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Judging after playing this map pretty much 2 days straight on a 8v8 perma server:
The Map is VERY anti melee. Except for the cannon Room.
The cannon room is insane one missed dodge can lose you the fight very easy but the gate helps popping in and out so plagueform and tornado are a bit less insanely op.
Knockbacks/pulls and CC are strong as well but tbh i did not have much trouble because you can negate most of it to begin with by good positioning. However Melees are again screwed for this matter.
^With the possibility of instakills we might see a lot of bunker vs bunker with CC on sidenodes which imo is not that different than it is now.. Debunking has been a thing since forever and making debunker specs strong on this map is a reasonable thing to do.
Also it is very unlikely to kill someone with CC on midnode unless your opponent is terribad.
Map could still work with full bunker teams which is kinda terrifying imo
Laser should fire a bit faster and be dodgeable for my personal preference but its alright as it is now.. I can always just walk out unless i get hard CCd or want to stay.
As it is now Lasers main purpose is to force people off node.
I love the design of mid node. Side nodes are nice as well.
I would love to be able to use skills midjump – that would be a nice improvement and also it would make melees cry even moar.
Overall Anet hates melees, the new map requires different builds for sure! + for me its fun to watch and play
Also @ the whiners if you`re playing a ranged build and still get knocked around youre doing it wrong
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#believeinSkyhammer!
In all seriousness though, this map is insanely fun to watch.
13k heal from engy heal combo is indeed a bit too strong imo and ofc that spec can still get nasty damage from burn on crit trait. Bleed+weakness+burn on autos. So lovely for any meleechars trying to nuke him. :’(
13k heal, sure if you’re running full healing gear and blow all of your blast finishers at once. Such a character is only going to win 1v1s against glass cannons. Now for group fights…okay that’s a pretty neat trick.
There is no way to get 13K heal ever
about 5K+ without healing stats + blast finishers which btw dont scale as well as leap finishers (and also only the selfheal half of the turret heal actually scales with healing power at all so stacking healing power with turret is actually even less useful for the team)
realistically 1 finisher + pickup on every cd is doable without losing too much or + blowing up turret if u want but this is actually bad and will reduce heal in the longrun.
the aoe area should be reduced though imo
Also Healing Turret + Elixir Rezz are the only reasons to bring engi atm imo
<3@necro qqing about op engi
Edit: Also what i forgot: Friggin regenerating mist – Healing turrets tool belt skill (which is my friggin class mechanic and one of the excuses for having no weapon swap) is fucxking terrible it gives a tiny bit of regen on a middleish cooldown – How about tradeing that for a 3 sec invul on 60 sec cd kk?
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The engineer skill “Rumble” ( which is the tool belt skill of thumper turret) has 2 blast finishers mentioned in its description.
However using the skill only activates 1 blast finisher.
Hi there,
I`ve just spent about half an hour running between medium target golems and spamming grenade barrage on cooldown.
Claim:
I have observed that even with grenadier trait always on, it seems as if grenade barrage only fires 6 grenades at least 25% of the time instead of 8
Why do i believe this is a bug and not a simple spread issue?
Easy in all my attempts i have NOT ONCE seen a 7 hit only 6 hit or 8 hit. Also see method
Method:
I have been running 30/10/0/5/25 with
explosives 5 , 7 , 11
firearms 6
tools 6 , 8
Rifle / healing turret / nades / elixir R / tool kit
I have only been attacking full hp medium target golems and i always stood at the same distance amost inside them targeting grenade barrage dead center on them.
I have not changed around my traits / gear / anything during these tests.
kitten :
I was not able to identify a pattern to it – it simply only works when it feels like. I tried to reproduce it after starting combat / swapping kits / various kit actions / staying in combat but nothing gets reproducable results.
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First of all these are some massive stats to boat i guess you are running soldiers ammy?
Honestly i dont think that any engi build can deal that much damage vs that much armor instantly. I think you should have just checked your combat log to see what really did the damage – its usually the easiest way – maybe there was someone you didnt see ( backstab/stealth builds with teleport pretty popular again atm as i see things)
@ power burst builds.. the big ol bomb + ulti elixir was already mentioned
SD can be annoying if you cant dodge the triple SD and you have 1 other person nearby which bounces the SD off again but its really no THAT strong damage wise and its terrible in tourneys anyway
the highest possible burst i can see might be with some might stacking + big ole bomb dropped then hit greade barrage dead center -> drop to rifle and jump shot in melee range + big ole bomb explodes (or pry bar somewhere)
maybe if he has built for vulnerability somewhere along the way but in the end you cant really get decent vulnerability stacks without losing dmg somewhere else
but even if you max out damage and somehow manage to hit all those at once its not really instant and its not going to hit for a combined 27K hp vs 2.6+K armor even if youre lucky with crits
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i still see 7.2+K backstab on 2.6K armor
just sayin
my full condi necro pushes 1.5K crits on autoattacks in shroudform.
If you get gear with no VIT (i.e. rabid/shamans) and 30 points in alchemy you should get around 18K life maybe with carrion jewel 18.7 or sth
the condi immune activates and condis applied prior still continue ticking so unless you bring a lot of cleanses as well its not even worth it.
The condi immune activates once you fall lower than 25% so if u get 1 big hit in its even worse.
It should start at 4.5K HP with the aforementioned 18K life. Now when i pop shroudform i get fury which sets me at above 70+% crit chance.
So even if by some miracle you only drop to exactly 4.5K hp and you INSTANTLY lose all condis i can still kill you in 4 hits pretty reliably.
With Soldiers amulett or carrion its a different story but soldier builds are gimicky debunker at best and carrion just means gimping your condi(also with carrion you wont have the toughness to back up your vit so you will just die to power attacks even from condi classes).
Also remember that you pretty much pick this trait only to not die vs condi necros / condi engis – as soon as there is a power class youre getting destroyed reaaaally bad
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@ OP very true and afaik devs are happy with how bombs work
You can never hit a single bomb without some sort of additional snare and/or CC against a opponent that knows to step out.
Theyre apparently intended to be area control but they cant be used as a real offensive option to pressure people who can move freely which btw leaves engi with 1 viable offensive kit. Just sayin…
Its not a bug.
Blunderbuss works like a shotgun meaning you can reliably get different amounts of bleeding depending on how far you are away from the target.
You will only get 4 bleeds when youre dead close.
You can get 2 bleeds as well when standing a bit farther away even though its not mentioned in the tooltip.
GW2 where you have to test to know how skills actually work.
I’m a proponent of making all powerful skills have clear and distinctive animations that reflect their potency. Having fight changing abilities that are less recognizable than an auto attack is part of the trouble with balance.
Ele and warrior are great examples of how powerful skill animations should look, but most classes either cast their most powerful abilities almost instantly or they lack an obvious casting animation.
Please don’t add any more particle animations. The sheer number in 8 vs 8 is already blinding to any melee class. The game needs far less animations, not more.
I agree wholeheartedly, unfortunately this game runs on animations. (hence why Asura are at such an advantage) If they added castbars like the players want, there would be no need for the 4th of July fireworks display that is the particle effects.
It doesnt need to be all flashy like blind grenade which entirely blocks MY (lol) sight.
But as i said it could be a 0.5 cue on the ground where its being cast or simply a distictive arm / sythe motion from the necro so you can actually tell which one is which (not that a distincitve motion would help with necros on foefire but yaaa)
Also at the guy who says we want all necro skills nerfed… No one wants that i`m happy that necro got some buffs and the game is getting some more viable comps. But im particularly unhappy with 2 OP skills wich is putrid mark and the instant shroudform fear (which can also be cast while stunned). Other than that maybe look at fear damage but i feel like necro should have good stuff! (like the wall <3)
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To the no animation thing, necro staff gets a giant scythe, they move their hands like dealing a spread of poker cards in blackjack
You didnt read.
I said all the mark cast animations look the same so you have no way of telling which mark is going to be cast.
I think Putrid Mark should be blockable but it not being blindable is fine in my opinion.
Putrid Mark is blockable. It requires a 10 point Death Magic (arguably, one of our worst trait lines) trait to make it unblockable.
The problem is, necro staff is so useless without the accompanying bigger mark size that no necromancer worth their salt will ever try to use staff without taking that trait, pigeonholing us into a trait line we don’t want. It has been one of the most requested changes since the game went live that ANet make the “Greater Marks” size the default size of marks to diversify builds, while merging the unblockable part with the 20% cool down trait available at 20 points in Death Magic. Most of us don’t care about the unblockable part. Its the bigger mark sizes that we need, because without it, staff is useless.
Furthermore, why are we complaining about this now? It wasn’t OP before. Literally nothing has changed about this skill until this patch, which actually nerfed it to a 3 condition transfer from a full condition transfer. Why is it that when necromancers suddenly get burning (which we never asked for, we wanted survivability, not extra damage), every other single aspect of that class is now OP as hell and needs to be nerfed? Why?
wow spending 10 trait points to make a weapon viable thats really an investment which is not worth the reward.. no other class has to do this…
it was OP before as well i just didnt care because no one played necro ever
tanky + dps are too mutually exclusive opposites the more you want of one the less you get of the other.
Also dps + avoid >>> passive defense
ez non?
especially on foefire in mid when necor can spam marks from top very fast and easy to support the big teamfight
How is that different from offensive/defensive support any ranged class, or ranged weapon using melee class are able to provide on that and other similar maps?
You’re looking at a map design issue here, and the necro has nothing to do with it.
It is to some extent with the fact that necro with both mark cooldowns + mark size traited is arguably the best class to have sitting on that Ledge in 5v5 teamfights
But my main point wasnt about the mark spam but just the single putrid mark in a 5v5 teamfight that can be gamechanging on a very low cd with no real defensive options for the opposing team
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ITT: People fail to pay attention and realise that it has already been nerfed in sPvP.
It was already stealth nerfed. Now removes 3 conditions per target hit like deathly swarm. 1v1 it is no longer a complete clear.
AKA, it only removes 3 conditions if it hits one target.
Just tried it. My bad i will fix that then.
Its still a massive shutdown for condi classes nontheless imo.
Agree on class animations. If every class behaved more like warrior (minus all the skills that root, yuck!) the game would have less cheesy builds.
Of all the things that may need nerfed in the current build… I doubt Putrid Mark is deserving to be near the top of the list. Just another I don’t think I like this, so let me go make a nerf thread.
Yea having a clear animation on such a powerful skill would be the least.Like adding a 0.5 second duration huge aoe skill cue that putrid mark is coming up. This way good ppl could still dodge putrid mark in teamfights but necro could use a “fear” into putrid mark combo in 1v1 to hit it reliably anyway and hard counter condis classes
I feel like at least the burn is alright – the amount of fear (especially deathsroud (3) which again is instant and therefore can not be dodged reliably!) and putrid mark is not.
Putrid Mark is just such a HUGE shutdown for opposing condi classes in teamfights especially on foefire in mid when necor can spam marks from top very fast and easy to support the big teamfight
And as it has been said THIS skill is waaaaay better than plague signet which is a utility skill – in fact even if putrid mark would be utility it would still be so good i`d say you`d have to bring it.
and @ Andele as i have said before putrid mark can not be dodged realiably because all mark cast animations look the same and only idiots would precast putrid mark
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huge aoe unblockable unblindable triple condi cleanse + flip on opponent on a 25(20) sec cd
also it cant be dodged reliably because the cast animation for all marks is the same so you have to guess which one is next
I can live with the burn but this is literally a free win button for necros in fights vs condi classes ( +their hp pool + another full condi cleanse). Even if it is intentional design that necros hard counter all condi classes super! hard then Putrid Mark is still OP in teamfights.
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Does it not seem as though being an efficient engineer in PvP takes alot of extra effort in comparison to the other classes?
general questions are generally not good..
1v1 vs a necro – condi vs condi necro should always win
1v1 vs a condi necro with soldiers ammy and automated response engi cant lose
1v1 vs a mesm without condi cleanse engi should easy win without any effort
^those are parts of pvp – seems like as always everything depends on circumstances and requires different types of “skill” (if u can call it that in an mmo) for different playstyles.
Engineer is still by far my favorite, but it seems like its skills are not as well as a variety as one would hope.
I know I have a difficulty stating my point so let me try to explain it in another way if it helps. Engineers have MANY different options and builds to try, I know. I have tried so many. It just seems that, still our trait system is scattered in all the wrong places which makes alot of possible builds a pain to make. Also alot of the Slot skills seem to be obsolete.
I understand that the rocket boots have been revamped and i love it, but it still seems like it still doesn’t fit it a proper build. Wouldn’t it make sense that it breaks stuns, which is essential. Another example being Throw mine.. I have never seen this used or have i used it for anything that ended productive.I understand that there are things that i may be missing or not understanding which is why i came here when I usually do not come to forums, because I want to be enlightened so please, by all means feel free to explain to me.
The major problem with engi imo is that we have no weapon swap so we have to waste at least 1 utility slot. This is a massive thing.
In addition to that many of our skills (both weapon / kit and other) are plain bad. Look at the class mechanic skills for example! These are supposed to be our class mechanic but a few of them are clearly waaaay sub par (like both the healing turrets and the elixir h one – these are important ones youre always gonna have one of these – or personal battering ram – rng elxir S – throw elixir C and flame and rifle turret (which really only can be used for SD). Admittedly though they have been trying to improve the toolbelt skills at least but…
^compare those to the mesmer class mechanic! AoE Blast/Confu/Daze +Invul hm…seems legit
Compare skills like Putrid mark for necro which is a full huge aoe condi cleanse + condi flip on a 25(20) second cooldown which can only be predicted but not be dodged knowingly because all mark cast animations look the same with any of our skills.(edit: ohh i forgot its also unblockable and unblindable because it just swaps the blind now)
Or Staff (2) and (5) from mesmer (not even going to touch sword).
I dont feel like engineer has any ridicolously OP skills like that on any of his weapons / kits.
We still have stuff like Elixir R which is the absolute best rezz in the game at this point in time imo but again this costs precious utility slots.
Also half of our kits are pretty expensive traitwise so they can be used at all which forces even less diversity.
And also other classes are worse off i guess .. warrior is still unplayable (actually more unplayable since last patch) BM rangers got hit pretty hard last patch not sure what place is coming for ranger next and all the anti melee changes are sure not helping thief either although thief is nowhere near bad
EDIT: ohh yea and all the rng is bad as well. Does not promote skillful play but pure luck.
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Precision
nicenice
moar content
Very fun game – necros facerolled everything haha
we tried to bully a mesm and a thief out of our team in the next round but they DIDNT LISTEN !!!
no one said engi is bad
our three best stun breaks are attached to:
blahblahblah
If you think Elixir Gun, Slick Shoes, and Thumper Turret are
very bad utility skills that you shouldnt bring.
then I recommend you find another profession.
Actually i did. I rerolled necro and just started to play tourneys right away without any experience with the class. Still made top 1000 easy.
You on the other hand play 3-4 hours a day and still cant make it into top1000 on your main? lmao
MMOs will never be esports
If u want esports go SC2
sou how much money did the esport gw1 pro scene make per event?
WoW had a massive playerbase and a lot more ppl pvping and didnt really make it – just sayin
not that i would mind though Event looks nice
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I hear taking away 1 stunbreak destroys your class. if stun break is that strong why not run 3 on ur utility bar hue hue
I hope this is sarcasm and i dont get it otherwise i dont know how this got thumbed up but fact of the matter is that all engineer stunbreaking skills are now (somewhat with the exception of healing mist) on very bad utility skills that you shouldnt bring.
MMOs will never be esports
If u want esports go SC2
sorry, but this is pretty kittened suggestion
^this!
Any change that would allow toughness/vit builds to be more tanky than they are already is pretty kittened. Also it would make healing power even more crappy than it already is for most classes. Plus it would make regen scale with your classes base HP so no fair distribution among all classes.
Edit: Regen is a reasonably strong buff already no idea why ppl in this thread say its not.
overall kittened suggestion
i second OP
not because i have fps drops but because i cant see cast animations at all (especially on asuras)
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I love how all the “top” teams show us that they are better than others because of skill not because of OP classes.
/sarcasm(TP vs Ugly – 2 necro’s on each team.)
When/where was this played? Can i watch it somewhere? link/site?
Putrid mark OP
huge unblockable aoe condi flip on opponent on (25)20 sec cd and very hard to dodge because all mark casts look the same so you have to just guess that the necro is using putrid now wooooot
on other note necro is still slooooooooooow
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First of all i`d like people to keep in mind that condi damage builds are… damage builds just like berserker.
Condi needs to deal some amount of damage. Condi builds may be tankier than berserker ones but you will never see the same amount of burst ( and dps as well most likely)
That 6K BS of CND BS steal is my blowtorch burn – only difference is that with blowtorch you can cleanse after u actually got hit and not take full damage.
I still dont see people stacking aoe cleansing effectively! In teamfights aoe cleansing should pretty much nullify condi builds (or at least take off A LOT! of the pressure).
On the other side i think that there are too many condis applied too fast for 1v1s. You cant be expected to cleanse that much stuff as single person ever. (then again maybe thats the point)
Overall condi spam covering strong/long dps condis is an issue when theres too few ppl with aoe/multi cleanses around. Bringing a new condition into the game didnt help that at all.
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It always bothered me Nakoda that you present your tpvp “knowledge” to ppl without ever having been rated top1000 (which honestly IS NOT THAT kitten HARD!).
And then Anet thinks kittening Power / FT / Bunker or whatever it is u play is balanced-.-
kitten that kitten
Is anyone in this thread except ostrich and me even in ladder?
In fact i need to kitten as well because ostrich has like 1.5K+ Twins which is INSANE!
So now that i got all the asskissing and flaming out of the way – commence as you wish
stability
engi has no access to stability now what? (throw elixir S is kittened btw)
in fact most classes dont have viable choices for stabi
nothing changed for my build at all it just got moved around a little
sad that i cant get undead runes and 50% burn duration with traits anymore though because 30 points in firearms is just too much
no good new changes overall – nothing i would really want
I really appreciate the stun breaker on the elixir gun tool belt though
Overall the huge downside to condi engi atm is that he lacks defense when speccing for serious dmg output. (as it has been said above)
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yea.. bunker a node all game long vs 5 guys of the enemy team – get 0 points as reward
overall stupid thread, points dont mean kitten
also
r13 thief LFG tournaments, always number one in my team!
Title says it all. Elixir Gun (as in kit builds) now has a stun breaker. Patch of the year all years.
Very happy with this particular change if this is legit – please dont nerf?!
Modified ammunition: A good way to increase the damage to hgh pistol builds that was lost in the confusion nerf. Pretty significant buff for condition engis. Running this could almost make a none hgh build viable since your burns would be doing massive damage.
Im not sure about Mod. Ammo. It depends on how it works, altough i can pretty much guarentee you that your conditions will not scale with it. It would be the first and only flat damage %-modifier that condition damage would actually scale of in the whole game.
Secondly, its wording is misleading. “if you have a pistol or rifle equiped”. Why mention this when an Engineer always carries a pistol or a rifle?
Unless the damage boost only applies to the pistol and rifle abilities.If that is the case, then this trait is actually not that great at all. Pistols have rather poor direct damage, logically due to the amount of condition damage abilities tend to carry. So a damageboost to pistols isnt as big of a deal. Say you can average 5 conditions at all times, thats 10% boost to just pistols direct damage. Not amazing at all.
^i would have said all that stuff as well but i was too lazy to type so much
well said and very true
Just looked over the patchnotes again…
godkitten these are really really bad..
no weapon swap + bad weapons and kits + only 3 utility slots + compareably long cooldowns on bad skills.
Even more rng on the new traits… how is a rng blind / a rng aegis good game design that generates interesting play?
Why would they REMOVE stunbreakers ever?
whats the deal with rocket boots shooting me forward? i can aim backwards but when immobilized you cant aim last time i checked…
remove a single boon on elixir throw? really? why would that make me want to waste utility slots / heal slot on elixirs?
idk.. i think..
The rank 8 warrior from the arenanet vs USA community team game is responsible for engineer balancing and these trait changes. Either way its probably someone who doesnt play the game he balances very well sigh
I do not know again how this bad of a design could find its way into the game.
I know that for some people it is a non-issue since they do their dmg in aoe manner or generally do not care if they are hitting from the back, front or side.
However, if you have to consistently land backstabs on something that looks like a little speck and is moving and you have no idea which way it is facing and you cannot even see when it is dodge rolling…..it really makes it much much much harder than playing against other models.Players should not be getting huge advantage relative to others just due to the model choice.
everyone can reroll any class/race combination at any point in time and instantly play
^perfect game balance achieved
/thread
Wall of reflection ^^
^
but really, it boils down to: why I haz to run counter skillz, nerf the enemy instead!
I agree! Why the kitten do i have to run a stun breaker as an engineer just so i can counter D/D thieves killing me thru basi venom!
Why do i have to run condi cleanse just so i can remove the 1 immobilize before the shatter blurred frenzy combo so if i miss my dodge i dont die instantly.
Why cant i attack necros with plague signet + dagger offhand + scythe without knowing that i will get hard countered.
LIFE’SSSSSS SOOOOO FUUUUCKIIING UNFAAAAAIRREEEE
….with a hgh engi spamming them.
Then lets see if they actually nerf engi (they aren’t even – hardly – in the leaked patch notes). Also it takes little skill to become “ok” with hgh engi. Easiest build in the game to become ok at for sure. And yet the most powerful too.
The reason playing a necro vs an engi is dumb is because:
1, Damaging people when they are downed is key in this game – you can’t win if they always res
2, The necro has nothing spammable for such situation, and especially no viable aoe poison
3, The engi can do wayyy more on downed players – making it impossible to resSo the solution is either reduce engi ability to spam (grenades) on downed players. OR buff the necros. Obviously buffing to this level would be power creep, so there is only 1 solution.
#nerfhghengi
Try rezzing against 100B / thief focus fire / ele SD aoe bursting / Mesm mind wrack + blurred frenzy
honestly any serious power spec is stronger for downed dps than engi
The only reason engi downed dps is good is because engi has reliable ranged poison and all his downed dps is ranged as well
Arguing that necro NEEDS to be able to downed dps is ridicolous. It`s the same logic by which every class should be able to play every spec. Some classes are intended to do kitten and others are not its simple as that. (Hi Bunker guardian)
Hint: grenades base attack deals around 200 dmg check that imba corpse burst!
Edit: And btw if the patchnotes are correct they`re removing the stunbreaker from elixir S which will leave us with 0 stunbreakers on legit skills. Dis gon B gud.
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Thieves are not effective in PvP. Guardians are less effective than Engineers.
Soo since release we see a bunker guardian on every team…
which means that…
ehhh
srsly what`s that even for a comparison kittening hillarious.. less effective concerning what – in comparison to what – roflmao
god i hate forums where every kitten is allowed to share his “opinion”. Free speech should be for smart people only.
Very very underwhelming patchnotes – bad changes to existing stuff + nerfs
no relevant buffs to anything (maybe with 1 exception)
very very very very very bad – makes me sad
If this is anywhere near whats really going to happen then Engi patch notes are horrendous … once again … big kittening surprise
srsly reworked traits are crap! How about bringing back the old kit refinement .. you know the trait that never was OP and that ANET broke BEYOND ALL RECOGNITION to the point where no one EVER uses it…
same goes for reworked skills – a terrible kittening skill that wastes a utility slot remains a terrible kittening skill that wastes a utility slot wether its on 30 or 40 second cd doesnt kittening matter
Honestly very very very bad
Also still no dedicaded soloQ makes me very sad
You can always just queue for tourneys and then pretend its a Deathmatch.
Holy chit thief entitlement much
respost for emphasis
and yes i know condi thief is terribad and at this point no one should ever play it
If this is anywhere near whats really going to happen then Engi patch notes are horrendous … once again … big kittening surprise
srsly reworked traits are crap! How about bringing back the old kit refinement .. you know the trait that never was OP and that ANET broke BEYOND ALL RECOGNITION to the point where no one EVER uses it…
same goes for reworked skills – a terrible kittening skill that wastes a utility slot remains a terrible kittening skill that wastes a utility slot wether its on 30 or 40 second cd doesnt kittening matter
Honestly very very very bad
Also still no dedicaded soloQ makes me very sad
The thought about being able to soloQ is the only thing that keeps me playing at this point <_>
EDIT: lolze somewhat wrong thread
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