About the Defense Soft Cap


Aggelakis

 

Posted

How important is it to get all the to 45%?

If I have 44.5% Defense, am I going to notice a difference if I get the last .5%?


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

I wouldn't even worry about getting to 44.5%, honestly. I've noticed that survivability is about the same on my /SR scrapper whether I'm at 36% or at 43% def. This was against +2's and +3's as well. YMMV, unless you run into heavy def. debuffs then you've got very little to be concerned about. And if you're using /SR then debuffs aren't a problem for you anyway.


My Virtue Projects

AE: 38959 - Invasion of the Dark Realm

 

Posted

In what most of us consider normal play, no.

If you start pushing your survival to the limits, particularly when barraged by a large number of attacks or conducting a very long fight (such as soloing an AV/Pylon) you might.

On average, someone with 44.5% defense is suffering about 10% more damage/time than someone with 45%. If you're suffering very average low damage/time, then that probably doesn't matter. If you're pushing it to where you're actually suffering damage that could overcome your average regen (plus whatever else you might have), then it's possible that taking roughly 91% of that damage/time might mean the difference in victory or defeat.

If you're not pushing that kind of envelope, I wouldn't worry about the difference.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Mathematically, yes. Enormously yes.The way Defense works in this game means that it starts off almost utterly useless, but becomes exponentially more valuable with each extra point.

Look at it this way. If you have 40% defense, you've got a ten per cent chance of being hit by any given attack from a standard foe. If you have 45% defense, you've got a 5% chance of the same. That last 5% defense halved your chance of being hit, making it as good as the entire first 25% of defense you got.

What this means is simple. If you can't build up large defense numbers, you're better of not building up any numbers, and going instead for resistance. While the +3% defense from that IO is fantastic for, say, a Brute if it hits him the softcap, for a Blaster with no defense it is trivial.

Now in your case, the question is simple. Will the extra survivability offered by this bonus be worth the time invested to get that extra .5%? Do you die often enough to justify it?

If you're playing, say, a teaming Tank, then every little bit of hard-to-kill is worth it, no matter what it is. If you're a solo Blaster, then extra survivability is mostly irrelevant since if it lives long enough to make a difference something's already wrong.


 

Posted

it's actually not about survivability per se


the issue is Mez

as a Storm Summoning Defender I don't have the opportunity to take self mez protection

so, wanting to shut out as much as possible...

I worked out a couple of builds, almost all of it is in place already and I'm planning a final respec. One of the builds uses Combat Jumping with a BotZ set to get the final couple of points (and gets me immob protection, and at a very low end cost). The other build uses Maneuvers (I lose the immob protection, and have a high end cost, but gives my team another 5%) and gets me another LotG.

I also had to slot Defense in Hover and Steamy Mist to get all the way there, but it seems worth it, especially since it's also boosting my Melee and Psionic defense even.

Despite the end cost and loss of immob protection, I'm somewhat inclined to use the Maneuvers build, for the higher psi defense, the team defense and the LotG.

Here are the builds:


with CJ

Click this DataLink to open the build!

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with Maneuvers

Click this DataLink to open the build!


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Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

of course this all raises the question, should I have instead of building for the ranged soft cap, build for very high range, and significant Psi defense...

it's not a very different build, slot a couple Devastation instead of Thunderstrike. Lose that last 5% to Range and gain more than 7% more to Psi, bringing Psi up over 25%. That's a tricky question.

edit: im ignoring purples and pvp ios intentionally

edit 2: actually, looking at it again, if I Really wanted to go for Psi Defense I would need to build somewhat differently, to have Scirroco's in Short Circuit (didn't take it), and some other sets including Devastation.

That would mean a lot more change than I had planned. Not sure whether that would be worth it. I'm sure I couldn't softcap Psi, but I might be able to get 30% or 35%, and still keep Ranged over 35%.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Master_Armantus View Post
I wouldn't even worry about getting to 44.5%, honestly. I've noticed that survivability is about the same on my /SR scrapper whether I'm at 36% or at 43% def. This was against +2's and +3's as well. YMMV, unless you run into heavy def. debuffs then you've got very little to be concerned about. And if you're using /SR then debuffs aren't a problem for you anyway.
If you can't notice the diff between 36% and 43% you're not in very challenging circumstances. Try doing the Scrapper Challenge in the RWZ and the difference will be dramatic.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

Posted

Quote:
Originally Posted by uberschveinen View Post
What this means is simple. If you can't build up large defense numbers, you're better of not building up any numbers, and going instead for resistance. While the +3% defense from that IO is fantastic for, say, a Brute if it hits him the softcap, for a Blaster with no defense it is trivial.
I don't follow that "get close to the softcap or don't bother" reasoning. Mitigation is mitigation. If you have 3% defense, that means you're going to be taking roughly 6% less damage over time. I've had several blasters that got modest ranged defense, and having even 10-15% defense makes a very welcome difference.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

Posted

Quote:
Originally Posted by Sardan View Post
If you can't notice the diff between 36% and 43% you're not in very challenging circumstances. Try doing the Scrapper Challenge in the RWZ and the difference will be dramatic.
That's true, but the OP also never specified any situation either. 80-90% of the game's missions are average in challenge level. So, I based my answer on that.

You're absolutely right, though. RWZ challenge and soloing AV's he'd probably need the extra bit of def., as well as in PvP. Again, OP never specified.


My Virtue Projects

AE: 38959 - Invasion of the Dark Realm

 

Posted

Storm/Electric Defender, taking point for 8 person TF teams and soloing standard content (set to At Least +1 x2).


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Fulmens View Post
You won't notice the difference between 44 and 45 in that circumstance. Probably.

You WILL notice the difference between 36 and 45, oh yes you will.
QFT!

I was doing the Rooster Teeth guest missions before work last night. When Cheat Code was hit with that rad debuff from the mobs I definately noticed the difference between 38.6% and 45.3%.

I still love the guys at Rooster Teeth though, and I'll be buying two more t-shirts this week, (ya know, in case you guys read the forum.)


 

Posted

Whats the scrapper challenge in rwz? I have an elec/sd scrapper with 50.3% melee def, s&l def is 20%, and s&l resist is 33% and 142% rech. I'd love to try that challenge.


 

Posted

Quote:
Originally Posted by uberschveinen View Post
Mathematically, yes. Enormously yes.The way Defense works in this game means that it starts off almost utterly useless, but becomes exponentially more valuable with each extra point.

Look at it this way. If you have 40% defense, you've got a ten per cent chance of being hit by any given attack from a standard foe. If you have 45% defense, you've got a 5% chance of the same. That last 5% defense halved your chance of being hit, making it as good as the entire first 25% of defense you got.
It's not exponential, and no, the last 5% is not really as good as the first 25%.

10 critters attacking doing 100 pts per attack, with no defense, 500 dmg avg per "round."

The same with 25% defense, 250 dmg avg per "round," saving you 250 dmg/round over 0 defense.

With 40% defense, 100 dmg avg per "round."

With 45% defense, 50 dmg avg per "round," saving you 50 dmg/round over 40% defense.

To the OP: Nice builds. I would pick the CJ build because in eight person teams sometimes immobilize can be a death sentence, and the ability to Hurricane where you need to without costing a BF. Presumably on an eight person team there's some other support, but maybe not.

Since Gale is a little underslotted to actually hit everything--suggesting you don't use it that much--maybe you could sub it out for Tesla Cage? On eight person teams it's often a little too chaotic to pick out the mezzing Lts easily (though binds can help), but two holds to stop the psi-hey-I'm-not-a-ranged-attack mezzes preemptively should be useful. And sneaking a slot (from, say the Res in Steamy Mist, giving you only +5% to energy/fire/cold) into Tesla you can squeeze another 1.5% ranged def with a couple Basilisks.

To eryq:
Quote:
The standard RWZ challenge involves a single character taking on a RWZ spawn that has at least 3 bosses and is +4 (so that usually means level 54 baddies). These are the basic RWZ challenge rules (sorry if I missed some):

-No inspirations allowed
-No temp. powers allowed
-No click accolades (auto accolades are fine)
-All aggro must be on the player at all times.
-Spawn must contain three (3) boss level critters
-Spawn must be +4 (so that means level 54)
It has been done by a scrapper using only Swipe...


 

Posted

Quote:
Originally Posted by eryq2 View Post
Whats the scrapper challenge in rwz? I have an elec/sd scrapper with 50.3% melee def, s&l def is 20%, and s&l resist is 33% and 142% rech. I'd love to try that challenge.
Find a spawn of L54 Rikti that contains 3 bosses. Defeat them all without using inspirations, temp powers or (preferably) click accolades, but all your powers are game. Don't split the group. Kiting and pulling are OK as long as all of them ultimately are fighting you at the same time when you really start to beat on them.

Edit: Oops, already scooped above!


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
The standard RWZ challenge involves a single character taking on a RWZ spawn that has at least 3 bosses and is +4 (so that usually means level 54 baddies). These are the basic RWZ challenge rules (sorry if I missed some):

-No inspirations allowed
-No temp. powers allowed
-No click accolades (auto accolades are fine)
-All aggro must be on the player at all times.
-Spawn must contain three (3) boss level critters
-Spawn must be +4 (so that means level 54)
Should it have all 3 Chief Soldiers or mix of bosses is OK?


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
It's not exponential, and no, the last 5% is not really as good as the first 25%.
Sure it is. Let me show you using your numbers.

Quote:
10 critters attacking doing 100 pts per attack, with no defense, 500 dmg avg per "round."

The same with 25% defense, 250 dmg avg per "round," saving you 250 dmg/round over 0 defense.
So it took 25% defence to double your survivability, starting from 0 defense.
Quote:
With 40% defense, 100 dmg avg per "round."

With 45% defense, 50 dmg avg per "round," saving you 50 dmg/round over 40% defense.
Now it only took 5% to double your survivability, starting from 40% defense. So, the last 5% really is as good as the first 25% as far as making you live longer, which is what counts. Thanks to Dechs Kaison, who pounded this into my brain with his amazing guide.


 

Posted

It's still not exponential. Your damage admittance is proportional to (1-2*defense). The decrease in the ratio of new over old admittances does accelerate the closer you get to 45% defense (where the toHit calculation's 5% floor halts it), but that acceleration isn't exponential. Exponential implies that your admittance decreases as some constant raised to the power of your defense (or perhaps (1-DEF)), and that's definitely not the case.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Reptlbrain View Post
It's not exponential, and no, the last 5% is not really as good as the first 25%.
This is incorrect. In truth, the last 5% provides exactly the same mitigation as the first 40%. Please refer to my guide (in the sig) for mathematical proof.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

First off, I realize the value of soft-capping, and attempt to do some sort of it on nearly every toon I build these days. I agree with you guys that getting closer and closer to the softcap is more and more valuable, especially as far as debuffs (and mezzes)--paramount among them, defense debuffs--are concerned. But...

Quote:
Originally Posted by Emberly View Post
Sure it is. Let me show you using your numbers.

So it took 25% defence to double your survivability, starting from 0 defense.

Now it only took 5% to double your survivability, starting from 40% defense. So, the last 5% really is as good as the first 25% as far as making you live longer, which is what counts. Thanks to Dechs Kaison, who pounded this into my brain with his amazing guide.
25% defense stopping 250 DPS (terminology simply for the purposes of this exercise) is stopping five times as much damage as (the 5% 40-45) stopping 50 DPS. "Doubling your survivability" is a claim that can only be made with regard to how much DPS you can withstand naturally. If 100 DPS won't kill you, then 50 DPS doesn't "double your survivability."

I beg to differ that Dechs Kaison's guide is "amazing." The discussion of the probability of multiple hits only considers one opponent at a time, something rare in CoX except for the last boss/EB/AV standing. It doesn't take into account how fast enemies die--only the boss discussion supplies a somewhat plausible number of attacks gotten off by the critter in a solo fight.

Quote:
Originally Posted by Dechs Kaison View Post
This is incorrect. In truth, the last 5% provides exactly the same mitigation as the first 40%. Please refer to my guide (in the sig) for mathematical proof.
There is no mathematical proof--the math itself is invisible in the post.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
There is no mathematical proof--the math itself is invisible in the post.
Fine.

40% defense means that you have a 10% chance to be hit. Since you start at 50% chance to be hit, you have decreased your damage taken to 1/5 of it's original value.

45% defense means that you have a 5% chance to be hit. This reduces your damage taken to 1/10, twice the effectiveness of 40%.

The last five percent prevents as much damage as the first 40%.

Quote:
Originally Posted by Reptlbrain View Post
The discussion of the probability of multiple hits only considers one opponent at a time, something rare in CoX except for the last boss/EB/AV standing.
My guide does consider more than one opponent. The probability of one minion hitting you in a succession of five attacks is the same probability of five minions hitting you at the same time.

Quote:
Originally Posted by Reptlbrain View Post
25% defense stopping 250 DPS (terminology simply for the purposes of this exercise) is stopping five times as much damage as (the 5% 40-45) stopping 50 DPS.
This line is evidence enough that you understand nothing of the game's attack mechanics. This is not an exercise with magical math that says every % of damage stops 10 DPS. Every % of defense reduces your chance to get hit. This has a non-linear effect on the DPS that it prevents. Each % of defense added is more effective than the previous %.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Fine.

40% defense means that you have a 10% chance to be hit. Since you start at 50% chance to be hit, you have decreased your damage taken to 1/5 of it's original value.

45% defense means that you have a 5% chance to be hit. This reduces your damage taken to 1/10, twice the effectiveness of 40%.
True, twice the effectiveness of damage reduction from the point of 40% defense.

Quote:
The last five percent prevents as much damage as the first 40%.
No, taking one-fifth of original damage (40 def) is saving yourself from 80% of the original damage.

Taking one-tenth of original damage is saving yourself from 10% more damage. The original 40 points of def is still doing the "work" to reduce the original 80%.



Quote:
This line is evidence enough that you understand nothing of the game's attack mechanics. This is not an exercise with magical math that says every % of damage stops 10 DPS. Every % of defense reduces your chance to get hit. This has a non-linear effect on the DPS that it prevents. Each % of defense added is more effective than the previous %.
The line was in reference to my previous hypothetical of 10 critters (which should have been minions, since I was using the 5% number) each attacking with 100 DPS (changed from "damage per round"). You still haven't shown defense's non-linear effect of reducing incoming DPS (though certainly the curve bends a bit because of the 95/5 bounds on hitting).


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
True, twice the effectiveness of damage reduction from the point of 40% defense.

No, taking one-fifth of original damage (40 def) is saving yourself from 80% of the original damage.

Taking one-tenth of original damage is saving yourself from 10% more damage. The original 40 points of def is still doing the "work" to reduce the original 80%.
What's so hard to understand? Twice the effectiveness means you've doubled you're protection. By definition, if you double effectiveness, whatever did the doubling is doing as much as the thing it doubled. Here, apparently I can't phrase it well enough, so I'll borrow someone else's post.

Quote:
Originally Posted by SpittingTrashcan View Post
More a communication problem than a math problem, I think. I was considering effectiveness in terms of relative reduction in damage per time, while you were considering relative increase in survivable incoming DPS per time. Suppose you're in a situation where, defense aside, you can survive 10 incoming DPS forever.

Floored defense: You can survive about 11 DPS (due to 5% miss chance)
0% defense: 20 DPS
25% defense: 40 DPS, or twice as much as at 0%
40% defense: 100 DPS, or five times as much as at 0%
45% defense: 200 DPS, or ten times as much as at 0%

So the first 40% defense lets you survive 100 DPS, and the last 5% lets you survive an additional 100 DPS (on average, of course). If that's how you're looking at it, then the last 5% does as much as the first 40%. In fact it does more: going from 0% to 40% only nets you an additional 90 DPS survivable, while the last 5% nets you a full 100 DPS survivable.
By doubling what you block with 5%, you double the incoming DPS you can survive. Is that non-linear enough for you?


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.