Nihilii

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  1. Nihilii

    Hello Scrappers

    Aliana_Blue holds the record at 7 different dev AVs. Each of us have also taken on 17 identical AVs at once (17 because it's the aggro cap).
  2. Claws.


    I'm keeping this as a one word answer to show how big the gap is, between these two primaries, for AV soloing.
  3. Here it is. Note I've made several choices that work for me but might not for everyone.

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- HO:Nucle(A)
    Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3), GA-3defTpProc(5)
    Level 2: Ablating Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(7), HO:Nucle(9), Achilles-ResDeb%(9)
    Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/Rchg(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21), Zephyr-Travel(21), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
    Level 8: Blinding Feint -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(15), Hectmb-Dmg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Mako-Dam%(19)
    Level 10: Static Shield -- ResDam-I(A), ResDam-I(11), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43), Mrcl-Rcvry+(43), Mrcl-Heal(46), RgnTis-Regen+(46)
    Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dam%(27), T'Death-Dmg/EndRdx/Rchg(29)
    Level 20: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(31)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33)
    Level 24: Lightning Field -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-%Dam(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42)
    Level 26: Sweeping Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(34), Armgdn-Dmg(37), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), FotG-ResDeb%(39)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Boxing -- HO:Nucle(A)
    Level 32: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(36), SW-Def(36), SW-Def/EndRdx(36)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), P'Shift-End%(45)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-Rchg/EndRdx(48), GSFC-Build%(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  4. Quote:
    Want to comment, post in the thread or send a PM.
    That's stupid. Threads wouldn't be worth reading if one post out of two was simply "I agree" or "you're wrong, idiot". That's the sort of thing rep is useful for (yes, even the latter, knowing people react bad to something I say is worth something to me).

    It just seems to me the only reason anyone could want a completely optional system to be removed is because they're angry they get bad comments. If you care about e-rep so much that you can't turn it off and never look at comments, stop being a jerk and act nice.
  5. I'd say there's no point going for anything other than Smite MG Smite SL on a DM/SR. The softcap is easy to reach, and you've got Quickness already helping with recharge.

    If you can fit it in, I'd recommend Energy Torrent. The knockdown with such a long range is invaluable against +4/x8, and as a DM you want all the AoE damage you can get.
  6. Cornerpulling done fast is good (i.e. get another group while team is engaged with a first one), but doing it group by group is tedious and slow in my opinion. Being a reptile I can't stand waiting four seconds so I'm just going to hit something else on my own if people start playing that way.
  7. Quote:
    Actually, fire scrappers don't make the greatest farmers. They don't have a ton of AoE.
    I can't say I agree. You'd be hard pressed to find anything faster than a fire/shield for scrappers, although many waste part of the potential by skipping fire breath (to be fair, FSC + SC is already fast enough).

    If I recall correctly, your own fire scrapper is SR and built for AV soloing ? Without a damage aura (or AaO + SC) nor an epic AoE nor fire breath, I can see why it would seem lackluster. You'd rely on FSC as your sole source of AoE damage.
  8. Quote:
    OK, I went and tested. 4 points of knockback protection wasn't enough, but 8 points was.
    How long did you test ? I just ask because I remember pylons have a chance for extra KB on top of their 100% KB, but I don't remember which total mag it ends up with. I remember on my Kat/Fire with either 1 or 2 KB IOs I was getting knocked back occasionally, while with one more KB IOs (ending up with either 2 or 3, again I can't remember) it was fine 100% of the time.
  9. Nihilii

    Ninja Run

    Quote:
    I know that is your opinion, but I have to, respectfully, disagree. I have Scoliosis, and I don't look like that when I stand around idle.
    So do I, and nor do I, but standing like that is a sure way to end up with it.

    Seriously though, that was tongue in cheek. It hurts my back just *watching* it.
  10. Nihilii

    Ninja Run

    Quote:
    But sure, if you want to be silly about it, we could just take the realistic approach
    Hell no.

    I don't want realism. I want cool ninjas.

    Most Kung Fu flicks had cool ninjas. It's not me being stuck in the 70s either, Dr McNinja is a cool ninja and that's a recent and popular webcomic.

    Anime has lame teenagers with big creepy eyes shouting in high pitched voices with the same two frames displayed during four seconds ; the latter part is what Ninja run's running animation looks like, and it's terrible.
  11. I feel rich when I can outfit a toon at "buy it now !" prices without thinking twice, which involves having much more money than the actual cost of the whole build. These days, I'd say that's about 20 billions hero side and 50 billions villain side. Yeah, I'm not rich anymore.
  12. Quote:
    This is a power that, while VERY useful, it's a "gotta have" or game-breaking power.
    I'd say it completely depends of the build. If brutes get access to hero epics with Going Rogue, it will be gamebreaking for one of my builds.

    It's not the power itself that is so good, but the possibility to have one more power pick that was previously allocated to a travel power for people who think jetpacks are a bit too slow.
  13. Agreed with the OP - bring it back.

    You don't like it, disable it and click on the "minus" sign next to the rep comments in your User CP : you'll never see comments again.

    There's no need to ruin the system for everyone because a few can't bother to make such a simple manipulation.
  14. Nihilii

    Ninja Run

    Same here, I like the flips, am mostly OK with the jump animation and hate the run animation (especially when idle, it looks like your toon has scoliosis). Ninjas were much, much cooler before anime became popular.
  15. I'm not big on Burn, especially with weapon primaries. Even on teams with controllers using AOE immobilizes, I find the radius is tiny and doesn't hit more than a few mobs. As a DB/Fire, your AoE options are 2 cones, 1 pbaoe and 1 damage aura, all of which have a 8 feet radius at best, so scattering stuff with Burn would be counterproductive in my opinion.
  16. I can't see Claws/ELA doing well without any defense unless you've got a good team to back you up, but I don't really agree with the analysis above by DSorrow either. It's true on paper, but ingame it doesn't seem to work so linearly in my experience.

    Against AVs, most SR scrappers deaths that I've seen are big hits in succession - burst damage ; resistance gives you more wiggle room to react. I'd say the softcap is actually overkill against many AVs, but when it's all you've got you're very vulnerable to bad luck streaks.

    I've had reasonable success against AVs on a DB/ELA with 27% defense and elec resistances (not capped except for energy). Seeing as it'd take a bunch of hits to take me down, I could almost always anticipate and hop away while the heal is recharging. Doing so takes away from DPS, but then again having infinite endurance and a damage aura (not mentioning LR as SR has basically the same power) does wonders for your DPS. Death against an AV simply shouldn't happen on an ELA with some defense unless you choose for it to happen.

    That's all assuming you've got a profound hatred of inspirations, anyway. With insps, DB/ELA can take down most even level AVs in less than two minutes and some under one minute, so I have no doubt Claws/ELA can do the same. If your goal is to take on the STF Lord Recluse, you're going to need external buffs or inspirations on any scrapper, anyway, and getting defense with purples is a lot easier than getting resistance with oranges (then again, the point could be made that a SR with Elude might need less insps, but do many people actually keep the power just for LR ?).
  17. Ninja Run + Hurdle 1 slotted at level 50 = 60 mph
    Jump cap = 78 mph

    It could free a power pick for lots of my alts (I still can't live with CJ, as it doesn't suppress and give that juicy +~2.5% def to all once slotted), or at least let me push SJ to the level 49 pick. I can't say I like the ninja run animations though so I'm torn ; that and SJ is a good spot to put BotZ.
  18. You'll want Ablating Strike, Vengeful Slice and Sweeping Strike for Attack Vitals. Don't worry about Hasten if you can't find room for it, damage stays good without it ; against tough guys, you can just add Power Slice at the end of the chain, and against normal foes they'll die fast enough to make the gaps meaningless (as you have to move a bit and switch from target to target).
  19. Quote:
    Clearly you never seen a good ninja Anime where everyone is running like that.
    Seeing as the word "good" doesn't apply to anime, ever, I'll have to agree with your quote. Indeed, in anime everyone is running like that, looking stupid.

    Thankfully, the animation isn't as completely terrible as I expected looking at the ten second clip.
  20. Consume is on a rather long timer, and while it can be better than Stamina in the ideal circumstances, getting to these circumstances involve a significant playstyle adjustement - you'd want to have enough enemies in range at the specific moment you need to use it, which also implies keeping an eye on your end bar. Such a playstyle doesn't always work well with teams, especially pickup groups.

    Healing Flames is much better than Health, but having regen on top of a fast recharging heal is nice too in my opinion. Random example with numbers pulled out of my *** : with 100% regen, you might end up at times with 70% HP at the end of a spawn and no clue if you should use your heal right now, waste part of it and not have it back right away for the next spawn, or hold on to it and take the alpha with only 80% HP. With 180% regen, you would have regenerated to 88% HP by the time you got to the next spawn. That said, it's more QoL than anything else and you can definitely live without Health with HF.

    I'm sure it can be done, I'm not sure it's worth the hassle. I'd rather pick the Fitness pool with Hurdle and skip a travel power (Hurdle + Ninja Jump is 60 mph. Jump speed cap is 78 mph).
  21. While on a team, many players are already hugging each other way too much. I don't think giving them even more intentive to do so is such a good idea.
  22. I played a DB/ELA to 50. While my final build was heavily IOed, I use SOs and frankenslotting while leveling so I think my experience can be relevant to you.

    One important thing, though : I make liberal use of inspirations as they drop, so YMMV if you don't.

    The damage is big. Big, big, big. Blinding Feint -> Attack Vitals is a great chain that doesn't require much recharge and is very endurance efficient. Thanks to Lightning Reflexes, if you pick Hasten you can run this chain easily. Thanks to Energize and Power Sink, you won't have any end problems while doing so.

    (Even if you don't pick Hasten, adding a Power Slice at the end of the chain makes it reasonably easy to run it with frankenslotting.)

    Now, there's the damage aura, which gets buffed by Blinding Feint. It basically makes up in damage for the lack of purple procs. I'm mentioning purple procs because basically, the ST DPS of DB/ELA was as good at level 40 on frankenslots as it was on my DB/Inv and DB/WP at level 50 completely IOed out on billion inf builds with purples. This isn't just a feeling either, I ran the numbers on my spreadsheet and took on AVs (with either purple inspirations or a tanker friend to hold the aggro) to verify it. You can reach 180 DPS on a frankenslotted level 40 DB/ELA, which is damn impressive if you ask me.

    The defense isn't so great, compared to other secondaries. You have good resistances, especially if you pick Tough and Weave, but without any kind of defense or defense debuff resistances the hits come often and the debuffs stack too much for your sole heal on a 120 second timer to save you, past a certain point. I didn't see it as a problem, because I was killing fast enough to get insps most of the time, or on a team with other people helping me (be it from buffs, debuffs, aggro control, more damage killing even faster...). I think you can expect to be able to take on +2/x4 without insps. I wasn't using end drain as mitigation though, so you might have better results than me.

    It's a combo I would recommend, because it's already quite fun with SOs. You've got +tohit and +damage with Blinding Feint, you've got efficient endurance use with the Attack Vitals chain, Energize and Power Sink, you've got a recharge bonus in Lightning Reflexes, and finally you've got a good damage aura. It isn't very sturdy, but who cares when you're killing fast and never have to take a break ?

    A final note on the T9. It's the kind of power you either love or hate, so you have to try it. Personally, I'm not too big on the huge crash, although I find myself liking Unstoppable a bit more recently... Yet I still don't like Power Surge, which is very close to Unstoppable. Here's my reasons :
    - Elec is a resistance set. You're already at 45% S/L (60% if you have Tough) and 75% energy. Power Surge hardly raises your resistance to these three damage types, the most common ones.
    - Elec is a resistance set. Again. The 75% res cap scrappers get to "enjoy" isn't nearly enough on its own, and Energize, while a great power, can't make up for it with its long recharge. Deaths during Power Surge are too common in my experience to make it worth it.
    - The crash. If you're not dead yet, here's your chance. You crash to 10% Hp and 0 endurance. While you're getting a free EMP pulse (PBAoE hold) to help with that, the radius is rather short so you better hope you've got everything in melee. In addition, the nuke blocks your recovery for a short amount of time (10 seconds ? 15 seconds ?). Now, with a well-timed Power Sink you can refill your end bar, but if you miss it or aren't paying attention you're going to be stuck at 10% life with no endurance to use Energize for a while. Which sucks for someone like me with slow reflexes. YMMV.
  23. The numbers look good.
    The look is ridiculous.

    Once again, I'm torn between my minmax habits and my good looks.
  24. This build was made before I16. Dropping Psy Wail and Aura of Confusion for a prerequisite power and Shatter Armor would improve it for AV soloing, but it'd be boring as hell for normal playing.

    Villain Plan by Mids' Villain Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    "": Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Speed

    Villain Profile:
    Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), EndRdx-I(9)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), EndRdx-I(13)
    Level 4: Tactical Training: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/Rchg(5), GftotA-Run+(50), LkGmblr-Rchg+(50)
    Level 6: Aim -- AdjTgt-ToHit(A), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(37), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40)
    Level 8: Follow Up -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(15), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(19), C'ngImp-Dmg/EndRdx(19)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
    Level 12: Lunge -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(50)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Mrcl-Rcvry+(31), Mrcl-Heal(31), RgnTis-Regen+(31)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25)
    Level 24: Foresight -- GftotA-Def/EndRdx(A), GftotA-Def(25), GftotA-Def/Rchg(29), GftotA-Run+(40), LkGmblr-Rchg+(46)
    Level 26: Mind Link -- HO:Membr(A), HO:Membr(27), HO:Membr(27)
    Level 28: Mask Presence -- LkGmblr-Rchg+(A), GftotA-Def(29), GftotA-Def/EndRdx(43), GftotA-Def/Rchg(45), GftotA-Run+(48)
    Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/EndRdx(46)
    Level 32: Stimulant -- EndRdx-I(A)
    Level 35: Psychic Wail -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37)
    Level 38: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(39), Mlais-Acc/Conf/Rchg(39), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(40)
    Level 41: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Acc/Conf/Rchg(42), CoPers-Conf(42), CoPers-Acc/Rchg(42), CoPers-Conf%(43)
    Level 44: Aid Self -- IntRdx-I(A), Numna-Heal(45), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------



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