/Recharge: Level 37
- (33) Sting of the Manticore - Damage/Endurance/Recharge: Level 37
- (33) Sting of the Manticore - Chance of Damage(Toxic): Level 35
- (A) Endurance Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (33) Recharge Reduction IO: Level 50
- (A) Stupefy - Accuracy/Recharge: Level 27
- (36) Stupefy - Endurance/Stun: Level 27
- (36) Stupefy - Accuracy/Endurance: Level 27
- (36) Stupefy - Stun/Range: Level 27
- (37) Stupefy - Accuracy/Stun/Recharge: Level 27
- (A) Positron's Blast - Accuracy/Damage: Level 27
- (39) Positron's Blast - Damage/Endurance: Level 27
- (39) Positron's Blast - Damage/Recharge: Level 27
- (39) Positron's Blast - Damage/Range: Level 27
- (40) Positron's Blast - Accuracy/Damage/Endurance: Level 27
- (A) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Winter's Gift - Slow Resistance (20%): Level 10
- (A) Doctored Wounds - Endurance/Recharge: Level 31
- (48) Doctored Wounds - Heal/Recharge: Level 31
- (50) Doctored Wounds - Heal/Endurance/Recharge: Level 31
- (50) Doctored Wounds - Heal: Level 31
- (50) Doctored Wounds - Recharge: Level 31
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Accuracy IO: Level 50
- (A) Unbounded Leap - +Stealth: Level 15
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Endurance Modification IO: Level 50
- (3) Endurance Modification IO: Level 50
- (A) Run Speed IO: Level 50
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Cognitive Core Flawless Interface
Level 50: Support Radial Embodiment
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Please note when importing from Data Chunk that Explosive Arrow is importing as having no enhancements in its slots in Mids' 1.958. This is in error, as Explosive Arrow is 6-slotted with Overwhelming Force.
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