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Post by peddroelm on Jun 16, 2017 13:59:50 GMT
Do you still get the expose debuff if you tap pull a yellow armor bar enemy? pretty certain you don't (too cheesy)
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N7Mith
To troll or not to pug, that's the question
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Feb 16, 2017 16:17:11 GMT
February 2017
n7mith
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Mith0810
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Post by N7Mith on Jun 16, 2017 15:13:14 GMT
Do you still get the expose debuff if you tap pull a yellow armor bar enemy? There is no expose without an affected target. Pull doesn't affect armored targets, so no.
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Asker of Questions
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0
Aug 27, 2024 17:27:08 GMT
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JRandall0308
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August 2016
jrandall0308
Mass Effect Trilogy, Mass Effect Andromeda
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Post by JRandall0308 on Jun 16, 2017 17:42:38 GMT
Pull can briefly stagger an armored or shielded target but this presumably doesn't count as "affected" for game purposes.
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Post by peddroelm on Jun 18, 2017 6:10:58 GMT
1.08 enemy shield gate mechanicscombotastic +100% combo detonation damage is additive with the rest of the combo detonation bonuses (the ones that work anyway) Angara Exemplar test 0.5 extra combo damage passive HP, 275258015, 28000, 93FB3D00, 660.000, 660.000, 250.000, -410.000 // OVERLOAD HP, 275259328, 1313, 93FB3D00, 660.000, 660.000, 406.250, -253.750 // ED HP, 275259328, 0, 93FB3D00, 660.000, 660.000, 17.500, -642.500 // bronze TB 257 * (1 + 0.5 + 1) = 642.5 HP, 275259921, 593, 93FB3D00, 660.000, 660.000, 647.500, -12.500 // TB bronze DOT HP, 275260421, 500, 93FB3D00, 660.000, 660.000, 647.500, -12.500 HP, 275260921, 500, 93FB3D00, 660.000, 660.000, 647.500, -12.500 HP, 275261421, 500, 93FB3D00, 660.000, 660.000, 647.500, -12.500 HP, 275261921, 500, 93FB3D00, 660.000, 660.000, 647.500, -12.500 ...
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115
0
2,714
capn233
1,708
August 2016
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jun 18, 2017 15:58:31 GMT
Enemy Damage 1.08
I updated the enemy damage sheets for 1.08. If you find anything that doesn't seem right in game, let me know and I can look at it again. Difficulty Scaling Bronze - 1x Silver - 1.65x Gold - 2.45xEnemy Damage BaseEnemy Damage Out of CoverAssembler hitting for more than 100 damage per shot out of cover on Gold is pretty nice... Someone joked on reddit the last time that we didn't know how much damage sync kills do. Fiend sync kill does 100,000 damage. I'm not putting those on the sheet though.
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Nov 28, 2017 15:18:56 GMT
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N7Mith
To troll or not to pug, that's the question
1,178
Feb 16, 2017 16:17:11 GMT
February 2017
n7mith
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Mith0810
N7Mith
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Post by N7Mith on Jun 18, 2017 16:05:12 GMT
Enemy Damage 1.08
I updated the enemy damage sheets for 1.08. If you find anything that doesn't seem right in game, let me know and I can look at it again. Difficulty Scaling Bronze - 1x Silver - 1.65x Gold - 2.45xEnemy Damage BaseEnemy Damage Out of CoverAssembler hitting for more than 100 damage per shot out of cover on Gold is pretty nice... Someone joked on reddit the last time that we didn't know how much damage sync kills do. Fiend sync kill does 100,000 damage. I'm not putting those on the sheet though. Somehow I'm surprised there's a number tied to sync-kills.
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0
2,714
capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jun 18, 2017 16:53:14 GMT
Enemy Damage 1.08
I updated the enemy damage sheets for 1.08. If you find anything that doesn't seem right in game, let me know and I can look at it again. Difficulty Scaling Bronze - 1x Silver - 1.65x Gold - 2.45xEnemy Damage BaseEnemy Damage Out of CoverAssembler hitting for more than 100 damage per shot out of cover on Gold is pretty nice... Someone joked on reddit the last time that we didn't know how much damage sync kills do. Fiend sync kill does 100,000 damage. I'm not putting those on the sheet though. Somehow I'm surprised there's a number tied to sync-kills. Yeah, I originally assumed they might have just set your hp to 0. So gave myself an absurd amount of health and it only did 1% damage...
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Post by konfeta on Jun 19, 2017 4:21:10 GMT
Alright, what the hell is wrong with Flamethrower damage?
240 base, 120 burning dot.
+100% damage from taking every power damage passive Kromerc has, and lingering burn for another +50% on the DoT.
Should be 480 base with a 300 dot, or combined DPS of 780. So, it should kill a mook in about 3 seconds of roasting. It takes roughly five in my experience. This is substantially weaker than it should be.
Does the DoT not activate until after Flamethrower stream stops hitting the target or something? That would be lame as all hell.
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Post by peddroelm on Jun 19, 2017 4:44:05 GMT
Does the DoT not activate until after Flamethrower stream stops hitting the target or something? That would be lame as all hell. true
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Post by konfeta on Jun 19, 2017 5:36:53 GMT
Eeeeewwwwww.
Well, probably gonna respec Kromerc again. I have this nasty suspicion that switching the 6/4 Flamer/OffensivePassive to 4/6 is going to be blatantly more damage when it comes to Shredder-Flamepuff->shoot gun for DPS.
Though, now that Rage doesn't suck, might do the Fortify 1 pointer thing.
None of this fixes that bathing people in full duration of purifying flames is a waste of time, though.
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Post by peddroelm on Jun 19, 2017 8:43:53 GMT
Asari Adept detonating with Throw disables expose debuff on target. Detonating with lance allows annihilation to re-apply expose debuff with the next annihilation DOT tick (0.5 second). This affects [all damage]: GUN DAMAGE vs combo survivors within the annihilation field and also Annihilation DOT damage. As a positive for the throw build - detonating vs non-flyers (ex: observers) will allow the environment collision component of throw to apply damage to health (a form of shieldgate bypass). example SH, 9929468, 1890, 8A0486D0, 1900.000, 507.813, 425.563, -82.250 // Anni DOT SH, 9929968, 500, 8A0486D0, 1900.000, 425.563, 343.313, -82.250 SH, 9930312, 344, 8A0486D0, 1900.000, 343.313, 0.000, -343.313 // gold BE triggers shieldgate SG, 9930312, 0, 8A0486D0, 0.100, 1995.000, 1230.912, -764.088 // amount of BE lost to shieldgate SG, 9930343, 31, 8A0486D0, 0.100, 1230.912, 1076.912, -154.000 // throw impact lost to shield gate HP, 9930421, 78, 8A0486D0, 2375.000, 844.063, 210.462, -633.600 // throw environment hits health HP, 9930484, 63, 8A0486D0, 2375.000, 210.462, 139.962, -70.500 // ANNI DOT - no expose ( HP, 9930984, 500, 8A0486D0, 2375.000, 139.962, 69.462, -70.500 On the flip side throw's environment component VERY VERY RARELY applies vs shields or armor. Meaning vs a fully shielded gold enemy BE + throw impact (tiny damage) runs the REAL risk of not doing enough damage to remove all shields and trigger the shieldgate. example: // anni + THROW - DID NOT REACH SHIELDGATE - VERY DANGEROUS SITUATION - maybe extra combo damage superior to expose on throw builds SH, 2404500, 165438, 95445790, 1900.000, 1900.000, 1831.750, -68.250 // anni DOT SH, 2404765, 265, 95445790, 1900.000, 1831.750, 724.350, -1107.400 // gold BE SH, 2404781, 16, 95445790, 1900.000, 724.350, 598.350, -126.000 // throw impact SH, 2405000, 219, 95445790, 1900.000, 598.350, 527.850, -70.500 // anni DOT - taget still has >500 shields left
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Post by peddroelm on Jun 19, 2017 9:25:16 GMT
EDIT gladiator melee need closer look
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Post by f3rociouspanda on Jun 19, 2017 10:47:02 GMT
Asari Adept detonating with Throw disables expose debuff on target. Detonating with lance allows annihilation to re-apply expose debuff with the next annihilation DOT tick (0.5 second). This affects [all damage]: GUN DAMAGE vs combo survivors within the annihilation field and also Annihilation DOT damage. As a positive for the throw build - detonating vs non-flyers (ex: observers) will allow the environment collision component of throw to apply damage to health (a form of shieldgate bypass). example SH, 9929468, 1890, 8A0486D0, 1900.000, 507.813, 425.563, -82.250 // Anni DOT SH, 9929968, 500, 8A0486D0, 1900.000, 425.563, 343.313, -82.250 SH, 9930312, 344, 8A0486D0, 1900.000, 343.313, 0.000, -343.313 // gold BE triggers shieldgate SG, 9930312, 0, 8A0486D0, 0.100, 1995.000, 1230.912, -764.088 // amount of BE lost to shieldgate SG, 9930343, 31, 8A0486D0, 0.100, 1230.912, 1076.912, -154.000 // throw impact lost to shield gate HP, 9930421, 78, 8A0486D0, 2375.000, 844.063, 210.462, -633.600 // throw environment hits health HP, 9930484, 63, 8A0486D0, 2375.000, 210.462, 139.962, -70.500 // ANNI DOT - no expose ( HP, 9930984, 500, 8A0486D0, 2375.000, 139.962, 69.462, -70.500 On the flip side throw's environment component VERY VERY RARELY applies vs shields or armor. Meaning vs a fully shielded gold enemy BE + throw impact (tiny damage) runs the REAL risk of not doing enough damage to remove all shields and trigger the shieldgate. example: // anni + THROW - DID NOT REACH SHIELDGATE - VERY DANGEROUS SITUATION - maybe extra combo damage superior to expose on throw builds SH, 2404500, 165438, 95445790, 1900.000, 1900.000, 1831.750, -68.250 // anni DOT SH, 2404765, 265, 95445790, 1900.000, 1831.750, 724.350, -1107.400 // gold BE SH, 2404781, 16, 95445790, 1900.000, 724.350, 598.350, -126.000 // throw impact SH, 2405000, 219, 95445790, 1900.000, 598.350, 527.850, -70.500 // anni DOT - taget still has >500 shields left What about shockwave? Does it disable expose from a human adept's singularity?
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Post by peddroelm on Jun 19, 2017 10:54:20 GMT
What about shockwave? Does it disable expose from a human adept's singularity? nope. Singularity's next DOT tick re-enables expose on detonated target after shockwave detonation .
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Post by f3rociouspanda on Jun 19, 2017 11:00:41 GMT
What about shockwave? Does it disable expose from a human adept's singularity? nope. Singularity's next DOT tick re-enables expose on detonated target after shockwave detonation . Thanks, that's good to hear.
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Post by peddroelm on Jun 19, 2017 16:59:43 GMT
1.08 barricade 6b electric defense
-BUG bonus vs synthetics does NOTHING -electric defense DOT DOES NOT benefit from power enhancing from any source -DOES NOT TRIGGER ELEMENTAL TECH DEBUFF BUT BENEFITS FROM IT -BENEFITS FROM vs Armor/Shield Passive Perks
This means on Architect you can burn humanoid armored & health based units (aggressive berserkers) quite fast with electric defense, using the incinerate DOT to trigger ET.
example DOT ticks vs gold nulifier HP, 394811609, 0, 942322E0, 7600.000, 7600.000, 7481.875, -118.125 // barricade DOT (125 / 2) * 1.4 * 1.35 = 118.125 HP, 394812000, 391, 942322E0, 7600.000, 7600.000, 7386.691, -213.309 // incinerate DOT (45 / 2) * (1 + 0.35 + 0.5 + 0.5 + 0.3) * 1.35 * (1 + 0.6 + 0.65 + 0.4) = 213.3084375 that is ~ 700 DOT DPS vs armor
////////////////// ///////////////////
1.08 meta detonating combos vs low shields in 1.08 is quite universally a bad idea (increased shieldgate hitpoints. You will lose the combo damage and the detonator damage to the shield gate. RAPID and Efficient shield hitpoints removal with minimum overkill should be the objective for any kit venturing gold difficulty.
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Post by f3rociouspanda on Jun 19, 2017 18:00:45 GMT
Has anyone tested unmoving defense from fortify? Like what counts as being motionless? And how long does the dr last for?
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Nov 28, 2017 15:18:56 GMT
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N7Mith
To troll or not to pug, that's the question
1,178
Feb 16, 2017 16:17:11 GMT
February 2017
n7mith
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Mith0810
N7Mith
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Post by N7Mith on Jun 19, 2017 20:43:31 GMT
Has anyone tested unmoving defense from fortify? Like what counts as being motionless? And how long does the dr last for? As long as you stay still. Turning/powers/shooting doesnt count for sure, dashing is rumored to not count.
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Post by konfeta on Jun 20, 2017 2:12:41 GMT
Would getting knocked back disable it?
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RonnieBlastoff
N3
Making a grilled cheese sandwhich with bottled blue cheese.
Games: Mass Effect Trilogy, Mass Effect Andromeda
Origin: RonnieBlastoff
Posts: 754 Likes: 1,017
inherit
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Sept 3, 2018 11:45:20 GMT
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Making a grilled cheese sandwhich with bottled blue cheese.
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June 2017
ronnieblastoff
Mass Effect Trilogy, Mass Effect Andromeda
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Post by RonnieBlastoff on Jun 20, 2017 2:30:54 GMT
What about shockwave? Does it disable expose from a human adept's singularity? nope. Singularity's next DOT tick re-enables expose on detonated target after shockwave detonation . :yara: ummm.... singularity doesn't have expose?
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Evil
N3
Lurkin' since 24/02/2011
Games: Mass Effect Trilogy, KOTOR, Mass Effect Andromeda
XBL Gamertag: Evil Mastered
PSN: Evil_Rurouni
Prime Posts: 2400
Prime Likes: 298
Posts: 464 Likes: 1,050
inherit
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0
Nov 24, 2024 22:31:43 GMT
1,050
Evil
Lurkin' since 24/02/2011
464
August 2016
evil
Mass Effect Trilogy, KOTOR, Mass Effect Andromeda
Evil Mastered
Evil_Rurouni
2400
298
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Post by Evil on Jun 20, 2017 2:36:16 GMT
nope. Singularity's next DOT tick re-enables expose on detonated target after shockwave detonation . :yara: ummm.... singularity doesn't have expose? Exposure, not expose. Offensive biotics 5a.
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RonnieBlastoff
N3
Making a grilled cheese sandwhich with bottled blue cheese.
Games: Mass Effect Trilogy, Mass Effect Andromeda
Origin: RonnieBlastoff
Posts: 754 Likes: 1,017
inherit
8597
0
Sept 3, 2018 11:45:20 GMT
1,017
RonnieBlastoff
Making a grilled cheese sandwhich with bottled blue cheese.
754
June 2017
ronnieblastoff
Mass Effect Trilogy, Mass Effect Andromeda
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Post by RonnieBlastoff on Jun 20, 2017 2:47:25 GMT
:yara: ummm.... singularity doesn't have expose? Exposure, not expose. Offensive biotics 5a. And now, I must take my leave, thank you
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Post by peddroelm on Jun 20, 2017 7:50:46 GMT
new gladiator 1.08 update - relevant to shieldgate While the regular melee damage was upgraded to 645 the pull + hammer base damage remains 400 * 3. Which means NO HOPE of 1 hit killing fully shielded enemies but could work vs very low shield values. 1200 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25)) * (1 + 0.2 + 0.2) = 4691.4 . (4691.4 - 2375 - 1995 = 321.4) with STR booster and universal power booster IV 1200 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25) + 0.6 + 0.2) * (1 + 0.2 + 0.2) =6035.4 6035.4 - 2375 - 1995 = 1665.4 ; still not quite enough 1 shot fully shielded gold anointed but close .. EDIT forgot Biotic Warrior which triggers by held pull without boosters 1200 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25) + 0.5) * (1 + 0.2 + 0.2) = 5531.4 with boosters 1200 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25) + 0.6 + 0.2 + 0.5) * (1 + 0.2 + 0.2) = 6875.4 test numbers 1 shot kill nearly fully shielded Destined pull + hammer HP, 9024843, 265, 988B4C80, 2256.250, 1937.750, 1885.250, -52.500 // anni dot on pulled chosen HP, 9024906, 63, 988B4C80, 2256.250, 1885.250, 0.000, -1885.250 // pulled chosen SH, 9024921, 15, 957F0140, 1187.500, 1089.500, 0.000, -1089.500 // shield with spill to gate SG, 9024937, 16, 957F0140, 0.100, 1995.000, -2446.900, -4441.900 // gate with spill to health HP, 9024937, 0, 957F0140, 2375.000, 2326.000, 0.000, -2326.000 // HP overkill 1089.5 + 4441.9 = 5531.4 1200 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25) + 0.5) * (1 + 0.2 + 0.2) = 5531.4 Love it when theory-crafting and test results match perfectly. proposed reddit guide
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Post by peddroelm on Jun 21, 2017 9:10:14 GMT
concussive shot repeat concussion: will apply the damage twice vs floating/knocked down target.
so casting it twice vs health mook will do 3 time the damage (first impact will provide the knockdown). By investing power damage passive and combat power damage gear you can make it capable to kill redbars in 2 casts .. 350 * 3 * (1 + 0.25 + 0.4 + 0.4 + 0.3) = 2467.5
other than that maybe that double impact has some double detonation capability (vs dualy primed target ?)
350 * (1 + 0.25 + 0.4 + 0.4 + 0.3) * 1.5 = 1233.75 . can't really clear gold shields by itself .. will need gun fire/power/melee/combo support ..
//////////////////////////////////// gladiator jump melee (super hero landing) = AOE STAGGER setting up the hammer kill and not too shabby damage (good for kill steal). Also the multi-hit will quickly ramp up martial artist if you like the perk.
no rage HP, 13532609, 63, 98EFD3D0, 2375.000, 2375.000, 1929.872, -445.128 HP, 13532625, 16, 926EFC70, 2375.000, 2375.000, 1929.872, -445.128 HP, 13532640, 15, 98EFD3D0, 2375.000, 2375.000, 1483.408, -891.592 HP, 13532640, 0, 95F77E50, 2375.000, 2375.000, 1483.408, -891.592 HP, 13532656, 16, 926EFC70, 2375.000, 2375.000, 1483.408, -891.592 385 * 0.333 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15) * (1 + 0.2 + 0.2) = 445.1277 385 * 0.667 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15) * (1 + 0.2 + 0.2) = 891.5922
rage on HP, 13751859, 141, 93B18E40, 2375.000, 2375.000, 1873.783, -501.217 HP, 13751859, 0, 898CBD20, 2375.000, 2375.000, 1371.060, -1003.940 HP, 13751875, 16, 9CDDA030, 2375.000, 2375.000, 1371.060, -1003.940 HP, 13751890, 15, 93B18E40, 2375.000, 2375.000, 1371.060, -1003.940 385 * 0.333 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25)) * (1 + 0.2 + 0.2) = 501.217 385 * 0.667 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25)) * (1 + 0.2 + 0.2) = 1003.94 // 1.5 k damage per enemy on impact - de-shields destined ..
LOL build with Charged MA AND MAX MELEE BOOSTERS 385 * (1 + 0.25 + 0.1 + 0.33 + 0.65 + 0.15 + (0.25 * 1.25) + 0.65 + 0.6 + 0.2) * (1 + 0.2 + 0.2) = 2286.7075 - kill redbars on direct hit landing Will need an anni tick or 2. Venom might be a great weapon for this - IF ONLY IT EXPLODED ON IMPACT ..
JUST REALIZED AA could also reach somewhat respectable jump melee damage numbers and also benefits from the stagger .. (same base damage value for all chars, same *1.4 debuff but no rage, no ruzad , etc..)
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rtrnofdmax
N2
Games: Mass Effect Trilogy, Dragon Age Inquisition, Mass Effect Andromeda
XBL Gamertag: rtrnofdmax
Posts: 232 Likes: 278
inherit
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0
Sept 25, 2017 14:35:08 GMT
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rtrnofdmax
Mass Effect Trilogy, Dragon Age Inquisition, Mass Effect Andromeda
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Post by rtrnofdmax on Jun 21, 2017 17:53:25 GMT
peddroelm I was checking your LOL build numbers and come up with something slightly different: Bonus | Amount | Ruzad | 0.1 | Melee Mod | 0.33 | Str Enh IV | 0.6 | Uni Power Amp IV | 0.2 | Juggernaut | 0.15 | Rage w/ Melee | 0.3125 | Strength | 0.15 | Melee | 0.25 | Martial Arts | 0.65 | Berserker | 0.25 | Biotic Warrior | 0.5 | Total Additive Bonuses | 3.4925 | Damage Attractor | 0.2 | Expose | 0.2 | Total Multiplicative Bonuses | 0.4 | Total | 6.2895 | Jump melee | 385 | Modified Jump Melee Damage | 2421.4575 |
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