bows

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Evilina
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bows

Post by Evilina »

I've given bows over a month now I am going to post my issues with them.

1. They encourage fleebie pk which in my book isn't truly pk.

2. If number 1 isn't enough all you have to do is enter room shoot bow flee and the shot will go off right before your flee does, so free dmg.

3. Bows cancel timers, we didn't have anything that would cancel timers for years and years now we have to much. bows, pstrike, kick, etc. Does melee cancel shooting a bow?

4. disengaged shooting of bows, I don't care for it at all, you should at least be in the same room as someone to do some dmg.

5. bows stun, so stack that on top of them doing dmg, canceling timers, free dmg due to fleeing and ponr, and disengaged dmg from rooms away it's just op and ruining pk.

6. lastly why do bows target absers best, bash, pstrike, and kick do as well seems like there is to much that targets absers and not enough that targets dodgers.

As for the argument of them being low dmg that is rubbish, tiberius went toe to toe with me solo today and out damaged me even though I landed several bashes with rage on.
Koradin
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Post by Koradin »

I'm going to post some information below that may help you with some of the issues you presented.


1. Please keep in mind that above all else, bows were created to give some real variety in playing styles, both in PK and otherwise.

2. See #3 below, which I believe will resolve this.

3. Bows have only interrupted timers upon a successful critical strike since about New Years. For the majority of shots, there is no interruption if the arrow hits you. For the bug that let people start a shoot timer and finish it after engaging, that will be fixed shortly. From now on if you spam to engage a shooter, they'll have little chance of getting a shot off before you hit them.

4. Please see #1.

5. The stunning you're referring to is Power Shot. Please see http://www.kinslayermud.org/wiki/index.php/Power_shot for details regarding why this is a bit different than just bashing your opponent.

6. Bows are much like any other weapon when it comes to taking dodge and abs into effect. There is quite a nice damage reduction bonus per abs %, and if a dodger gets hit with an arrow he or she will definitely feel a lot more pain. In contrast, if you go abs, expect to get hit nearly all the time, whereas a dodger can expect to dodge most shots. If you have an idea for a new way to calculate this system, please let me know.


With respect to your last comment, I am thinking about downing the melee damage on bows a bit more, as the original values are no longer very realistic.
Koradin
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Post by Koradin »

The change I alluded to in #3 has been added.
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Lamgwin
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Post by Lamgwin »

This is what happens when there's no pk imm to say no to things like this!
Koradin
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Post by Koradin »

We do have an immortal who heads up balance-related changes, and all implementations I have done with bows have been approved by said immortal before they went in.

Everyone needs to understand that once things are implemented, they can be changed pretty easily, so instead of blowing up about things, please just post constructive criticism like Evilina has done, preferably with logs showing examples of your issues.
Koradin
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Post by Koradin »

Bow melee damage has been downed also.
Zak
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Post by Zak »

tiberius has unqiue bow so expect his damage to be over average
Tiberius
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Post by Tiberius »

I didn't have it when I fought Evilina the other day but I was loosing that fight quickly too, with a bow as a main weapon, even with emotes firing going off you can't stand toe with an abser. Using power shot cancels the emote firing here, I'll try to get a log with an abser without using pshoot.



You tickle *Crunch*'s body as you thrash him.
*Crunch* tries to hack your legs, but misses.

HP:Scratched MV:Excellent - Crunch: Scratched>
pp
HP:Scratched MV:Excellent - Crunch: Scratched>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Scratched MV:Excellent - Crunch: Scratched>

You dodge a bash from *Crunch* who loses his balance and falls!

HP:Scratched MV:Excellent - Crunch: Scratched>

An arrow blazes through the air with added speed and power...

HP:Scratched MV:Excellent - Crunch: Scratched>

An arrow slams into *Crunch* with unbelievable force, knocking him off his feet!

HP:Scratched MV:Excellent - Crunch: Scratched>

You thrash *Crunch*'s waist hard.

HP:Scratched MV:Excellent - Crunch: Scratched>
pp
But your target is already stunned!

HP:Scratched MV:Excellent - Crunch: Scratched>

You tickle *Crunch*'s body as you thrash him.
*Crunch* hacks your legs hard.

HP:Scratched MV:Excellent - Crunch: Hurt>
pp
HP:Scratched MV:Excellent - Crunch: Hurt>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Scratched MV:Excellent - Crunch: Hurt>

An arrow blazes through the air with added speed and power...

HP:Scratched MV:Excellent - Crunch: Hurt>

You thrash *Crunch*'s shoulders.
You are hungry.

HP:Scratched MV:Fresh - Crunch: Scratched>

You dodge a bash from *Crunch* who loses his balance and falls!
An arrow bounces off of *Crunch*'s armor, hitting the ground harmlessly.

HP:Scratched MV:Fresh - Crunch: Scratched>
pp
HP:Scratched MV:Fresh - Crunch: Scratched>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Scratched MV:Fresh - Crunch: Scratched>

An arrow blazes through the air with added speed and power...

HP:Scratched MV:Fresh - Crunch: Scratched>

*Crunch* sends you sprawling with a powerful bash!

HP:Scratched MV:Fresh - Crunch: Scratched>

An arrow bounces off of *Crunch*'s armor, hitting the ground harmlessly.
*Crunch* hacks your head extremely hard.

HP:Scratched MV:Fresh - Crunch: Scratched>
nod
pp

*Crunch* hacks your head into bloody fragments!

HP:Hurt MV:Fresh - Crunch: Scratched>
You nod in agreement.

HP:Hurt MV:Fresh - Crunch: Scratched>
HP:Hurt MV:Fresh - Crunch: Scratched>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Hurt MV:Fresh - Crunch: Scratched>
0
Mood changed to: Wimpy

HP:Hurt MV:Fresh - Crunch: Scratched>

An arrow blazes through the air with added speed and power...

HP:Hurt MV:Fresh - Crunch: Scratched>

*Crunch* sends you sprawling with a powerful bash!

HP:Hurt MV:Fresh - Crunch: Scratched>

An arrow slams into *Crunch* with unbelievable force, knocking him off his feet!

HP:Hurt MV:Fresh - Crunch: Scratched>

*Crunch* hacks your head into bloody fragments!

HP:Hurt MV:Fresh - Crunch: Scratched>
pp
HP:Hurt MV:Fresh - Crunch: Scratched>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Hurt MV:Fresh - Crunch: Scratched>

An arrow blazes through the air with added speed and power...

HP:Hurt MV:Fresh - Crunch: Scratched>
0
Mood changed to: Wimpy

HP:Hurt MV:Fresh - Crunch: Scratched>

An arrow slams into *Crunch* with unbelievable force, knocking him off his feet!

HP:Hurt MV:Fresh - Crunch: Scratched>

You thrash *Crunch*'s feet.

HP:Hurt MV:Fresh - Crunch: Hurt>

You step back from the fight long enough to fire an arrow into the air!

HP:Hurt MV:Fresh - Crunch: Hurt>

You barely thrash *Crunch*'s hands.

HP:Hurt MV:Fresh - Crunch: Hurt>

An arrow flies through the air...

HP:Hurt MV:Fresh - Crunch: Hurt>

An arrow hits *Crunch*.

HP:Hurt MV:Fresh - Crunch: Hurt>

You barely thrash *Crunch*'s shoulders.

HP:Hurt MV:Fresh - Crunch: Hurt>

*Crunch* sends you sprawling with a powerful bash!

HP:Hurt MV:Fresh - Crunch: Hurt>

*Crunch* hacks your waist into bloody fragments!

HP:Wounded MV:Fresh - Crunch: Hurt>

*Crunch* hacks your body extremely hard.

HP:Wounded MV:Fresh - Crunch: Hurt>
0
Mood changed to: Wimpy

HP:Wounded MV:Fresh - Crunch: Hurt>

You barely thrash *Crunch*'s legs.

HP:Wounded MV:Fresh - Crunch: Hurt>

*Crunch* sends you sprawling with a powerful bash!

HP:Wounded MV:Fresh - Crunch: Hurt>

*Crunch* hacks your legs into bloody fragments!

HP:Wounded MV:Fresh - Crunch: Hurt>
pp

*Crunch* hacks your arms into bloody fragments!
You are hungry.

HP:Wounded MV:Fresh - Crunch: Hurt>
HP:Wounded MV:Fresh - Crunch: Hurt>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Wounded MV:Fresh - Crunch: Hurt>

You thrash *Crunch*'s feet.

HP:Wounded MV:Fresh - Crunch: Hurt>

An arrow blazes through the air with added speed and power...

HP:Wounded MV:Fresh - Crunch: Hurt>

You dodge a bash from *Crunch* who loses his balance and falls!
An arrow slams into *Crunch* with unbelievable force, knocking him off his feet!

HP:Wounded MV:Fresh - Crunch: Hurt>
pp
But your target is already stunned!

HP:Wounded MV:Fresh - Crunch: Hurt>

You barely thrash *Crunch*'s body.

HP:Wounded MV:Fresh - Crunch: Hurt>
pp
But your target is already stunned!

HP:Wounded MV:Fresh - Crunch: Hurt>
pp
But your target is already stunned!

HP:Wounded MV:Fresh - Crunch: Hurt>
pp
But your target is already stunned!

HP:Wounded MV:Fresh - Crunch: Hurt>
pp

You barely thrash *Crunch*'s arms.

HP:Wounded MV:Fresh - Crunch: Hurt>
HP:Wounded MV:Fresh - Crunch: Hurt>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Wounded MV:Fresh - Crunch: Hurt>

*Crunch* sends you sprawling with a powerful bash!

HP:Wounded MV:Fresh - Crunch: Hurt>

An arrow blazes through the air with added speed and power...

HP:Wounded MV:Fresh - Crunch: Hurt>

*Crunch* hacks your hands extremely hard.

HP:Wounded MV:Fresh - Crunch: Hurt>

An arrow bounces off of *Crunch*'s armor, hitting the ground harmlessly.

HP:Wounded MV:Fresh - Crunch: Hurt>
pp

*Crunch* hacks your legs into bloody fragments!

HP:Battered MV:Fresh - Crunch: Hurt>
HP:Battered MV:Fresh - Crunch: Hurt>
% = - +
*
After stretching your bowstring tight, you fire a powerful shot from an ornate Two Rivers longbow!

HP:Battered MV:Fresh - Crunch: Hurt>
0
An arrow blazes through the air with added speed and power...
Mood changed to: Wimpy

HP:Battered MV:Fresh - Crunch: Hurt>
f
PANIC! You couldn't escape!

HP:Battered MV:Fresh - Crunch: Hurt>

An arrow slams into *Crunch* with unbelievable force, knocking him off his feet!

HP:Battered MV:Fresh - Crunch: Hurt>
f
You panic and attempt to flee!

HP:Battered MV:Fresh - Crunch: Hurt>
Crunch was zerk, in full abs without trinks and was using a vougle. Solo against a dodger you're pretty useless, the powers shot doesn't hit them and they'll dodge arrows 99% of the time.
Koradin
Site Admin
Posts: 859
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Post by Koradin »

A dodger in 130 db should get hit once every 5 arrows or so.

Please post more logs here so I can tweak the abs damage reduction bonus.

I'm also looking at increasing the frequency of passive shots while engaged.
Evilina
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Post by Evilina »

Anything to encourage melee is cool with me :)
Evilina
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Post by Evilina »

Your bash at *Acantha* sends her sprawling!

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>

An arrow hits you with unbelievable force, knocking you off your feet! I am eating dmg even with her bashed

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>
l

You try to slice *Acantha*'s hands, but miss.
Did I miss this this because of being knocked off my feet?

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>
Outside a Massive Gate
A massive gate built of human skulls rises up three spans into the air. Walls
of poorly cut stone, stuck together with mud from the steaming swamp, lead off
to the east and west before turning to surround the city behind them. The
forest attatches itself to the walls, sickly yellow vines climbing half way up.
Meanwhile, the area ahead of the gate has been cleared by trolloc clansmen.
[ Exits: n e s w ]
You see fresh tracks of a ridden mount leaving ^^^ NORTH ^^^
You see almost fresh tracks of a ridden mount leaving ^^ NORTH ^^
A twisted shadow stallion is standing here, being ridden by you.
*Acantha* is sitting here, riding a black warhorse.

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>
b
HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>

* -
*Acantha* steps back from the fight long enough to fire an arrow into the air!
The shrieking sound of death fills the area.

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>
%
An arrow blazes through the air with added speed and power...

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>
-
An arrow hits you with unbelievable force, knocking you off your feet!
Cancelled...

HP:Wounded SHP:Good MV:Fresh - Acantha: Wounded>


You scream and tear your own flesh apart as you try to reach the intense pain you

HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>

*Acantha* steps back from the fight long enough to fire an arrow into the air!

HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>
HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>

* -
An arrow flies through the air...

HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>
%
*Acantha* steps back from the fight long enough to fire an arrow into the air!

HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>
-
Cancelled...
ARRRRRRRRRRGH!!!!!
An arrow hits you hard.

HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>

An arrow blazes through the air with added speed and power...

HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>
b
HP:Battered SHP:Good MV:Fresh - Acantha: Wounded>

*
An arrow hits you with unbelievable force, knocking you off your feet!
Cancelled...

HP:Beaten SHP:Good MV:Fresh - Acantha: Wounded>
cw
f
You scream and tear your own flesh apart as you try to reach the intense pain you
You wish that your wounds would stop BLEEDING so much!
Mood changed to: Wimpy
HP:Beaten SHP:Good MV:Fresh - Acantha: Wounded>
You panic and attempt to flee!

HP:Beaten SHP:Good MV:Fresh - Acantha: Wounded>

You try to slice *Acantha*'s body, but miss.

HP:Beaten SHP:Good MV:Fresh - Acantha: Wounded>

Beneath a Vine Covered Wall
[ Exits: e s w ]
You see almost day old tracks of a trolloc leaving west.
You see almost day old tracks of a trolloc leaving east.
A twisted shadow stallion is standing here, being ridden by you.

You feel the presence of shadows all around you.
You flee head over heels.

HP:Beaten SHP:Good MV:Fresh >

Notice how many of my bashes were cancelled, there was nothing I could of done to counter this set up besides running. Considering I am a basher and rely on bash I don't think anything should negate bash at such a high rate especially by a channie who are supposed to be prac starved, lastly having bashes negated by someone already bashed should be looked into.
Alder
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Post by Alder »

To solve this problem, I would say that power shot requires a minimum strength greater than that of channeler max.

In my opinion channelers should not be able to stun someone with anything other than weaves. That means no bash and no power shot (think that's all the stunning skills). I'm pretty sure they have a stunning weave, quicksand or something along those lines.
Callisto
Posts: 89
Joined: Sun Aug 09, 2009 2:04 am

Post by Callisto »

I think its a good idea to fix power shot in this instance.

But I am very against taking away all bashing from channies. And quicksand is only useful in one very specific situation, so please dont use that weave as your justification in this.
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

I disagree with you Alder only because the fact that stuns rule this game. I don't think a non bashing channeler could beat my basher in a fight ever.
Alder
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Location: Siberia

Post by Alder »

How exactly is it fair for a channeler to be able to contend bash-wise with an abser by being able to bash just like he/she can? Channelers have very powerful weaves such as immolate, rend, etc. which deal absorption-ignorant damage. If bash were taken away from a channeler's repetoire, then perhaps some tweaking/adding of stun weaves could take place, in adjustment for their loss of physical stunning skills.
Koradin
Site Admin
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Post by Koradin »

I like Alder's idea.

Power Shot will shortly become strength based.
Evilina
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Post by Evilina »

side note: Koradin could you consider halving the amount of arrows shot and make the shots worth double dmg to reduce the spam in combat, I am having difficulty timing bashes due to arrow spam and I know it's not just me.
Callisto
Posts: 89
Joined: Sun Aug 09, 2009 2:04 am

Post by Callisto »

Alder wrote:How exactly is it fair for a channeler to be able to contend bash-wise with an abser by being able to bash just like he/she can? Channelers have very powerful weaves such as immolate, rend, etc. which deal absorption-ignorant damage. If bash were taken away from a channeler's repetoire, then perhaps some tweaking/adding of stun weaves could take place, in adjustment for their loss of physical stunning skills.
An abser should be able to be bashed by anyone with any weapon realistically. Because abs is heavy, and you have no way to dodge. Once you consider how channeler bashers do against dodge and combo you can see that they cannot bash worth anything.

I am going to stop, because in my mind powershot and bash in general are two completely different subjects.

I agree with evilina that a bash should not be able to be interrupted that frequently.
Evilina
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Post by Evilina »

Callisto wrote:An abser should be able to be bashed by anyone with any weapon realistically. Because abs is heavy, and you have no way to dodge. Once you consider how channeler bashers do against dodge and combo you can see that they cannot bash worth anything.

I am going to stop, because in my mind powershot and bash in general are two completely different subjects.

I agree with evilina that a bash should not be able to be interrupted that frequently.
An abser should be able to be bashed by anyone because this is the code you are used to or this is a rl mental image you have? Try to imagine someone wearing a light leather or cloth outfit with a stick, dagger, or other light weapon trying to bash someone in full armor, its hilarious to picture let me tell you. Someone in full armor doesn't get bashed with a light weapon they only get irritated. :P


The idea that a pure channie not being able to stand toe to toe with a basher is rubbish, Obould has been a pure channies for months now and everytime I play him people complain about him being unbashable, there are stackable weaves that lower ob. The main issue is with stun, as Sonea mentioned stun on this game rules all mainly due to the fact that dodge isn't adequately balanced unless you you can agility self and stack -ob weaves against your opponent.

My suggestions are to increase a few top end dodge trinks so max db increases by about 4, remove bash completely from those under 16 strength, remove crit hits from those under 16 strength, and undo the downing of immolate. If you want channies to use pure weaves to get kills then stop nurfing the weaves.

As for channies having a stun weave, I think quicksand is balanced but the timer is a little to long, not much but a little.

Lasty why do absers get the short end of the stick always? They get hit, bashed, kicked, arrowed, etc more easily than a dodger, seems a little out of balance imo.
Gestahl
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Joined: Thu Nov 04, 2004 4:47 pm

Post by Gestahl »

Evilina wrote: The idea that a pure channie not being able to stand toe to toe with a basher is rubbish, Obould has been a pure channies for months now and everytime I play him people complain about him being unbashable
Truth. In a full set I am currently breaking 130 db, which is enough to avoid enough bashes to beat anyone.
Evilina wrote:The main issue is with stun, as Sonea mentioned stun on this game rules all mainly due to the fact that dodge isn't adequately balanced unless you you can agility self and stack -ob weaves against your opponent.
Dodge is fine. Either you can bash back, or are a thief and dish out absurd damage, or are a channeler and do even more absurd damage. If anything, dodge is still too good.
Evilina wrote:My suggestions are to increase a few top end dodge trinks so max db increases by about 4, remove bash completely from those under 16 strength, remove crit hits from those under 16 strength, and undo the downing of immolate. If you want channies to use pure weaves to get kills then stop nurfing the weaves.
Full dodge is more than adequate for any class. There are already mechanics in place to make lower strength characters not be able to bash well: try to tie bashes with them with a heavy weapon, and you should notice that you almost never lose. Immolate is also fine. I've been having no trouble killing with Rend, which is less time efficient than Immolate for killing.
Evilina wrote:As for channies having a stun weave, I think quicksand is balanced but the timer is a little to long, not much but a little.
Quicksand needs to have a long timer. See the logs where I wtfown Chase with it and he cries overpowered (and I agree).
Evilina wrote:Lasty why do absers get the short end of the stick always? They get hit, bashed, kicked, arrowed, etc more easily than a dodger, seems a little out of balance imo.
Because they can also take a lot more hits, obviously. I'll get back to you on that after I get around to playing my absers more.
Koradin
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Post by Koradin »

As far as bows go, yes, arrows will hit absers almost always... but the damage reduction bonus I have in place is more than fair, and now that arrows only interrupt timers on critical hit, I don't see a problem.
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

Gestahl wrote:
Evilina wrote:As for channies having a stun weave, I think quicksand is balanced but the timer is a little to long, not much but a little.
Quicksand needs to have a long timer. See the logs where I wtfown Chase with it and he cries overpowered (and I agree).
Your right I said it was unbalanced, because it definitely was.

Im not sure if its suddenly been changed, but thieves and channelers were the class of the mud over the past 2 months. Dagger damage, combined with pstrike, shield block, and high db kits being unbashable made thieves pretty good. I still don't see how I go head to head versus a thief and lose as a blademaster with a master. Odd.
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

Dodge works in certain circumstances. You must be a thief with full dodge and 20 dex and than you might miss a couple bashes but trin still bashes them pretty well.
It doesn't matter though. You can be opinionated as much as possible on the situation but if the majority of people who play them quit because of the glaring issues that are present that you don't agree with you'll still only find 2 people online at any given time.
Raiden
Posts: 315
Joined: Sun Nov 07, 2004 10:35 am

Post by Raiden »

dodge is about right at the moment
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