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PostPosted: Mon Apr 18, 2005 6:51 pm 
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I don't remember how I tested this (I know it was with myself and syn messing around together) but I know by fact that, Shellra IV saved me so many times from full life gob bomb throw and self-destruct by the harder bombs in ifrit's cauldron. So I always cast it with syn, as to not having shellra with syn before and dying after 1 self-destruct by the harder bomb. Maybe this will help wiht the guide

I think I also did some test in dynamis-windurst this other time with blm/rdm shell II on the nin-yagudo mijin(explosion) since i was blm, that time i woudl always die after they mijin.. after a few times i start casting shell II on myself.. to my surprise, i stopped dying (I mena I would end up wiht like 10% life whatever but atleast it shows me shell does help)

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PostPosted: Mon Apr 18, 2005 7:03 pm 
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guess my only point was to say that barspells dont do anything without shell

and for barparalyze, it wasn't a replacement for paralyna but rather another buff to have on. even with me and the other whm spamming paralyna as fast as it was recast, people still get para'd once or twice. and i'd rather that not happen on a utsusemi cast.

i think you are right about reraise, so i'm testing it right now =p just cast it at 5:01pm pst.

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PostPosted: Mon Apr 18, 2005 7:07 pm 
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I've seen this kind of this with Bomb Toss, too.

Player2>> I didn't get shell 2.

The Goblin Smithy uses Bomb Toss.
Whisp takes 310 points of damage.
Player2 takes 310 points of damage.
Player3 takes 310 points of damage.
Player4 takes 310 points of damage.
Player5 takes 310 points of damage.
Player6 takes 310 points of damage.

If Bomb Toss is truly affected by Shell, Player2 should have a higher damage cap. But as I've seen time and time again, the dmg cap is not affected. Maybe we should test this out some time. What are the possible factors for damage cap and resistance % ?
-Shell
-Bar-element
-INT
-Level
-what else?

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PostPosted: Mon Apr 18, 2005 7:10 pm 
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Volrath wrote:
poison pot + auto regen still wakes you up

vol's right

i just wrote venom pot because they cost less

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PostPosted: Mon Apr 18, 2005 7:30 pm 
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Im going to make whisp play my whm for a week so kayne will respect me.

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PostPosted: Mon Apr 18, 2005 7:37 pm 
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Jimbean wrote:
hehe not to take away from whisps post, but since it's sort of 'on topic' and whisp is the whm exp. I figured I'd post it here instead of starting a new thread.

Whisp (and any other whms reading this) what is your opinion on aklepios/shield combo vs. light/apollos staff? Apologies if this has been discussed before. I do like having +55mp (even though i'm taking -5% cure potency) with astral aspis and asklepios, however the minute I have to rest you best believe i'm going to toss on my plutos, thus making the extra mp only worth it for the first 10 minutes of any fight.

I guess asklepios is pretty pointless except for just to bling, however I'd love to be able to find a way to use it, surely +55mp has got to be more beneficial to a whm than +1/+2 to every stat and an extra +5% cure potency, or am I just fooling myself?




healing staff will give you 50 mp as well without any -hp, much better choice imo. honestly any mp on weapons slot isnt really extremely helpful, youll be resting with a dark staff on and have to macro back to your mp stuff before you get up also if your duoing stuff with a /nin your in charge of enfeebling and its nice to have elemental staff equip tied to your respective enfeebling macros

also as far as divine skill goes, banish does have a use against undead to weaken theyre physical defense (whisp touched on this), this is especially good on ghosts because they have very high physical def and if you banish them before asuran or whatever you can keep the chains goin in a nice krt pt. light staff, mnd gear, and shock/absorb-MND will increase damage of banish as well, but i havent done testing as far as if it increases effectiveness of def down on undead.

only things id add to whisps write up is more an explanation that haste reduces a spells recast time, just to emphasize why its so important to keep a ninja hasted only because many whm (and players in general) do not understand this. this is also why im such a fan of blessed gear, for erase, raise, etc. recast times. other thing id add is in the explanation of "elemental enfeebles" as i call them (shock, rasp, drown, etc.) is that with a blm sj your elemental skill is so low that you will not be able to land them on an exp mob without elemental seal, these spells in general are seriously overlooked by blm and its really a shame, they increase your effectiveness in the pt greatly.

only other thing id like to mention is rdm sj, its pretty nice for soloing, especially if your lucky enough to have access to a kraken club. kraken+enspells is fucking dope haha

good job in general though whisp, whm really isnt a hard job to play but i see too many shitty whm heh.

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PostPosted: Mon Apr 18, 2005 8:21 pm 
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Quote:
why its so important to keep a ninja



I would like to add War to that too :D Xp pt or not, it's pissing me when my utsu timer isnt back and I don't have haste. Recasting it is almost imposible and we take many useless hit.

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PostPosted: Tue Apr 19, 2005 9:02 am 
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ok i added haste reduces magic recast, added a section on elemental seal under job abilities and also under enfeebles, added non-exp subjob choices

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PostPosted: Tue Apr 19, 2005 9:42 am 
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Whisp wrote:
What are the possible factors for damage cap and resistance % ?
-Shell
-Bar-element
-INT
-Level
-what else?


Your resistance to magic is based on MND. Think about when you want your nukes it hit with less resistance as a blm. You use Shock which lowers MND. I know INT influences magic attack and lessens resistance of black magic but not sure what else it does. Where MND influences alot of different things. MND increases divine magic attack, raises your resistance to magic attacks, increases the potency of your stoneskin (bonus of 3hp worth of stoneskin per 1mnd i think it is if i remember correctly) increases the chances of landing your whm enfeebles and increases thier duration. And even increases the potency of Black Halo.

Personally i have gotten rid of MP rings and gear on my whm and go for high mind. With about 5 peices of gear macro swapping in each spell i even macro out my Nobles Tunic to put in Errant when i use stoneskin, banish, enfeebles, ect. and when i hit a cure macro it all goes back. +51MND total. And i'll tell ya what i barely notice the decrease in the MP as a taru. i have around 1000MP (lowering it from 1201MP) and basically see no difference. I think after a while on whm mp just because Redundant. Since in exp parties you can't rest it back quick enough really to be effective even if using cookies. and using this method i have my MBs in KRT up to around 900 using moldivite earring and blm sub (which i almost always do now, except for dynamis) not bad for a taru whm ^^

And i'd even go as far to say that max mp barely phases me on any HNM anymore, since usually i'm blowing off banish spells on the gods out of lack of things to do now lol. And on something like kirin with 1000mp i can make it though all the smns while still having about 200-300mp just fine. pop a cookie, rest a bit and back on my feet. (conserve mp kicking in can be quite nice too)

OHHH and speaking of needing big cures fast. With light staff, Nobles and all the added mnd my cureV is doing about 814 right now (seen it do 856 on light day... so wanna get my obi) so with cureV having no cap on curing more mind = higher cure V. And lets not forget cureV is a great thing since it has less hate than both CureIII (i believe) and CureIV and does double the curing of what cureIV does.

But this is really just my style of play and it seems to be highly effective, especially in raid situations where you have to be smart about how you play cuz you don't have alot of other whm to back you up and not just throwing bodies at something. In my opinion every whm just has to find what works for them, and works for thier party/raids play style. To each thier own. I hope some of my insight helps some of ya. See ya in game.

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PostPosted: Tue Apr 19, 2005 10:00 am 
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i once heard someone say cure5 has less hate than cure4 once a long time ago, where do you get that information? from what ive seen a cure5 does quite a bit more hate than cure4. when you first get cure4, it does a ton of hate, but when you first get cure5 you have all the -enmity stuff from AF and whatever, so a cure5 surprises a lot of white mages by seeming to add less hate, but by then cure4 does much much less hate. anyway, let me know where you found that info or what tests you ran or whatever.

as for MND vs INT, ive heard that MND is related to resistance towards white magic, while INT is related to resistance towards black magic. i do notice if i use Shock, it seems to affect slow paralyze banish, while if i use Burn, it affects blind gravity shock choke and magic damage. maybe INT affects magic dmg cap and MND affects magic dmg resistance. not sure.

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 Post subject: Re: WHM Guide for Intermediate to Advanced
PostPosted: Tue Apr 19, 2005 10:02 am 
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Whisp wrote:
Always haste the tank, because that gives the tank an edge in holding hate. Not only does it make them swing their weapons faster, but it reduces recast delay on Flash and Utsusemi (and all magic of any type), which are key to a tank's hate-holding ability.


I cant stress this one enough. I hate it when melee get hasted before me. Whether you have a PLD or NIN tank, tanks get priority over melee. Haste reduces Flash from 45 seconds to 36 seconds which is huge. Again, job well done Whisp... /clap irl

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PostPosted: Tue Apr 19, 2005 10:13 am 
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I was exping my then-69 bard last week, and I grab this 68whm/10bst that was seeking in Davoi. I figured the bst sub was for NM pulling or something. He went /anon, and I never did figure out what sub he used for exp. Anyway his name is Tianzei.

He seemed really really slow in the head. We kept saying the tank will meet us in Gustav, but after like 10minutes of saying {Ready!}, he finally says "We play with 5?" Like he didnt know the tank is coming. Then we say Teleport-Dem Teleport-Dem Teleport-Dem kthx. He goes "Teleport-Holla?" Which is like.. fine.. but why after we say Dem do you go Holla? Anyway we get to Gustav and this ranger is soloing Wyvernpoacher but Wyvernpoacher was kicking his ass, so i disband and ally up with the ranger. O bow drops, but Tianzei lots it. After about 3 minutes Tianzei finally passes on it, but he was crying like a gilseller. So I start to wonder, is he a Davoi jujitsu gi /bst gilseller? This guy's retarded.

We get to the exp camp, and this white mage used haste maybe like once every 20 minutes, he never used regenIII II or I, and it turns out he didnt even own regen III or II. He didnt have erase. He didnt use Divine Seal once. He didnt use paralyna or blindna, I had do, the BARD had to, in addition to songs and PULLING, I had to paralyna and blindna. Ok, then, this whm didnt even use CUREs. He spammed curaga. Thats it. He ran outta mp so fast and we had to rest a shit load.

He rested with a light staff.

Thus I wrote this guide.

EDIT: forgot to add, I asked the guy in /p chat if he is a gilseller, and he was like
I want buy gil.
I want buy gil.
Where I buy gil? Need good price.
Where you buy gil? Where you get raise 3?
he bugged me for the rest of the night, long after we booted him from the PT and got a new whm lol.. WHERE YOU GET RAISE3? WHERE I BUY GIL??

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Last edited by Whisp on Tue Apr 19, 2005 10:17 am, edited 1 time in total.

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PostPosted: Tue Apr 19, 2005 10:13 am 
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PostPosted: Tue Apr 19, 2005 10:21 am 
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"The enmity factor received for casting "Cure V" is no longer based on the amount healed, as is with the other "Cure" spells."

Then what is it based on? Does this mean it's less or more? I'd like to know the formula.

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PostPosted: Tue Apr 19, 2005 10:24 am 
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2 things.

1. tianzei is majorly gimped, I had her/him replace me in a exp pt one time, and this was when I was in my lo-mid 60s, fucking guy had no idea what he was doing.. it was a major pain in the ass just to get him to come to gustav..i don't even want to think about how he did his job in the pt >< yeeeuch


2. I'm sure there's been threads about this somewhere as well, but I'm too lazy to search, and might as well bring it up since it's pertinent to the topic at hand. how does the +haste% work on the blessed gear? Does it increase the speed of haste, or duration it lasts, or both? info appreciated. thanks.

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PostPosted: Tue Apr 19, 2005 10:39 am 
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I'm not sure, i first heard about this from Myskhal. And in Exp parties with PLD tank i only cure with Cure V (murph and i have this down to a science) That was just the first link i found by google'n it. I remember reading somewhere that CureV had less hate than both III and IV, but III don't quite make sense, but i can see how if you're spamming III you'll get more hate than one CureV. Lets do some math here. (mind you this is with light staff and nobles)

CureV - 127mp - 814HP recovered. (for me with capped healing +MND)
CureIV- 96MP - 414HP recovered
CureIII- 46MP - 214 HP recovered
CureII- 24MP - 110 HP recovered
Cure - 8MP - 38HP recovered

To get the potency of CureV w/

CureIV- 192MP used and you'd have to cast 2 times and we all know IV has a nasty hate attached to it and usually avoided.

CureIII- 184MP used and you'd have to cast 4 times (i'm pretty sure that's more hate than 1cure V aor 2 CureIV since you'd have to be spaming it)

CureII- 182MP used and you'd have to cast 8 times (is this even effective let alone the total mass spamming would leave you no time to do other things

Cure- 176MP used and have to cast 22 times ( do i really need to go into this one?)


So using this math with CureV not being based on amount cured for even if it has slightly higher ENM than IV, casting it once over IV twice (and letting tank do moves inbetween V's) seems like the smarter move anyways. give you time to keep up other things in party or even rest as well. And at end game where tanks have about 1400+ hp it doesn't hurt to let them drop 700-800 and cure them in one pop. Trust me they won't even look your way.

But again, to each their own. I can only share from my experience, things i've read, and thought into it.

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PostPosted: Tue Apr 19, 2005 10:45 am 
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Whisp wrote:
"The enmity factor received for casting "Cure V" is no longer based on the amount healed, as is with the other "Cure" spells."

Then what is it based on? Does this mean it's less or more? I'd like to know the formula.


I don't have a link for you, but my understanding was that they gave cureV a set amount of hate. So the amount healed doesn't factor in unlike the other cures. It's supposedly less than cure IV, dunno about cure III. Sorry I don't know what formula they used for this.

As a pld I just like cure V because with more cure potentcy it's the best bang for the buck as far as HP healed/ MP used. If whm's are pulling hate off of plds either your whm is spamming cure II's and not letting the pld heal, or your tank sucks ass.

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PostPosted: Tue Apr 19, 2005 11:30 am 
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I hardly ever use cure5 in exp situations, simply because regens are enough to keep everyone well healed. In addition, unless you have a perma setup, when you try to cast a cure5 on someone who has enough hp loss to cure for that much, some /whm or rdm or pld will invariably do a cure3 or 4 and cause your cure5 to be in vain. I do use Cure5 sometimes at gods or NMs if there isn't enough healing power around.

Here is the issue that concerns me. Say that a PLD has 600/1450 hp,
you do a cure5, but at the same time two other people cure the PLD to 1100/1500, when you use the Cure5 instead of getting hate for 400hp cured, youre getting the set rate of hate for Cure5 which is probably more than 400.

Well, maybe cure5 strategy is nice, but as long as you keep a regen3 on the tank, and you dont get an add, I doubt it would ever be worth it, for me at least.

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PostPosted: Tue Apr 19, 2005 12:27 pm 
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Yes, I hated lvling pld again for that reason whisp. I want the pld and the whm to cure me and nobody else. I mean if it's dire and people are dying sure. A pld atleast at higher lvls when you have cure V shouldn't be getting hit for enough that they couldn't hold off until 500-600hp's and let the whm cure V. Plus I always throw in the first cure during a fight, preferable a cure IV then let the whm cure from there. Just my strategy, but ofcourse it doesn't always work perfectly if you have people that don't pay attention heh.

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PostPosted: Tue Apr 19, 2005 3:23 pm 
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Jimbean wrote:
how does the +haste% work on the blessed gear? Does it increase the speed of haste, or duration it lasts, or both? info appreciated. thanks.

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PostPosted: Tue Apr 19, 2005 3:36 pm 
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First of all, great job on the guide Whisp. You really covered pretty much every aspect of being a *good* whm. The only things I would add are for Dynamis be sure to cast Barfira on NIN type mobs, and for MNK type mobs be sure to follow your tank and spam cures on them during 2hr (don't let them get out of cure range if kiting). Also, sneak and invisible are party only spells as well (a lot of non-mages seem to forget this one).

As for the Curing issue... I rarely use anything over Cure 3 in an xp party, I just spam regen on everyone and alternate Cure 2-3 to keep everyone topped off, except for PLD tank whom I give a little more room to self cure. I can probably count the number of times I've used Cure IV on one hand... I found out Cure V gave a set amount of hate (or reduced amount) so I stuck with that for situations where people needed a 500+ cure. Even if some of that cure was 'wasted' by topping them off, in most cases I rather would cast Cure V once for a small amount of hate instead of a Cure IV followed by a Cure II. I do see Whisp's point about wasting such a big cure like that if a red mage is just going to hit them with a cure sooner, and make mine completely wasted... while that does happen from time to time I would rather be safe than just wait to see if that rdm/brd/whoever is also going to cure, or for how much. Most times the MP spent on that superfluous cure is inconsequential anyway.

Ero I think your Cure numbers are pretty interesting... right now with capped healing I Cure V for 780 as /smn with about +15 mnd, and only 772 as /blm. On the other hand my Cure 3 does 215... maybe this has to do with my higher healing skill at 75? Let me borrow your MND gear sometime and we can experiment with this. ^^

Jimbean~ Scroll up to Ruby's post. The +haste% reduces recast timers on spells which is why it's why it's so good for spells with a long recast like erase, raise 3, etc. It doesn't change the length of the haste spell or anything like that.

Finally back to the Asklepios/shield question...personally I have Asklepios, Holy Shield, and Light Staff (and Dark Staff) and switch between them as needed. Really the only time I use Asklepios/shield combo is at the beginning of a god fight, Dynamis, or some other NM where I get to full rest beforehand. The 40 MP is nice but not really necessary, I must admit. Asklepios is definitely nice for club skill up though, especially if you are still main healer, as it still provides +cure% and has a pretty low delay.

Like Ero said though, everyone has their own playing style and their own preferences, do what works for you as long as it doesn't get you and your party killed... this guide is definitely a good place to start :)


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PostPosted: Tue Apr 19, 2005 3:39 pm 
Youre a Crappy HNM like Roc or something
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PostPosted: Tue Apr 19, 2005 3:45 pm 
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Eromenos wrote:
Whisp wrote:
What are the possible factors for damage cap and resistance % ?
-Shell
-Bar-element
-INT
-Level
-what else?


Your resistance to magic is based on MND. Think about when you want your nukes it hit with less resistance as a blm. You use Shock which lowers MND. I know INT influences magic attack and lessens resistance of black magic but not sure what else it does. Where MND influences alot of different things.


you talking from personally testing as far as resist rate (different from the amount of damage you do) or just using the old incorrect assumption magic is your INT vs the monsters MND? you can test damage output easily by using burn on a mob, your black magic damage is your INT vs the mobs INT. many people (includeing 70+ blm) still use shock before they nuke and will explain that they will nuke for more with the mobs MND lowered, had to prove them wrong in almost every exp pt i had with a blm while i leveled rdm heh by actually going several rounds with and without burn and showing them the damage cap increase. ive also tested this in exp pts on whm using banish, shock is the one you want to increase your damage cap there white magic damage is your MND vs the mobs MND. as far as other things INT does is it will lower damage cap of a mobs black magic on you and also increase potency of other non-nuke black magic (ex. blind) and also plays a part in certain ws and ninjitsu. as far as resist rate of white or black magic, im not entirely sure if INT or MND plays a huge factor here. i would guess its more the applicable skill level you have of that magic vs. the mobs built in respective elemental resistance level.

and whisp, from my own experience cure v is much less hate than cure 4, ill use cure 5 even though its not needed in some situations because of this.

edit: would just like to add dark magic skill is a different ballgame, SE themselves have said they updated bio's effectiveness to be reflected by your dark magic skill, really havent done much testing along these lines with bio/aspir/drain rdm dark magic skill is kinda sucky anyway heh

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Last edited by Rubyxiii on Tue Apr 19, 2005 7:54 pm, edited 1 time in total.

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PostPosted: Tue Apr 19, 2005 3:56 pm 
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hrmm ok, so the +% from the new jse makes folks who get haste from me recast even faster than they would if i rock some normal ass artifact or whatever?

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PostPosted: Tue Apr 19, 2005 4:00 pm 
Youre a Crappy HNM like Roc or something
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Jimbean wrote:
hrmm ok, so the +% from the new jse makes folks who get haste from me recast even faster than they would if i rock some normal ass artifact or whatever?


Nah, haste gear you wear only applies to you and your own timers, it does nothing for the spell "haste."


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