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Posts
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Joined
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Quote:Well, other than having Aim, Archery has even more lethal damage, and Assault Rifle has two attacks with no lethal/smash damage component, both which deals good damage. (and both which are AoEs, one of which is sufficiently cost-effective to use as a single target attack, even if only 1/4 of it's ticks get through due to that pesky fear effect..) (Also for being a damage skill, ignite also gives one of the best defiance bonuses)Probably because much of its damage is lethal, it doesn't have Aim, and sentences the player to lots of redraw. The last point is the killer for me... I don't like having to constantly whip out my weapon in a fight, though that's more of an aesthetic complaint.
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Quote:Short answer: http://wiki.cohtitan.com/wiki/DefenseScenario: You're face to face with a critter wielding a sledgehammer.
You have:
3.75% Smashing/Lethal Defense
and
3.75% Melee Defense
Which one of those defenses protects you?
Long answer: Depends on the attack regardless of animation. however, I'm going to assume it's a melee attack with some form of smashing component.
Since it is melee (or melee pbaoe, doesn't matter which), melee defense will protect you. Since it does smashing damage, smash/lethal will protect you. -
Quote:Not to mention the Seers Praetorian group, the Fortunata and Night Widow Arachnos group, and certain critters from the Tarantula Arachnos group, and from STF, Regent Korol.Psychic clockwork are found in a variety of Tina Macintyre/Unai Kemen arcs, plus the first mission of the Lady Gray task force. Crazed show up in some Tina Macintyre arcs. There are also some psychic archvillains you face, such as the Psychic Clockwork King (the LGTF plus a Tina Mac mission), Malaise (the Faathim TF plus two Maria Jenkins missions), and Mother Mayhem (the Faathim TF plus two Maria Jenkins missions). All of this is level 40+ content.
Also just to note that the Maria Jenkins mish with Mother Mayhem and Malaise? Only Seers (and hence, only psychic damage) in that mish. -
Quote:Aww, but Ignite is just so fun! And it has more AoEs than any other similar sets!Back to the OT, I feel Assault Rifle is one of the worst sets in the game. I probably sound like a broken record by now, but that's my opinion and I'm sticking to it.
(seriously though, why do people dislike AR?) -
Quote:Which is why I suggested attaching the stance with a (presumably invisible) buff. It's already possible to switch attacks (and hence attack animations) depending on whether a buff is present, see the dual pistols swap ammo examples. If the stance is not present, a shorter attack would be called instead, and activate the buff. If the stance (and hence buff) is present, the current existing attack and animation would be called. Any situation which would cancel stances would likewise cancel the buff (this might be trickier, but I presume not impossible).I'm not talking about something in the game, I'm talking about a conceptual way you could fit a redraw and attack animation into the same period of time. A gunslinger, for instance, would draw his gun from the hip the way a quick draw shooter would and fire it. As another example, sometimes you will see a samurai draw his katana and strike with it all in one motion. Presumably, the speed you gain in drawing the katana actually makes that a MORE powerful attack than a normal one.
That would eliminate redraw since you wouldn't have to play the draw animation before you played it. The animation would depend on whether or not the weapon was drawn before you started. As far as I understand the game, though, THIS IS IMPOSSIBLE the way the code currently works. You get one and only one animation per stance, and if you don't have an animation that matches your stance, you go into that stance before performing it. Thus, for instance, if you have no Katana out, and you activate a Katana animation, the Katana must be drawn before the animation begins so you can have the Katana in your hand. -
If you're going to do this, better set a time limit. Since TECHNICALLY an illusion or mental can just confuse a group until there's only 1 mob left, if they have some form of stealth.
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Quote:What's the difference between that and a tankermind?I want a new concept for mitigation. We've got defense tankers, resistance tankers, "regen" tankers, control tankers, and everything since has been different kinds of layering of those methods of staying upright.
I want a new mechanic, and the introduction of novel things even for single powersets (like combos just for Dual Blades) leads me to hope the Devs are willing to make a new type of powerset that doesn't merely recombine the previous powers.
I think I recall seeing that the game engine can't support a "damage shield" powerset that inflicts damage on foes that strike the tanker; too bad. How about, say, an Ablative Armor set, one whose powers create "pseudo-pets" that have hit points only, and are destroyed as they take hit points? Perhaps it could use the mechanic from Masterminds' bodyguard mode to share damage between the Tanker and his ablative armor. The powers would be clickies on a longish recharge, so that you couldn't just refresh them before anyone could hurt you; you'd have to watch chunks slowly being blown off the tanker as you try to win before you erode.
Anyway, a psi tank set would be nice. Especially if we get to do that "intangable but still can attack" trick those carnival gals can do.. though that might mess with some "countdown" attacks admittedly. Psionic mastery also already contains a mini-tank pool list, with Link Mind, Indomitable Will, Mind over Body, World of Confusion... -
Quote:At this point I don't think it's possible to do this without adding alternate animations to weapon powers, but the stance switching should be trivial if the above is possible (playing different attacks based on stance). It would work out like this:Hm. That sounds reasonable. Similar to an idea I had, in fact. (My suggestion was to draw the weapon and attack with it at the same time, like a gunslinger's quick draw) The problem, I think, is that you need the stance to change after the animation plays (so you can play a different animation as you switch stance) while I believe the stance changes before the animation plays.
It would be a considerable amount of work to add a second animation to every single weapon power in the game. But at least it wouldn't be as much work as adding a second animation to every single NON-weapon power in the game. (Which would be required if you wanted to have alternate animations that kept the weapon drawn)
Without stance: Draw weapon (stance switch), play fast animation.
With stance: Play original animation. -
Just thinking out loud, a solution to weapon redraw without affecting other powers at all.
For all weapon animations, have two set of animations (and two different set of attacks), One without weapons and one with. They'd also have marginally different cast times, to compensate for the weapon redraw. The trick then is to determine which attack to use when being activated. I know they can already do different emotes depending on whether a weapon is out. (glances at tantrum emote with shield out, or that example mentioned about which calls the weapon fx remove command on emote), but I don't know if it can apply to actual attacks.
Alternatively, having a weapon out could constitute as a "buff" like dual pistols swap ammo. That buff inherently changes the attack being called. If an attack is called without the "weapon" buff, it draws the weapon (and activates the buff) then executes a faster attack to compensate for the weapon drawtime, as elaborated above. -
I'm not convinced that's the best option considering he already has a LOT of recovery thanks to Physical Perfection (and has conserve power as an emergency button), and really, not enough single target attacks to use them all. I'd suggest Radial Boost instead, since recharge would help with the lack of single target attacks, and health to help pump up what he seems to be aiming with his build, high regen (and health to help with that high regen)
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Quote:That and WL spawns with lv 50 mobs. That's ok in Atlas where lv 50s tend to gather, not so ok in an area where people tend to leave at lv 20 for greener/meaner pastures..Super! More time to replenish the Slow Resist IO stock for the year :-)
BTW, if the events going to run for a while longer, would it be possible for someone to look into the spawn points for Winter Lords in Praetoria? Some of them are very inconveniently placed indeed (e.g. next to Warrant, or at the Imperial City train station). The pesky WLs hang around for such a long time once spawned, too. -
Quote:Side note, shield def DOES suffer from the same flaw. Almost all emotes don't work with shields. Just as how almost all emotes take away the weapon when activating (and those that don't, are bugs and look odd anyway), but since shield powers are toggles, they can't just remove the shield.What I've long wondered about this is why Shields don't suffer the same flaw. You don't pull the shield out after every attack, as if "stance" is a setting per hand and not per body. The game also somehow knows when you carry a shield not to use the two-handed animation for certain powers. Like--I assume since I've never tried it--Air Superiority.
Overall Shields seems like a much more intrusive system, so it's hard for me to say that redraw issues are completely unfixable, even if the result is some animations only animating with one hand (mainly the "put my hand to my head" psi blast types.) Most other powers I can think of don't have what look like would be significant amount of clipping issues. The "tarzan" animation in Tough, maybe. What's tricky though is Archery actually holds the bow in a different hand than Assault Rifle. Not sure how the game resolves this with temp powers and Shields.. isn't there even a temp power with a bow and arrow? -
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Quote:Meh. Build-up + Shield Charge + Lightning Rod (+ thunder strike + fireball, melt armour as a prelude assuming +4 mobs) = mostly dead spawn. Someone else can pick off the half-dead bosses.. Assuming we're both comparing with buildup + aim, since lightning rod and shield charge just so happens to have the same recharge time... (and AAO better damage bonuses than Aim)LOL! Don't worry Diggis, I always leave an enemy or two for the Scrapper.
However, I've been known to kill steal while Headsplitter is going off. Scappers *really* hate that.
(on that note, why hasn't anyone considered that Blasters would probably do more damage than other archetypes with that Judgement attack anyway?) -
There're several flaws with it...
1) Replace the IO in Stamina with common IOs. Unless you REALLY want that 5% movement boost, this gives better performance.
2) Take out slots from kick and boxing. Remove one of them. Either place 3 slots into fossilize and slot thunderstrike, or tale Hurl , place 2 slots and slot thunderstrike. If you REALLY must have the regeneration, use one of the freed slots into Health and slot Regenerative tissue +regen.
3) Frankenslotting Manuevers will give better bonuses.
4) You're ALMOST perma rage. Fitting in another two recharge bonuses should to the trick. You can fit one into manuevers, and you've a spare slot from above..
5) If you're willing to sacrifice a little resistance (drop a slot from toughness), you can move a slot to grab a little more N/E def to hit softcap. -
I'm honestly not sure why you need so many defense IOs in Phalanx Fighting. Also, learn to frankenslot wherever you use an End and Def/Res IO.
More thoughts since I've tried planning a shield/elec tank in mids.
1) Single damage attacks are severely underslotted.
2) I'm not convinced it's worth sacrificing 1 attack and 4 slots for fortunata hypnosis. You could move the slots to charged brawl and Chain Induction, fully slot in crushing impact to 5 slots, and get nearly the same bonuses, while properly slotting in those two single target attacks. Also, dig out a slot somewhere to throw into Havoc punch for the recharge bonus.
3) Moving one def from combat jumping to battle agility would give overall better bonuses. Even though there's a higher ED penalty, battle agility has a much higher base value to compensate
4) As someone above had said, replace adjusted targeting with Gaussian's.
5) Replacing an end-mod IO in Physical Perfection with Miracle +recovery IO is a lot more effective. Replacing a heal IO in physical perfection with Regenerative Tissue +regen IO is a lot more effective.
6) Moving the IO reduction from Weave to Manuevers or Assault would be more effective. Granted, very little change, but still more effective.
7) Phalanx Fighting doesn't need so many Def IOs, since the base (no one around) bonus is non-enhanceable.
8) Still should try to fit Grant Cover somewhere, along with defense IOs, for the res to def debuff.
9) As someone said above, try to get some luck of the gambler around. Trying to fit in a kismet +to-hit IO (I refuse to call it it's misleading name) would also be helpful.
@Loft0001
Fitness is inherent now... -
Quote:Oh come on, you've never had a buffing defender in your team before? Those pylons are buffing defenders, nothing more.Ok for now, you've used your powers in the way that you are flexible enough. I would always look at the team and tank to suit it before using any kind of get out of jail free card. I bet most people were just happy to finish it. Edit: LR cheats with them pylons anyhow.
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Quote:Of course, if I were to aim for insp-softcap as you have, I could easily drop both hover and manuevers and throw those slots into Dark Regeneration, and deal with the end problem at the same time.This is why I chose Elec Armor for this, as the endurance consumption is too much for DA to handle. I would also strongly advise against sacrificing slots on Dark Regeneration and relying on Hover for defense. Overall too many sacrifices.
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Anyway, here's using mostly similar IOs to yours so the prices should be more or less comparable. Nearly softcapped all positional defences, though I did have to sacrifice a little on Dark regeneration, and hover may be a little slow. Overall better bonuses than my last build, ignore the slotting order.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx/Rchg(31)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(21)
Level 2: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(43), S'fstPrt-ResKB(50)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 6: Obsidian Shield -- ResDam-I(A)
Level 8: Dark Regeneration -- Theft-+End%(A), M'Strk-Acc/EndRdx(25)
Level 10: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(21), Aegis-ResDam/EndRdx/Rchg(23), S'fstPrt-ResKB(27), S'fstPrt-ResDam/Def+(31)
Level 12: Taunt -- Mocking-Taunt/Rng(A)
Level 14: Cloak of Darkness -- RedFtn-Def/EndRdx(A), DefBuff-I(23), DefBuff-I(33)
Level 16: Kick -- KBDist-I(A)
Level 18: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(29), Aegis-Psi/Status(29), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(34)
Level 20: Weave -- RedFtn-Def/EndRdx(A), DefBuff-I(34), DefBuff-I(36)
Level 22: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dam%(31), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 24: Hover -- DefBuff-I(A), DefBuff-I(25), RedFtn-Def/EndRdx(27)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(42)
Level 32: Oppressive Gloom -- Acc-I(A)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(50)
Level 44: Maneuvers -- DefBuff-I(A), RedFtn-Def/EndRdx(45), DefBuff-I(48)
Level 47: Darkest Night -- EndRdx-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrcl-Rcvry+(A)
Level 1: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) -
I meant that, looking at mids, I can't tell how much a recipe is until I check the AH. Then, finding out something is expensive, I adjust mids again, then have to look at the AH again. For each and every adjustment I make. And adjustments adds up when one is not confining oneself to a specific powers, or powersets, or archetypes..
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Quote:Maybe we've a different opinion on cost then, since I grab most of my yellow IOs from bronze ticket rolls. (and I didn't realize how cheap "rare" IOs are, which only points to how flawed the whole market system is)OK.
I just checked the market and did the math, and mine is actually cheaper by about 200mil counting the necessary +defense IO's alone(including all the "rare" IO sets). A big bulk of your cost was the Eradication IO's, Rectified Reticle IO's, and Reactive Armor IO's.
Ok, off-topic: is there anywhere I can see how expensive recipes are on average, since I can't rely on rarity of recipe? -
Quote:Then prove it. I see most of your defenses comes from 6-slotted sets, all of them rare. Mine wouldn't be that far off from Dech's build defensively, since it has the basics (I haven't seen his build, but I have seen his spreadsheet, which gives similar values. Unless he has a newer build than that.), it just probably won't be nearly as offensive. Which is fine by me, I've a scrapper when I want to seriously slog out.If you focus on defense alone, remove all the unrelated IO's, and compare the builds you'll actually see that the prices are fairly similar. And in order to make the most out of your build through rarer IO's you will need to spend more than I would. If you want to see a good DA build just look around for Dechs Kaison's build.
I don't need a full softcap to S/L/N/E, due to the rarity of N and my hardcapped res to E, and due to my high S/L resistance. I rather get more offense and more versatility for less inf. -
Quote:I still doubt you can make it cheaper than my sample build here. Granted yours has more recharge and other benefits, but yours use a heck LOT more rare recipes than mine. Mine's also a full softcap vs S/L/N/E, as opposed to a insp-needed softcap vs melee/ranged/aoe. With minor adjustment, I can probably make it insp-needed softcap vs melee/ranged/aoe too. (On that note, still seeking advice on how to improve this build without excessive cost)You can softcap Ice without IO's either. I should have been more specific, I meant that my build is cheaper compared to other defense centric builds on resistance based tanker primaries like Elec, Fire, Dark, Invuln, and Willpower. I'm mostly referring to the fact that my build doesn't need Kinetic Combat IO's.
Simple fact: because DA comes with 5% def in one of it's core skills, hitting softcap will be easier, period.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx/Rchg(9)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/EndRdx/Rchg(13)
Level 2: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(17)
Level 4: Combustion -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(19), Erad-Acc/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25)
Level 8: Dark Regeneration -- Theft-+End%(A), RgnTis-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Acc-I(29)
Level 10: Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/EndRdx/Rchg(31)
Level 12: Cloak of Darkness -- DefBuff-I(A), DefBuff-I(33), RedFtn-Def/EndRdx(33)
Level 14: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 16: Kick -- Empty(A)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 20: Weave -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(36), DefBuff-I(37)
Level 22: Combat Jumping -- DefBuff-I(A), DefBuff-I(37), Krma-ResKB(50)
Level 24: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(37), Annoy-Taunt/Rchg/Rng(39)
Level 26: Oppressive Gloom -- Acc-I(A)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx(40)
Level 30: Hover -- DefBuff-I(A), DefBuff-I(42), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42)
Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(43), DefBuff-I(43)
Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(45)
Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(46), S'ngH'mkr-Dmg/Rchg(46), S'ngH'mkr-Dmg/EndRdx/Rchg(46), F'dSmite-Acc/EndRdx/Rchg(48)
Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(50)
Level 47: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)