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Old 10-10-2012, 10:07 AM   Top  -  End  -  #361
aethernox
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Default Re: Borderlands 2

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Originally Posted by Valaqil View Post
If you have, you've had better luck than I have. I have a SR with 70% slag chance and I _still_ can't slag a decent number of (mini-)bosses. I'll go ahead and blame the RNG.
I just have very clear memories of effectively one-shotting the PT1 last boss by burst firing a Dahl slag sniper rifle for the proc and then following that up with a sticky longbow bonus package with the slag bonus. That's where I actually got the slag damage challenge, and so even though the boss' model might not show the slag-licked effect it definitely still works.

And Terramorphous just turns purple as usual when slagged, but I'll admit that I've never seen weapon-based slags last very long against him. Not long enough to be worth the weapon switch, at least. A Ruin Phasebomb or Deathblossom slag proc seems to last long enough, however.

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Yes, really. BL2 Wiki says those numbers are only right for your second playthrough. On the first, it's only 25% less for fire/acid on shields, which isn't a big hit. You're still correct in general, but it's only that pronounced in the hardest case. Also, what Cespenar said. You can swap weapons, leave a shock gun in your 'pack, and basically ignore shields most of the time. They're not prevalent (in my experience).
Yeah, because elemental effects obviously aren't nearly as important for the first playthrough.

Shields become fairly common as the game progresses, and the only weapons that don't deal reduced damage to them are Normal/Slag/Shock. I find myself primarily just using normal weapons in PT2.5 since they're effective against everything. Shock is also effective against everything, though, and its only real disadvantage is that elemental weaponry does less base damage than explosive or non-elemental weaponry in general. Because Mechromancer compensates for that, there's really no reason not to rely on shock weaponry.

That's not to say that fire or corrosive are bad, of course, just that their use becomes very limited (in the situational sense, because they are quite strong when they do work as intended) as the game progresses and I often find that I don't have room in my four weapon slots for a dedicated gun for both elements. That's just my opinion, though, and I think it's a mistake to write-off shock considering that it's the only almost literally unresisted DoT element.
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Old 10-10-2012, 10:38 AM   Top  -  End  -  #362
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Default Re: Borderlands 2

So apparently there's some kind of bug that's interfering with online play? (I don't know the details, I only play split-screen or SP.)


Anyhow, my friend and I tried out Gaige yesterday, getting to level 7 or so so we could play with her Deathtrap robot. First, the negatives:

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However, the robot has definite advantages to offset the above.

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So all in all, I like her. Her lightning tree and the one on the right look like they can do crazy amounts of damage, but I recommend the BFF ("girlfriend mode tree?") for anyone seeking to learn the ropes with her.

Last edited by Psyren : 10-10-2012 at 10:59 AM. Reason: readability
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Old 10-10-2012, 10:48 AM   Top  -  End  -  #363
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Default Re: Borderlands 2

Question about Axton:

Once I pick up Gemini, should I start working towards Scorched Earth or Longbow?

EDIT: Also, is the skill that lets you deploy on walls and ceilings worth it?
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Old 10-10-2012, 02:00 PM   Top  -  End  -  #364
Valaqil
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Default Re: Borderlands 2

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Originally Posted by aethernox View Post
Yeah, because elemental effects obviously aren't nearly as important for the first playthrough.

...

That's not to say that fire or corrosive are bad, of course, just that their use becomes very limited (in the situational sense, because they are quite strong when they do work as intended) as the game progresses and I often find that I don't have room in my four weapon slots for a dedicated gun for both elements.
I guess that's the big difference here. I'm not on PT 2, so it is easy to write shock off for now. I'm not sure how close I am to the end of PT 1, but it's not as problematic as that yet.
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Old 10-10-2012, 03:12 PM   Top  -  End  -  #365
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Default Re: Borderlands 2

Even after the nerf, The Bee is still broken good against bosses. No matter if you have 3 or 4 people, one person with it and the Conference Call can kill Terra in three clips.

2 people with the combo can kill him before he goes underground for the first time.
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Old 10-10-2012, 04:07 PM   Top  -  End  -  #366
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Default Re: Borderlands 2

Quote:
Originally Posted by DiscipleofBob View Post
Question about Axton:

Once I pick up Gemini, should I start working towards Scorched Earth or Longbow?

EDIT: Also, is the skill that lets you deploy on walls and ceilings worth it?
I'm personally of the opinion that Scorched Earth is better, especially since there are some nice turret upgrades leading up to it (I'm a big fan of buffing the turret). The walls and ceilings skill is useful if you combine it with Longbow to deploy the turret out of enemies' melee range if you have a problem with the turret getting smashed too quickly.

EDIT: Ooh, I also just realized that Longbow boosts turret health. It seems like Longbow + Maglock makes the turret a lot more survivable while Sentry + Laser Sight + Scorched Earth ups its damage output.
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Old 10-11-2012, 01:36 AM   Top  -  End  -  #367
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Default Re: Borderlands 2

On a new note, that scopeless sniper rifle goes rather well with a sniper-focused Zer0. Makes for truly obscene critical hits.

Also, that unique double-shooting homing acid pistol is a hoot as well.

Oh, oh, and that fireworks/mortar assault rifle!

Seriously, the time and care they spent on gun mechanics is truly astonishing.
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Old 10-11-2012, 01:51 AM   Top  -  End  -  #368
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Default Re: Borderlands 2

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Even after the nerf, The Bee is still broken good against bosses. ...
A lone Gunzerker with dual Baby Makers can kill him before he goes underground for the first time.
FTFY.

Admittedly, I have to burn 500ish ammo to do it, but still. Still broken good, that is.

EDIT: Also, my Sniper+Anarchy+Accuracy boost theorycraft from last page turned out to be right -- having raised my Badass Accuracy boost to +8.0% (up from 6.8%) and equipped a +12% Accuracy Prodigy class mod, I can now comfortably headshot bandits from a fair ways away with a full 150 stacks of Anarchy. Who cares that I'm using a rifle that I picked up 7 levels ago? Not me, is who.
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Old 10-11-2012, 07:48 AM   Top  -  End  -  #369
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Default Re: Borderlands 2

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Even after the nerf, The Bee is still broken good against bosses. No matter if you have 3 or 4 people, one person with it and the Conference Call can kill Terra in three clips.

2 people with the combo can kill him before he goes underground for the first time.
What was the nerf exactly?
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Old 10-11-2012, 09:05 AM   Top  -  End  -  #370
Reynard
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What was the nerf exactly?
They roughly halved it's damage, and increased the time it take before it starts recharging by a second or so.


However, as a Siren, I've hit -100% shield recharge delay. So I just need to avoid trouble for all of half a second and it's back.
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Old 10-11-2012, 09:26 AM   Top  -  End  -  #371
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Default Re: Borderlands 2

Quote:
Originally Posted by Reynard View Post
They roughly halved it's damage, and increased the time it take before it starts recharging by a second or so.


However, as a Siren, I've hit -100% shield recharge delay. So I just need to avoid trouble for all of half a second and it's back.
What? How? Through the badass tokens?
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Old 10-11-2012, 09:40 AM   Top  -  End  -  #372
Chen
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Default Re: Borderlands 2

Hmm just reducing its damage will still keep it nicely OP I'd imagine. Hell I'm using my PT1 Bee still and I'm at level 45 now and doing fine. Granted if anything looks at me funny I die, but I can usually manage. Threshers and those cloaking things are my only real bane at the moment.
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Old 10-11-2012, 10:17 AM   Top  -  End  -  #373
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Default Re: Borderlands 2

I'm still only level 22, and I've had this game from day one.

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Old 10-11-2012, 10:36 AM   Top  -  End  -  #374
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What? How? Through the badass tokens?
Mod that gives +5 Ward skill: 80% Also +50% capacity.
Badass Tokens: 8%
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Old 10-11-2012, 11:11 AM   Top  -  End  -  #375
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Mod that gives +5 Ward skill: 80% Also +50% capacity.
Badass Tokens: 8%
White Artifact: 15%
....I kept looking at the Tier 3-6 skills because I expected that kind of drastic gain to be much higher. I completely missed that in T1. Very cool. I'm jealous.
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Old 10-11-2012, 02:05 PM   Top  -  End  -  #376
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Default Re: Borderlands 2

A few things
Can you link me to some confirmation that the Bee has been nerfed? I know that they *plan* to nerf it, but mine still has the same capacity, delay, damage, and functionality as it did upon release as of... last night. The only fair way to nerf it is to drastically gut the damage (like reduce it by upwards of 80%), increase the amp drain to 1 and decrease the delay and capacity, or remove the code that causes the damage to apply to each and every pellet fired. Nothing else would really come close to balancing it IMO

Secondly, shouldn't 100% shield recharge delay actually reduce the delay by 50%? That's how pretty much all math works in borderlands, time-based bonused generally increase the rate of completion rather than reduce the time needed to complete. If it was the latter, the recharge would be literally instant and cooldown rate could also be reduced to achieve 0 second cooldowns. It should just be increasing the rate of completion, or rather each 1 second that passes counts as 1*(1+(your bonus recharge delay, in this case 100%)) = 2 seconds, thus actually reducing your delay by 50%. If that isn't the case, i'd like to know.
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Old 10-11-2012, 03:34 PM   Top  -  End  -  #377
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A few things
Can you link me to some confirmation that the Bee has been nerfed? I know that they *plan* to nerf it, but mine still has the same capacity, delay, damage, and functionality as it did upon release as of... last night. The only fair way to nerf it is to drastically gut the damage (like reduce it by upwards of 80%), increase the amp drain to 1 and decrease the delay and capacity, or remove the code that causes the damage to apply to each and every pellet fired. Nothing else would really come close to balancing it IMO
I think they should change it to A) apply to total damage, not per pellet; B) drain the entire shield; and C) recharge quickly.

Part A is just common sense. How many bullets you're shooting should have no effect at all on how much power a shield is able to add, and the per pellet interaction is straight up broken in my opinion. I would even label it as a bug.

Part B both prevents high fire rate from being a different way to break it and fits much better with the fluff of the shield's name.

Part C prevents part B from making it a near worthless gimmick.

In combination, they should result in a shield that is powerful but not brokenly overpowered, makes a lot more sense, and still has something unique and powerful that makes it worthy of being a legendary. Oh, and they can boost its stats back up without breaking the game in half.

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Secondly, shouldn't 100% shield recharge delay actually reduce the delay by 50%? That's how pretty much all math works in borderlands, time-based bonused generally increase the rate of completion rather than reduce the time needed to complete. If it was the latter, the recharge would be literally instant and cooldown rate could also be reduced to achieve 0 second cooldowns. It should just be increasing the rate of completion, or rather each 1 second that passes counts as 1*(1+(your bonus recharge delay, in this case 100%)) = 2 seconds, thus actually reducing your delay by 50%. If that isn't the case, i'd like to know.
Every action skill cooldown reduction thing I've seen is phrased as "increases cooldown rate by X%". Every shield recharge delay reduction thing I've seen is phrased as "reduces shield recharge delay by X%".

Judging by that wording, I think 100% shield recharge delay reduction does, in fact, reduce the delay to 0. I haven't actually achieved anywhere near that myself, though, so I don't have any solid evidence to testify on.

Reynard, any chance you have a Love Thumper stashed somewhere that you can test? If your Siren can get that shield to start recharging after only half a second or so, I'd say that would be proof of how it works.
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Old 10-11-2012, 04:01 PM   Top  -  End  -  #378
Reynard
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Default Re: Borderlands 2

No, but I can grab one in like 30 seconds. Expect an edit to this post soon.
THUMPER EDIT: Okay, it seems the Thumper can't be effected by shield recharge delay at all. Took the entire 3-ish minutes to start charging.

In other absurd cap news, just reached 600 anarchy. I don't even know what is going on any more, or where these bullets are going, but there sure are a lot of people falling over.
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Old 10-11-2012, 04:40 PM   Top  -  End  -  #379
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Default Re: Borderlands 2

Six hundred? So is your screen just going nuts jumping around everywhere?

I wonder how that would interact with the Bane.
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Old 10-11-2012, 04:46 PM   Top  -  End  -  #380
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Six hundred? So is your screen just going nuts jumping around everywhere?

I wonder how that would interact with the Bane.
Yes, and haven't found one yet, but I'm betting on Hilariously.

It's mental enough with just a legendary Vladof spinigun.
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Old 10-11-2012, 04:47 PM   Top  -  End  -  #381
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Default Re: Borderlands 2

Jeeze, I'll bet. How'd you get up to that much anyway, just keep one last guy alive while you go nuts with emptying your clips?
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Old 10-11-2012, 04:52 PM   Top  -  End  -  #382
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Jeeze, I'll bet. How'd you get up to that much anyway, just keep one last guy alive while you go nuts with emptying your clips?
It keeps between areas. All you have to do is not die and have a +4 MOAR STOOPID class mod. I know that skill has a real name, but mine is more appropriate.
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Old 10-11-2012, 05:57 PM   Top  -  End  -  #383
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No, but I can grab one in like 30 seconds. Expect an edit to this post soon.
THUMPER EDIT: Okay, it seems the Thumper can't be effected by shield recharge delay at all. Took the entire 3-ish minutes to start charging.

In other absurd cap news, just reached 600 anarchy. I don't even know what is going on any more, or where these bullets are going, but there sure are a lot of people falling over.
Max Anarchy + Close Enough + The Nth Degree = Aiming is for suckers
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Old 10-11-2012, 06:14 PM   Top  -  End  -  #384
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Every action skill cooldown reduction thing I've seen is phrased as "increases cooldown rate by X%". Every shield recharge delay reduction thing I've seen is phrased as "reduces shield recharge delay by X%".

Judging by that wording, I think 100% shield recharge delay reduction does, in fact, reduce the delay to 0. I haven't actually achieved anywhere near that myself, though, so I don't have any solid evidence to testify on.
I think that is extraordinarily unlikely:

A) If that were the case, and Reynard did have -100% SRD, he wouldn't have to wait for "half a second" because he wouldn't have any delay. His shields would always be recharging. The fact is that there does exist some delay, and I suspect that Reynard is under-reporting the actual amount of time it takes his shields to start recharging.

B) I tested a 4.2 second Bee with 10/5 Ward and -7.2% from Badass points, and there's no way it started recharging in the .53 seconds suggested by that math unless there's some hidden "hard" delay cap that somehow exists despite a complete lack of supporting evidence.

C) All negative-signed modifiers in Borderlands 1 were handled via the reciprocal method wherein a "100% reduction" was actually a "100% increase in rate" AFAIK.

D) Other negative modifiers don't work like that now. -100% Accuracy halves your accuracy, it doesn't increase your spread to literally screen-wide proportions.
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Old 10-11-2012, 06:19 PM   Top  -  End  -  #385
Reynard
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Max Anarchy + Close Enough + The Nth Degree = Aiming is for suckers
This, though I have no idea how to check if Nth Degree procs off of ricochet shots from Close Enough. Because the heavens know that it's not going to proc off a regular shot.

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I think that is extraordinarily unlikely:

A) If that were the case, and Reynard did have -100% SRD, he wouldn't have to wait for "half a second" because he wouldn't have any delay. His shields would always be recharging. The fact is that there does exist some delay, and I suspect that Reynard is under-reporting the actual amount of time it takes his shields to start recharging.

B) I tested a 4.2 second Bee with 10/5 Ward and -7.2% from Badass points, and there's no way it started recharging in the .53 seconds suggested by that math unless there's some hidden "hard" delay cap that somehow exists despite a complete lack of supporting evidence.
Well, it feels like half a second in combat. I agree, there is very likely either a soft or hard cap on shield regen reducers.
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Old 10-12-2012, 03:13 AM   Top  -  End  -  #386
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Originally Posted by aethernox View Post
I think that is extraordinarily unlikely:

A) If that were the case, and Reynard did have -100% SRD, he wouldn't have to wait for "half a second" because he wouldn't have any delay. His shields would always be recharging. The fact is that there does exist some delay, and I suspect that Reynard is under-reporting the actual amount of time it takes his shields to start recharging.

B) I tested a 4.2 second Bee with 10/5 Ward and -7.2% from Badass points, and there's no way it started recharging in the .53 seconds suggested by that math unless there's some hidden "hard" delay cap that somehow exists despite a complete lack of supporting evidence.

C) All negative-signed modifiers in Borderlands 1 were handled via the reciprocal method wherein a "100% reduction" was actually a "100% increase in rate" AFAIK.

D) Other negative modifiers don't work like that now. -100% Accuracy halves your accuracy, it doesn't increase your spread to literally screen-wide proportions.
To clarify on this, the system Borderlands 2 uses for modifiers is VERY convoluted, basically a 100% recharge delay reduction doesn't mean 100%(base)-100%(variable)=0% it instead means
100%(base)/(1.00(base)+1.00(variable)). Also, instead of adding reducers, you multiply the so in the example:

80% Ward skill= 100%/1+0.8=55.555555%
8% Badass tokens= 55.5555%/1+0.08=51.4403%
15% White artifact= 51.4403/1+0.15=44.7307

You get diminishing returns, even at max eficiantly you don't get as much as you think you should.
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Old 10-12-2012, 03:47 AM   Top  -  End  -  #387
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Just got to the first big spoilery bit:

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Old 10-12-2012, 03:56 AM   Top  -  End  -  #388
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Default Re: Borderlands 2

HOLY FLAMING BALLS! Just started a Mechromancer and Midge-Mong dropped a 111 damage orange assault rifle. I'm level 5, it does more damage than my sniper rifle and seems to have a rocket launcher type area of effect. Bastard guns for bastard people!
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Old 10-12-2012, 08:08 AM   Top  -  End  -  #389
aethernox
Ogre in the Playground
 
Join Date: Jun 2009
Gender: Male
Default Re: Borderlands 2

Are you sure that you multiply each and every modifier? In the first game, at least, i'm fairly certain that it added all of your modifiers together and then applied them depending on whether the total was positive or negative.
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Old 10-14-2012, 08:25 PM   Top  -  End  -  #390
Kesnit
Bugbear in the Playground
 
 
Join Date: Jul 2006
Location: 
Eastern US
Gender: Male
Default Re: Borderlands 2

I am starting to think that I am playing Salvador wrong. I just killed Captain Flint and popped level 9, so I know I have a long way to go, but he seems to be a suicide machine. The only to way to activate his special power is to run in the middle of everything. Then I lose my shields and start losing health. By the time I am out of gun-zerking, I'm lucky to have 1/4 of my health left. (More likely, I have a tiny sliver left on my health bar.)

Is there another way that he is supposed to be played that doesn't lead to his frequent death?
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