Gaidin

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  1. Most of the builds you'll find posted are final level 50 builds. Here was my leveling build. I planned it out for slots up to level 40 and IOs starting at level 30, generally frankenslotting to gain maximum enhancement value.

    I did get some set bonuses, and I did use the Healing/Recovery uniques as well as a Steadfast +Def and Kismet +Acc. This was a very solid leveling build and I did pop purples often for bosses and large group situations. Even if you can't use all of it, it should give you a general idea. Hope you're leveling is going well.

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  2. Quote:
    Originally Posted by Grey Pilgrim View Post
    For those all worried about a change to Shield Charge, here's a reminder of what he said:

    "FWIW, nothing is going to be done about this for now. It's too big and widespread of an issue for me to unilaterally decide on how to approach it. I'll give folks a heads up on what is decided as soon as I know."

    Castle isn't making wild presumptions, and he's going to look into things thoroughly. So no more overreacting.
    I believe that the reason for the "overreacting" is that /Shields is being considered for moderation at all. SC numbers obviously warrant an eventual alteration as they do not correspond with intended scaling, which Castle's posts do indeed indicate.

    Castle's posts also mentioned concern with FM/ and DM/ damage in connection with top end DPS when compared to other primaries, specifically referencing the pylon run results as mentioned by BillZ.

    I don't believe that any changes are needed on these powersets, nor do I believe that Castle will think so once he takes into consideration their performance in all other areas. I would hope that the Devs wouldn't base a decision about powerset balance upon a single aspect of the game, especially one that the vast majority of the playerbase is incapable of even attempting.
  3. Quote:
    Originally Posted by Iggy_Kamakaze View Post

    ... sig worthy?
    It so is. I love Arcanaville, regardless of actual or implied gender.
  4. Quote:
    Originally Posted by Castle View Post
    This thread makes my head ache. I *really* don't want to look at Shields, do I?
    EvilGeko summed up key points nicely.

    I will add that balancing around IO investment would be unwise. Daring to mention a competitor, getting decked out in IOs is essentially CoX's version of the time/effort of getting decked out in Epics in WoW. Classes in WoW certainly aren't balanced around what loot the players amass. Off the top of my head, I can't recall one that is.

    Therefore, /Shields is perfectly in line with other secondaries, sans /FA, which is underpeforming and does need looked at. Also, with the other MMO options out there, messing with something the player base likes is probably counter-productive.
  5. Gaidin

    Massive Recharge

    Quote:
    Originally Posted by Nemu_ View Post
    The PvP heal set offers 7.5% recharge at 5 slots, and you have a lot of powers that take them as a regen. I don't believe those stack with the lotg 7.5s so you could have another 5 7.5% bonus on top of the 5 lotg 7.5s
    Excellent suggestion, and yes, their bonuses are exclusive for the rule of 5. You can have 5 set bonuses of 7.5% in addition to the 5 LotG 7.5%.
  6. Quote:
    Originally Posted by _Force_ View Post
    \Calling people names for being corrected instead of learning from your mistakes isn't fine.

    I am going to post this and then not reply to anything further you have to say that does not relate to this topic. I suggest you make whatever hot headed remarks you feel you must and then lets both move back to the topic at had, which would be helping others with whatever experience and knowledge we have. If a situation of disagreement forms, then lets try to maintain some form of civility as we work it out. It's not about me, it's not about you. It's about informing whoever asked the question with the most accurate information we can give.
    You mistake my annoyance for defensiveness. Nothing I have stated in this thread has been incorrect, nor in need of correction.

    You persist in the viewpoint that I offered advice with no experience and that numerical fact has less relevance than in-game experience, when, in fact, they directly correlate. See my quote to Werner in my prior post for emphasis.

    Though I have in-game experience with DC, the matter of in-game experience or not is immaterial, as he did not want it in his build. The question of optimal slotting of PP for peak end recovery in any build is a matter of empirical numerical fact, and in-game experience can in no way affect it.

    You offered advice and some of it was correct. Other advice was not, even for builds other than AndFerne's. I refuted the incorrect information with factual statements. You state that, "It's about informing whoever asked the question with the most accurate information we can give." Happily, this has been achieved.
  7. Gaidin

    4 AVs at once!

    Woo! Awesome scrappery goodness. Congrats!

    Also, Sant - your new congrats vid gives me a chuckle.
  8. Quote:
    Originally Posted by _Force_ View Post
    False? It's a little power called Dark Consumption, you don't need CP, you don't need PP. In fact, for several month I ran a fully IO'd/purple/pvp IO'd out DM/SD WITHOUT fitness, using Blaze Mastery. And thanks to DC, end was perfectly managable. But hey, you have one at level 43 so you haven't played one in that way to know that. Mids can only do so much, after awhile you kinda have to stop looking at numbers and give advice from ingame experiance. It's an interesting concept. Try it.
    You're so self-righteous that you don't understand how what you recommended for the build in question was false, and then imply that I have no experience with level 50 toons, and no experience with DC or the DM/ set in general, which is also false, in order to justify what you stated.

    He did not want DC due to concept. Therefore, DC was not an option and what you stated was false in reference to his build needing CP. As to the slotting you recommended in PP, it was simply worse than the slotting I had in it for end recovery.

    Quote:
    Originally Posted by Werner View Post
    Yeah, even as a hard core number cruncher, I'd never go that far. Numbers may be facts, but IN-GAME is where the rubber meets the road. You can't claim you won a race by pointing out that your car has the highest horsepower and the most grip. You have to actually get out there and race. Numbers can only take you so far.

    For the most part, though, yes, my Mids', spreadsheet and in-game experience pretty much match note-for-note.
    I completely agree with you. I'll quote myself emphasizing with underlines:

    Quote:
    Originally Posted by Gaidin View Post
    Looking at numbers does show what you will most likely be capable of in-game. Player ability decides how close to the numbers suggested performance you will actually be for non-static factors. Static factors, such as end gain and end consumption, if using a certain attack chain plus toggle cost, can and will be reliably calculated solely from looking at the numbers.
  9. Quote:
    Originally Posted by Cyber_naut View Post
    Aw christ, what's the nerf to the numina and miracle uniques?
    The Numinas has already been fixed. The Miracle, among others, has yet to be fixed. They are making their effects unenhanceable. So, for example, slotting the Miracle unique in PP will be the same as slotting it in Health. It will make achieving sustinable endurance a good deal more difficult for some of the top-end builds.
  10. Quote:
    Originally Posted by _Force_ View Post
    Now that being said, I do hope you are making all those comments because you do indeed have a DM/SD in game and aren't just looking at numbers from mids because that's what it seems. Looking at mids and checking numbers is very different than playing the real thing. Dropping a power here or changing some set bonuses around was not me saying that he'd lose those set bonuses completely, there are plenty or ways to get the desired numbers from a build. Sometimes you just have to think outside the box.

    I'm not going to go over your "knee-jerking" replys to all of my comments, I'm sure all your comments may have some measure of truth to the matter, but so did mine. It would seem that he's going for a concept build, and some of my comments don't fit his criteria. They are still good comments for anyone else however.
    Yes, I do have a DM/SD at 43 and it is the most devastating toon I have ever played or witnessed being played...and I love it.

    Looking at numbers does show what you will most likely be capable of in-game. Player ability decides how close to the numbers suggested performance you will actually be for non-static factors. Static factors, such as end gain and end consumption, if using a certain attack chain plus toggle cost, can and will be reliably calculated solely from looking at the numbers.

    Many of your suggestions were actually fine, but not relevant to the build in question. The points you made about needing CP and the slotting in PP were completely false, and the numbers will show this to be true. In-game experience is fine, but the numbers are factual and don't lie.
  11. My vote is for soft-capped DM/Shields or DM/SR.

    There is no Psi hole like in /Invul, and DM's self-heal in Siphon Life allows you to skip Aid Self and increase survivability.

    Your requirements don't indicate a concern with damage, which is why I listed /SR in addition to /Shields. DM/SR does excellent damage, and both can soft-cap with 95% DDR, but if you have unlimited funds, /Shields will also greatly increase your damage output with AAO, give you more AoE with Shield Charge, and more HP with True Grit. Also, /Shields has a Taunt Aura in AAO, so if you decide that you want to Tank, you could.
  12. Quote:
    Originally Posted by _Force_ View Post
    Over all your end numbers are good, however your power selection and slotting to get you those numbers is (not to be rude) horrid.
    With this statement, you've effectively shown that your post is a knee-jerk reaction and that you didn't read AndFerne's build requirements, most of which are concept-oriented.

    Quote:
    Originally Posted by _Force_ View Post
    --You're skipping DMs most devastating attack, Midnight Grasp. You picked up Shadow Maul instead, which is just fine if you want to sacrifice your massive Superior damage attack (that takes 1 second less to animate) for a longer animation attack that does a Fraction of the damage you COULD be doing.
    He did not want MG as it is not concept-friendly. Per prior posts of his in this thread, he is aware of the downside to this decision, as I and a few others already pointed out, and is fine with the loss of DPS to stay true to his concept.

    Quote:
    Originally Posted by _Force_ View Post
    --You have enough Acc in your attacks that you don't need that 4th slot of LotG in Weave. Really.
    This is your opinion. Without turning on Tactics, with the removal of the 7% CI set bonus, his Acc in all attacks, sans SD, is 87% vs. +4 mobs. With the 9% LotG set bonus, his Acc in all attacks, sans SD, is 91% vs. +4 mobs.

    I was sorely tempted to remove the last extra slot from PP and put it into Maneuvers to get another 9% Acc bonus, which would put him at 95.1% Acc vs. +4 mobs without using Tactics.... In retrospect, I actually would do this and AndFerne can opt to do so if he chooses. Not using Tactics, unless the team needs it, would save a great deal on End usage.

    In all of the builds I make, I attempt to get to 95% Acc for all attacks vs. +4 mobs pre-Build Up/SD/external buffs. Missing lowers DPS. I also build with the goal of AV/Pylon soloing in mind, and so does Santorican who posted the first incarnation of this particular build.

    Quote:
    Originally Posted by _Force_ View Post
    --2 slotting performance shifters in Physical Perfection give you +5% to travel speeds. Slotting 2 Efficacy Adaptors will give you more HPs.
    That may be true, but with all of his toggles End gain and management are more important than HP. The the Perf Shifter proc alone gains average of 0.2 EPS compared with your suggestion which provides only 0.17 EPS gain. So, even removing the final slot from PP for more Acc, his end gain is still better with the Perf Shifter proc alone than with two Efficacy Adapters. Besides these facts, Santorican pointed out that it is more beneficial to slot the Perf Shifter proc a few posts earlier.

    Quote:
    Originally Posted by _Force_ View Post
    --Drop a slot from Active defense, take out the Recharge IO and put in an Enzyme HO for more defense debuff resistance. (alternately you could keep the slot and just slot 2 Enzymes)
    As stated in his build requirements previously, he does not want to use Purples, PVP IOs, or HOs. The first build I posted for him, prior to him saying no HOs, actually included a plethora of HOs.

    Quote:
    Originally Posted by _Force_ View Post
    --Siphon Life is a self heal, your slotting it straight up for damage and completely underestimating the value of those added HPs you could gain from slotting it with some form of +Heal.
    He needs to put the Makos set into SL so that he can maintain softcap to Ranged. He stated that softcapping was priority. Without at least HOs, it is a sacrifice he must make.

    I looked at slotting differently - Red Fortune in one Def toggle, one less slot in Deflection and Battle Agility, and 4 Kinetic Combats in SL with a Heal IO, and while softcap to all positions is maintained, the enhancement values are then quite sub-par and he needs SL slotted well as an attack as it is his hardest hitting attack without MG.

    Quote:
    Originally Posted by _Force_ View Post
    --If you have stamina and physical perfection, you don't need conserve power. however if you're bound and determined, drop it down to slot of recharge.
    This is a complete and utter untruth. If you want to be anywhere near end sustainable on most builds, and most definitely on this build due to the number of toggles, you most certainly do need Stamina, PP, and CP.

    Quote:
    Originally Posted by _Force_ View Post
    --You seem to also be missing Dark Consumption, another amazing power from DM. Picking that up could gain you more room for +Def set bonuses and dropping the need for PP freeing up even more power selections.
    DC does not fit his concept and it is a build requirement that it not be included.

    Quote:
    Originally Posted by _Force_ View Post
    --Unless you plan to pvp you won't need tactics.
    Tactics is required because he wants it for concept reasons. He won't need to run it in most instances, which is a good thing due to his end consumption already being high, but he'll have it if he or his teammates need it. Again, read prior posts before criticizing the builds made to suit said requirements. Tactics is also being used to slot GSFC for the 2.5% Def to all positions.

    Quote:
    Originally Posted by _Force_ View Post
    --If you have the money I'd switch those LotGs out for 3 slotting Shield Walls, an extra 15 hps per power.
    Again, a build requirement is no PVP IOs.
  13. Quote:
    Originally Posted by Santorican View Post
    Made a few small corrections to your build in the name of endurance reduction and recovery. You'd be better off slotting Performance Shifter in Physical Perfection with the proc, on average it gives more endurance than regular enhancements.
    I only tweaked two things. Firstly, putting slots in Boxing makes puppies cry, so I put them into LBE with a set of Decimation which actually gives slightly more global recharge. This also makes the power at least usable, which I assume would be something you'd want since it's important for concept. If you'd rather keep the slots in Boxing and you're not going to slot LBE to be useable, then I suggest trading it out for a more useful power.

    I then moved one slot from PP to Weave to get the 9% Acc bonus. I moved a second slot from PP over to CP, as you'll actually have better end management with CP being up much more quickly than with the 0.06 eps gain from the the third slot in PP.

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  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    My votes would be for Elm/SD and FM/SD for general, all around play.

    Dm/SD is great solo, but I really feel you don't need such ST focused damage and a self heal when you're teaming and will provide more to a team if you have greater AoE potential.
    My DM/SD is 43 and saturated SD + AAO + SC will kill +3 minions and leaves Lts. with a sliver of life. I do this specifically to Council to help level my SG-mates, and due to my SG-mates being lower level I can reliably pull, saturate SD and AAO and SC. With recharge times on SD and SC with Hasten being around 40 seconds(not a final IO build), I can herd, AoE, and mop up Lts and Bosses and have the combo ready for the next group.

    Now, in a team situation this is going to be much more difficult and I agree that FM is much better for a well-rounded team player. While Elm/ is great for farming, it's ST damage is sub-par comparably.

    BS/ is great for leveling, but Parry becomes obsolete once you soft-cap and the set's lethal damage is more commonly resisted than FM/, Elm/, or DM/, so I have trouble recommending BS/ over the other three. Even excluding BS/'s lethal being resisted more, it's ST attack chain, even without Parry, is lower DPS than FM/ or DM/.

    So, in essence, I recommend FM/SD as a good choice for solo and team play with DM/SD coming in a close second due to it's higher inherent survivability with SL because not dying allows you to keep doling out damage for your team.
  15. Quote:
    Originally Posted by Werner View Post
    I'm sure there are a lot of Super Reflexes out there without major problems on +4x8. I think the "two hits and you're dead" thing is overstated in regards to an IO'd out Super Reflexes.

    Vanguard tear me apart in seconds on +4x8, of course. I'm sure some other enemy groups would be troublesome as well.
    I agree with Werner. I solo +4/x8 with my FM/SR Fireball build, but I have issues with Vanguard and sometimes Arachnos. I have fewer survival issues on my AV-build as it has Aid Self and Body Mastery, but it takes longer to kill large spawns without Fireball, so I generally stick with the Fireball build. Either way, I don't go SPLAT very often.
  16. Quote:
    Originally Posted by Nihilii View Post
    S/L is at 70% and DDR at 50%.
    Indeed. Thanks to Chaos String for pointing out the PVP setting in Mids. Once I changed that all is well with the world again. I edited the original post to correct the values.
  17. Quote:
    Originally Posted by Santorican View Post
    Its pretty bad with SOs, the most you'll ever be able to manage is around 25-30% defense to most positions and you'll be dying a lot if you ever decided to solo anything more than x4.
    I was curious, so looking at Mids, these comparisons take all secondary powers except T9s, as well as Tough, Weave, Maneuvers, and Combat Jumping into account. All powers have 4 SOs slotted, which is more than most would put in, but this is just a comparison.
    /Shields: 34.2% positional Defense and 33.6 S/L Resistance, 17.6% Res to N/E/F/C/T, and 56.04% DDR. (single stacked AD, Deflection has 2 Res SOs in addition to the 4 Def SOs, True Grit 3 Heal/3 Res SOs. If AD is double-stacked, 73.34 % DDR)
    /SR: 43.6% positional Def and 17.9% S/L Resistance, 112.1% DDR, plus the Passive's scaling resistance.
    /Invul: 71.55% S/L resistance, 23.9% res to N/E/F/C/T, and 25.7% Def vs all types but Psi, and 12.6% Def vs. Psi, and 50% DDR.
    As an aside, Mids is increasing Psi Res when TI is active, and increasing Res to all types when Tough is active. I turned them off when calculating values other than what they should affect. Due to Mids obviously having incongruities, I'm not sure if all numbers are accurate across the board.

    Even taking into account the possible Mids incongruities, if I were to be restricted to an SO build I wouldn't be playing a /Shield toon unless I wanted a slightly more survivable Blaster-esqe toon with Mez protection.
  18. Quote:
    Originally Posted by Cyber_naut View Post
    From what I understood, some uniques and procs weren't working correctly and were set to be fixed, but I didn't think anything besides botz was getting hosed, was I wrong?
    The only one that has been fixed thus far is the Numina's +Regen/+Recovery. Castle commented that he was unaware of the issue affecting other IOs, but that they would eventually get fixed.

    His quote, which can be found here: http://boards.cityofheroes.com/showt...9#post2725249:

    Quote:
    Originally Posted by Castle View Post
    Funny, I've not gotten the bug report for those. Maybe one of the others did. In any case, yes...if they have that same issue, they'll be addressed at some point.

    EDIT: Yeah, those have the same issue. Here's a list of all the IO's affected as of today:
    Code:
    Tempest: Chance for Endurance Drain
    Entropic Chaos: Chance to Heal Self
    Impervium Armor: Psionic Resistance
    Regenerative Tissue: Regeneration
    Miracle: +Recovery
    Call of the Sandman: Chance to Heal Self
    Freebird: Stealth
    Unbounded Leap: Stealth
    Celerity: Stealth
    TimeSpace Manipulation: Stealth
    Rectified Reticle: Increased Perception
    Deflated Ego: Chance for Recovery Debuff
  19. Quote:
    Originally Posted by Werner View Post
    In other words, dropping Midnight Grasp really hurts your DPS. The first chain is good enough for most purposes, and even without Soul Drain, could probably solo Pylons and AVs with Against All Odds helping out. But it's not really using the right tools for the job.

    I don't guarantee I got the best chains, but the situation doesn't look very good regardless. I also didn't account for the slotting in any specific build.
    Thanks for the numbers and chains Werner. I knew that the DPS would be comparativly poor, but if AndFerne's concept demands it, well, there it is.
  20. Quote:
    Originally Posted by Andferne View Post
    Still going through and toying with things. Gave some thought to getting rid of Assault and grab Tactics instead. To get a set of Gaussians Synchronized Fire Control in it. But came up shy on maxing out all three primary defenses. Not sure if there could be some tweaking to maybe lower Range or AoE a hair, and get Melee back up to soft cap.
    AoE 47.7%
    Range 48%
    Melee 44.2%
    Ok, here's a build with no Purples, no PVP IOs, and no MG. This does have Soul Drain, but you don't have to use it if you don't want to...though for your DPS-sake, I hope you find a way.

    It is soft-capped to all positions, Almost double-stacked AD for 95%+ DDR, 2006 HP, 3.87 EPS gain, 1.15 EPS usage without Tactics on. With this build, you won't need Tactics for most anything you'll fight, as your Acc in all attacks is 90%+ vs. +4 mobs in all attacks.

    I am not good with attack chains - I messaged Werner to see if he has time to work one up with the attacks you listed, so we'll see on that front. Smite can be altered if need be - I slotted a set of CI for the Acc and recharge bonuses and an Acc/End/Rchg IO to round out the enhancement values.

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    |-------------------------------------------------------------------|
    Hope this helps.
  21. Quote:
    Originally Posted by doomrider View Post
    When the proc fires does it have a chance to proc for each enemy it hits or will it cause KD across the whole range of the aoe when it fires? (ie.slotted in fireball will fireball cause the whole mob to be knocked down)
    The proc will check against every mob hit by the attack it's slotted in, so it's possible for all, some, or no mobs to be KD'd.
  22. Quote:
    Originally Posted by Fury Flechette View Post
    I'm referring to the change in the way a number of special health procs worked in the March 2, 2010 patch.

    The paragonwiki article only mentions Numina +Regen/+Recovery being changed but I believed that all of the special health (Regen Tissue, Miracle) were affected.
    No, so far the 3-2-10 patch has only fixed the Numina's unique. There was a comment from Castle that he was unaware that the bug affected the other uniques and that they would be fixed in the future. None of the patch notes have shown that they have been fixed...yet.

    Here's Castle's quote from the thread @ http://boards.cityofheroes.com/showt...9#post2725249:

    Quote:
    Originally Posted by Castle View Post
    Funny, I've not gotten the bug report for those. Maybe one of the others did. In any case, yes...if they have that same issue, they'll be addressed at some point.

    EDIT: Yeah, those have the same issue. Here's a list of all the IO's affected as of today:
    Code:
    Tempest: Chance for Endurance Drain
    Entropic Chaos: Chance to Heal Self
    Impervium Armor: Psionic Resistance
    Regenerative Tissue: Regeneration
    Miracle: +Recovery
    Call of the Sandman: Chance to Heal Self
    Freebird: Stealth
    Unbounded Leap: Stealth
    Celerity: Stealth
    TimeSpace Manipulation: Stealth
    Rectified Reticle: Increased Perception
    Deflated Ego: Chance for Recovery Debuff
  23. Quote:
    Originally Posted by PrincessDarkstar View Post
    Either way in my own build I noticed that using 2 Enzymes and 2 Membrames in AD bypasses the defence cap and lets me reach 95% DDR, but does this actually work in game?

    Edit 2: I noticed Fury's post seems to say the above is true. I am going to the test server to find out.
    I had asked this in a previous thread, but noone knew at the time and my DM/Shielder just hit 42, so I haven't been able to test it out. Others said that they believe that this is a Mids bug and that it doesn't work in-game, but noone stated that they'd actually tried it. I'd like to know for sure as well, as having 95% DDR is key in my Def-based toons as well, so I look forward to your results.
  24. Quote:
    Originally Posted by Santorican View Post
    Gaiden that first one looks good, you probably won't be able to tell a 25% regeneration decrease. The increase to endurance consumption out weighs the increase to regeneration. I'd rather have more recharge to keep the recharge down on Hasten which in turns keeps you pumping out more damage than have more passive regen.
    Build 1 was my first choice of the three as well.

    AndFerne, yes it does affect SL.
  25. OK, so I have a few different builds...I'm not entirely happy with any of them for one reason or another, but they all are solid. All builds have 95% DDR, run the MG>Smite>SL>Smite chain, and SL is slotted to be both an attack and heal using the 3 Nucleolus/3 Golgi HO option. EPS drain numbers exclude Perf Shifter procs.

    Build 1: Hecatomb set in Smite, 142.5% rehcrage, 215% Regen(17.6 HP/sec), 3.6 EPS gain, 1 EPS drain, 1961 HP.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    Build 2: Manuvers instead of Combat Jumping so you gain better regen, but uses more end, Hecatomb in Smite, 142.5% recharge, 240% Regen (19.7 HP/sec), 3.6 EPS gain, 1.18 EPS drain, 1961 HP.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    Build 3: Mako set in Smite, 137.5% recharge, 250% Regen (20.6 HP/sec), 3.6 EPS gain, 0.96 EPS drain, 1966 HP.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    I am going to still fiddle to see if I can come up with anything better. Hopefully this will give you some ideas. :-)