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Lux et Umbra - A Priest Mechanics Guide
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Edited by Nysem on 4/16/12 11:57 AM (PDT)
Last update: April 16th 2012, patch 4.3.2
Hello everyone, and welcome to Lux et Umbra. This is a guide for Priest-related game mechanics. It is intended to be a guide to how stuff works while also functioning as a handbook of compiled factual information and numbers for all priests, new and old, pve and pvp, healing and shadow. If you're wondering about the thread title, "Lux et Umbra" is a Latin phase meaning "Light and Shadow." I hope the information contained here is helpful to everyone, as I have a lot of fun rewriting it and adding things as the game changes. Special thanks to Nightshroud for writing the original version of this thread, Constie for his update of the original thread as well as his assistance in updating it once more, Dusknoir for fact checking, Whitetooth for compiling information about spell resistance, Kieble-Eredar for the nifty haste calculator, and everyone with a beta key who provided the community with numbers/formulas since I myself did not have access to the beta. Table of Contents I. Stats II. Stat ratings, Mastery bonuses, spellpower coefficient, and haste tables III. Miscellaneous mechanics, spell, talent, glyph, mastery bonus, and gem notes I. Stats: Spell power and Intellect Spellpower and Intellect increase the effect of your damage and healing spells by an amount determined by what's referred to here as the spellpower coefficient of each spell. For example, the coefficient of Heal is 36.2%; If you have 5000 spellpower, Heal will heal for 5000 * 0.362 = 1810 more than it would at 0 spellpower. Intellect is associated with red gems (Each stat mentioned in this guide is associated with a primary color and also its hybrid color variants which for red would be orange and purple). See section II for a list of spellpower coefficients. Intellect, in addition to increasing spell power, will also increase your mana pool, spell critical chance, and the amount of regeneration granted by spirit. Mana regeneration There are several different sources of mana regeneration: Mana per 5 seconds, which is directly increased by Spirit. Spirit is associated with blue gems. Intellect (Red gems) also increases the amount of regeneration that Spirit provides. Base regeneration is 5% of a player's base mana (This applies to all classes), which for a level 85 priest is ~1029. At level 85, Spirit regen works off the following formula: 0.016725 * spirit * sqrt(intellect) With Discipline or Holy Masteries, you gain 50% of spirit based mana regeneration during combat. Holy priests can spec into Holy Concentration, bringing their spirit based mana regeneration in combat up to 80%. For combat regen, the formulas are: No Holy Concentration: BaseRegen + (SpiritRegen * 0.5) Holy Concentration: BaseRegen + (SpiritRegen * 0.8) Let's say I'm a holy priest. I have 1029 base regen as mentioned above, 8100 Intellect and 2500 spirit. First I figure out my spirit based regeneration using those numbers, then I cut that down to 80% and add that to the base regen. Mastery Mastery is a new stat introduced with Cataclysm and is associated with yellow gems. For every x mastery rating you have, you gain 1 mastery. All players start out with 8 mastery. At level 85, 179.28 mastery rating grants 1 additional Mastery. Mastery increases one of the bonuses associated with speccing into your primary tree, such as Shadow Orbs for shadow priests. For every 1 mastery you have, one of your mastery benefits for each spec will begin to increase. Per mastery point, Shield Discipline's (Discipline) effect increases by an additional 2.5%, Echo of Light's (Holy) effect is increased by an additional 1.25%, and Shadow Orb's (Shadow) effect is increased by an additional 1.5%. Be careful when you look at your spec's mastery tooltip. It displays a rounded number, but the game uses more precise values in its calculations. Base mana Spells don't actually have fixed mana cost numbers, but rather cost a certain percentage of your base mana, which is a number determined by class and level and nothing else. For level 85 Priests, base mana is 20590. |
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Edited by Nysem on 2/12/12 1:38 PM (PST)
Section I Continued
Spell hit Non-healing spells have a base chance to both miss their targets and be resisted by them. The miss chance can be removed via the spell hit stat, which is increased by certain talents, hit rating on gear, as well as gems. Hit rating is associated blue gems. A target's spell resistance can be ignored by gaining Spell Penetration (More on this below). The base chance to hit varies with your target's level relative to your own as well as whether your target is a mob or a player, like so: Target level PvE PvP ±0 96% 96% +1 95% 95% +2 94% 94% +3 83% 87% Raid bosses are level +3, meaning you need a total of 17% spell hit to always hit. Spell hit also reduces the chance for spells such as Mind Control and Shackle Undead to break early. When you hover over your spell hit chance in your equipment screen, it will tell you your miss chance against mobs of your level and anywhere from 1-3 levels higher than you. Hit caps are covered in Section II. Spell Criticals and Critical Strike Chance Most spells and abilities that deal damage or healing have a chance to cause critical strikes, dealing 50% additional damage or 100% more healing to their target. Priests have a baseline critical strike modifier of 50% for damaging spells and 100% for healing spells. Shadow Priests get a passive called Shadow Power for choosing that specialization, bringing their critical strike modifier for damaging spells to 100%. At level 85, 178.28 critical strike rating or 648.91 intellect is equivalent to an additional 1% critical strike chance. Spell resistance and penetration Resistance cap for level 85 mobs: 1763 Resistance cap for level 88 mobs: 2172 Spell Penetration is obtained through PvP gear, enchants, and gems (Spell penetration is associated with blue gems). If a target has 130 shadow resistance and you have 80 spell penetration, your spells treat them as if they have 130-80=50 shadow resistance. For those interested in mechanics details, two separate rolls are involved when a spell is cast at a target and both rolls again for any periodic checks (Also referred to as "Heartbeat Resists"). <Hit roll> The first roll is based on relative level between caster and target. Casting at a higher level target is much more likely to miss than casting at a lower level target. The attacking caster can stack Hit to reduce her chance of missing the initial cast or experiencing an early break. Resistance stats on the defender do not counter the attacker's Hit stat. See the section on Hit stat right above this one. <Resistance roll> The second roll is based on the attacker's level versus the target's adjusted resistance stat for that school of magic. The maximum effect of resistance gear is to reduce incoming damage by an average of 75%. This caps out at 1763 resistance for level 85 (Players) and 2172 for level 88 (Raid bosses). There are some formulas involved in the calculation of average damage reduction among other things. Average damage reduction appears to follow this formula: AveragePercentResisted = AdjustedResist / (AdjustedResist + ResistanceConstant) Where AdjustedResist = TargetResist - SpellPenetration The formula for the resistance constant, which is also the value at which you get an average 50% damage reduction, can vary with your level: Level 1-20: 50 Level 20-60: 50 + (AttackerLevel - 20) * 2.5 Level 61+: 150 + (AttackerLevel - 60) * (AttackerLevel - 67.5) The constant for a level 85 attacker would be 587.5 (Following the 61+ formula) and the constant for a level 88 raid boss would be 724. So for a level 88 raid boss casting a spell at a player with 500 resistance... (500) / (500 + 724) (500) / (1224) AveragePercentResisted = 40.85%. This percentage would also be displayed in your ingame character sheet under your Resistances. Average percent can be anything from 0% to 75%. Most spells are 'binary': they either fully fail or fully hit, average is frequency of failure. Other spells are 'direct damage' and can partially resist at multiples of 10%. Resistance is still useful in any amount because the probability of each 10% multiple adjusts for every point. Dual elemental damage such as Frostfire or Shadowfrost checks against the lower of the two resistances on its target to determine resists. If your target has 200 Shadow Resistance and only 50 Frost Resistance, Shadowfrost damage treats it as if it has only 50 resistance. Sidenote: There's no such thing as Holy Resistance. Higher level mobs do have a school-agnostic resist mechanic which can't be countered by Spell Penetration (This still applies with dual elemental damage). |
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Edited by Nysem on 2/12/12 1:56 PM (PST)
Section I Continued
Spell haste Haste reduces the cast or channel time of spells, and decreases the amount of time between ticks for HoTs/DoTs. Once you reach enough haste some of your channeled spells, HoTs, and DoTs will gain additional ticks. At level 85, every 128.05701 haste rating is equivalent to 1% haste. Haste rating is associated with yellow gems. Each source of haste is multiplicative, not additive. Multiple sources of haste are multiplied together, but everything from "haste rating" is considered a single source. To figure out how much haste you have total and how it affects your spells, take the total amount of haste you have from haste rating (Let's say 16.1%), every haste buff, and every haste talent and multiply each one together. If you have 14% from Borrowed Time, 5% from Shadowform/Wrath of Air Totem, and 16.1% from the haste rating on your gear: 1.14 * 1.05 * 1.161 = 1.389717, or 38.97% total haste. On a side note, the number displayed in your character sheet does not round up. It is simply truncated to two decimal points. Now that you know how to multiply each source of haste together, we can determine how it affects your spells. If you have 3 points in Divine Fury, Heal's cast time will be 2.5 seconds before haste. 2.5 / 1.3897 = 1.798 (1.8) second cast time. HoTs, DoTs, and channeled spells are a little more complicated. Not only does haste reduce the time between ticks and overall duration, but with enough haste, the spell will gain additional ticks as well while remaining as close as possible, in absolute value, to the original unhasted duration. When new ticks occur, the duration before haste goes up. To figure out hasted tick intervals and then overall duration: Hasted Intervals: BaseInterval / TotalHaste Overall Duration: HastedInterval * NumberofTicks If Renew lasts 12 seconds, has 4 ticks, ticks every 3 seconds, and you have 5% haste... 3 / 1.05 = 2.8571 seconds between ticks 2.8571 * 4 = 11.4284, or 11.43 seconds overall. That's not enough haste for Renew to gain another tick. However, when you reach certain points of haste, additional ticks will be added to your HoTs, DoTs, and channeled spells in addition to speeding them up. Renew at 0% haste has 4 ticks, so filling in the formula is simple. The formula for when an additional tick occurs is: (x - 0.5)/y x is the desired number of ticks y is the number of ticks at 0% haste. For Renew's 5th and 6th tick: (5 - 0.5)/4 = 1.125 (6 - 0.5)/4 = 1.375 This means that Renew gains a fifth tick at 12.5% haste, and its sixth at 37.5% total haste. Divine Hymn and Hymn of Hope also have 4 ticks at 0% haste and have the very same breakpoints. The last step, if you choose, is figuring out how much haste rating you need multiplied with the rest of your haste buffs in order to reach one of these breakpoints. Although the formula is theoretically correct, correctly solving for the exact amount of haste rating from there can be tricky. The good news is there's a calculator that does all this for you. You can find it at http://unyieldingvalor.com/calc.php Section II has tables for when each spell will gain ticks. Resilience Resilience is a stat designed for PvP content and is associated with yellow gems. Resilience reduces the amount of damage done to you by enemy players and their minions, pets, etc. |
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Edited by Nysem on 12/2/11 4:38 AM (PST)
II. Stat ratings, Mastery bonuses, spellpower coefficient, and haste tables
Stat ratings At level 85, 1% spell hit: 102.446 hit rating. Hit rating is associated with blue color gems. 1% spell crit: 179.28 crit rating (Or 648.91 Intellect). Crit rating is associated with yellow, and intellect with red. 1% spell haste: 128.05701 haste rating. Haste rating is associated with yellow. 1 Mastery: 179.28 mastery rating. Mastery rating is associated with yellow. You need 3242 haste rating to bring the global cooldown to 1 second with the 5% haste raid buff and the Borrowed Time spell haste buff active. With Darkness and the 5% haste raid buff, you need 4956. With only the 5% haste raid buff, you need 5489 haste rating. You need a total of 1742 hit rating and spirit to never miss against a raid boss. Draeneis have a self only 1% hit buff, reducing the amount of hit rating required to 1640. For PvP, you need 410 hit rating (308 for Draenei) to remove your chance to miss against other level 85 players. Shadow priests get Twisted faith, which adds 100% of their spirit from items/effects as hit rating. This means that you can treat spirit as hit rating and add up your hit rating and spirit from gear to determine your total hit rating. Crit obviously caps out at 100%. Mastery Rating does not appear to have a cap. Spellpower coefficients These are up to date for 4.3. As always, they are a work in progress and might change every now and again. If you have a correction please let me know, preferably with some form of data, link, or whatever. <Healing> Spell Coefficient Binding Heal 54.60% Circle of Healing 25.81% Divine Hymn 42.73% Flash Heal 72.40% Greater Heal 96.74% Heal 36.20% Holy Nova 19.58% Holy Word: Chastise 61.13% Holy Word: Sanctuary 4.49% Holy Word: Serenity 48.66% Lightwell (per charge) 35.41% Penance 32.05% Power Word: Shield 87.24% Prayer of Healing 33.82% Prayer of Mending 31.75% Renew 14.54% <Damage> Devouring Plague 16.04% Holy Fire hit 110.98% Holy Fire DoT 3.26% Holy Nova 14.24% Mind Blast 110.45% Mind Flay 29.10% Mind Sear 26.11% Mind Spike 83.58% Penance 45.70% Shadow Word: Death 31.34% Shadow Word: Pain 16.42% Shadowfriend (Needs redone) Smite 85.76% Vampiric Touch 35.07% For spells that have several hits (or ticks, charges, etc.), coefficients are per hit/tick unless stated otherwise. Spells that aren't listed aren't affected by spellpower. |
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Edited by Nysem on 2/12/12 2:15 PM (PST)
Section II Continued
Haste for HoTs/DoTs/Channeled Spells These numbers are the points, in total haste, at which your spells gain additional ticks. If a spell is not listed here it does not benefit from additional ticks. If you'll notice, spells gain ticks at the same rate after the first. Devouring Plague - 8 ticks base Ticks Haste 9 6.25% 10 18.75% 11 31.25% 12 43.75% 13 56.25% Divine Hymn/Hymn of Hope/Renew - 4 ticks base Ticks Haste 5 12.5% 6 37.5% 7 62.5% Renew (Refreshed by Chakra: Serenity) - 5 ticks base Ticks Haste 6 10% 7 30% 8 50% 9 70% Lightwell (HoT) - 3 ticks base Ticks Haste 4 16.6666...% 5 50% 6 83.3333...% Shadow Word: Pain - 6 ticks base Ticks Haste 7 8.3333...% 8 25% 9 41.6666...% 10 58.3333...% Vampiric Touch - 5 ticks base Ticks Haste 6 10% 7 30% 8 50% 9 70% |
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Edited by Nysem on 4/16/12 11:57 AM (PDT)
III. Miscellaneous mechanics, spell, talent, glyph, mastery bonus, and gem notes
Discipline Shield Discipline: Stacks multiplicatively with other modifiers. Archangel: Does not start and is unaffected by the global cooldown. Atonement: Atonement's range is measured from the target's actual melee reach. The healing done by this talent is not affected by Grace on its target, but does benefit from things that increase healing done (Or healing received by the target) such as Archangel and Twin Disciplines. The healing done by Atonement is capped at 30% of the priest's health before any healing modifiers are applied to it. Borrowed Time: The buff is only consumed by direct cast spells (Mind Blast, Smite, Flash Heal, Greater Heal, etc.), not channelled or instant spells. Divine Aegis: Includes overhealing and has a cap of 40% of the casting priest's health. Multiple priests with Divine Aegis create their own separate Divine Aegis effects when applied to the same target. Prayer of Healing criticals cause 60% of the healing done as Divine Aegis instead of 30%. One single crit on a target that does not already have an existing Divine Aegis can cheat this cap, but the cap is still enforced if there is an existing DA, or if that uncapped DA is reapplied. Focused Will: Stacks multiplicatively with other modifiers. Improved Power Word: Shield: Stacks multiplicatively with other modifiers. Inner Focus: Doesn't start and is unaffected by the global cooldown. Mana Burn: This effect will always cause Psychic Scream, Hex, and Fear to break instantly. Mental Agility: Stacks additively with Inner Will. Pain Suppression: Instant reduction in total threat. Penance: Three hits in total. Power Infusion: The haste mechanic from this does not stack with Heroism/Bloodlust, but the mana cost reduction mechanic does. Power Infusion also cannot be cast on mages while Arcane Power is active. Reflective Shield: Doesn't apply to your Shields on other players. Strength of Soul: This talent can also reduce the duration of a Weakened Soul applied by another priest. Twin Disciplines: Multiplicative of other modifiers. Holy Spiritual Healing: Stacks additively with other modifiers. Echo of Light: Multiple applications of this HoT will add on to the remaining amount of healing the previous one had left. Echo of Light is then reset to 6 or 7 ticks (Depending on when it was refreshed) and the healing is distributed amongst those ticks. Rolling mechanics such as these are subject to a term called "munching." This means that when two direct heals land and proc EoL simultaneously on one target, there's a chance that the HoT will be a percentage of only one of the casts, instead of the same percentage of the sum of those two casts. This effect cannot crit or benefit from haste in any way. Chakra: Does not start and is unaffected by the global cooldown. Chakra: Serenity: Unlike what the tooltip states, only Heal, Flash Heal, Greater Heal, Binding Heal, and Holy Word: Serenity will refresh Renew. In addition, when Renew is refreshed by this chakra, the base duration (Before your haste is factored in) is set to 15 seconds instead of the normal 12. Since these Renews now have 5 ticks at 0% haste, this means their breakpoints are that of any periodic ability with 5 base ticks. Divine Fury: Doesn't affect spellpower coefficients. Divine Hymn: Cannot be affected by pushback. Divine Touch: The direct healing triggers your Echo of Light HoT. Empowered Healing: Stacks additively with other modifiers. Guardian Spirit: Does not start and is unaffected by the global cooldown. The absorb / heal from this ability preventing a killing blow is capped at 200% of its target's health. Holy Word: Sanctuary: This spell is affected by anything that reduces the mana cost of instant cast spells because HW:Sanctuary is a morphed version of a spell that is instant cast. Hymn of Hope: Cannot be affected by pushback. Improved Renew: Stacks additively with other modifiers Lightwell: Absorbed damage doesn't count towards the 30%. Additionally, haste buffs (Like Heroism) do not affect the HoT from this ability - only your haste rating from gear. They will only affect the cast time to create one. Surge of Light: When casting Flash Heal while Surge of Light and Inner Focus is active, this talent will be consumed first. Surge of Light is not consumed if it procs while the priest is already casting Flash Heal. |
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Edited by Nysem on 2/7/12 12:06 PM (PST)
Section III Continued
Shadow Shadow Orbs: The Empowered Shadow buff does affect Mind Sear despite being direct damage. Mind Spike: Shadowfrost damage checks against the lower of the two resistances (Either shadow or frost in this case). See resistance mechanics in Section I. This spell can be cast when locked out of your shadow school, but if you are interrupted while casting Mind Spike it and your shadow school is locked out. Darkness: Stacks multiplicatively with other sources of haste, as explained earlier. Improved Mind Blast: Applies an undispellable healing debuff to your target, which doesn't stack with other similar effects. Dispersion: This can be cast while locked out of your shadow school. Improved Devouring Plague: This damage will not increase when you get extra ticks from the spell. It will increase with certain amounts of haste rating (1601 and 3202 being the first two). Improved Shadow Word: Pain: Stacks additively with other talents. Shadowform: The spell damage increase stacks multiplicatively with other talents. Shadowform only prohibits spells in the "Holy" tab of your spellbook, not the entire school of Holy spells, such as Power Word: Shield. Sin and Punishment: Does not cause diminishing returns. Glyphs Glyph of Renew: Stacks additively with other modifiers Glyph of Power Word: Shield: This heal can crit and proc Divine Aegis. Glyph of Scourge Imprisonment: Also reduces the global cooldown below 1 second! Talents that passively reduce mana costs apply to the base mana costs of spells, and stack additively; The mana cost reduction from Power Infusion stacks multiplicatively with the others. The mana gained from Shadowfriend is based on your current total mana, including temporary buffs to your mana pool. Diminishing Returns Diminishing returns mostly apply to pvp, but most stun effects are subject to diminishing returns on mobs as well so you don't just CC players and stun mobs endlessly. They come into play when you use the same form of CC on a target repeatedly within 15 to 20 seconds after a similar form of CC hit them. Standard CC effects like Psychic Scream and Mind Control last 8 seconds against players. When a player is hit by a CC effect, like Mind Control, the duration is reduced by half each time up to a maximum of two times. After that, the player becomes immune to that category of CC for anywhere from 15 to 20 seconds. The reason it is not consistent is because after 15 seconds have passed since that category of CC was used on the target, the server checks every 5 seconds to see if there are any diminishing returns that should be reset. These are the following CC effects that priests use, as well as their diminishing return category: Holy Word: Chastise: Disorient Mind Control: None Psychic Horror: Horror Psychic Horror (Disarm effect): Disarm Psychic Scream: Fear Shackle Undead: Disorient Silence: Silence HoT/DoT Refreshing When reapplying an existing HoT or DoT on the same target, tick intervals are not interrupted by doing so. This means you no longer have to worry about "clipping" or losing more than one tick. If you were to reapply a spell with 4 ticks left however, you would still lose those the other 3 ticks. This is because you are allowed to preserve one tick from the previous spell. This means the best time to refresh a periodic ability is when one tick is remaining on the spell or has worn off already. When casting a periodic ability, your character's critical strike chance, spell power, haste, and damage/healing multiplier (Like Dark Evangelism, or Archangel) are written into the spell. Even when, for example, the caster's spell power changes, their dots and hots will not change until they are reapplied either by recasting them or being refreshed through something like Pain and Suffering. However, when your target receives or loses any effect such as Curse of Elements or Pain Suppression, all incoming damage on that target is adjusted accordingly. Effects that increase the target's chance to be critically hit (A warlock's Shadow and Flame effect) are an exception to this rule and still require the periodic effect to be reapplied. |
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Edited by Nysem on 10/3/11 11:45 PM (PDT)
Gems
Each stat is associated with a primary color. For example, haste rating is associated with yellow, and spirit is associated with blue. When you combine these two stats together, you get a hybrid color green gem. Each gem and stat combination has its own prefix, such as the Haste/Spirit gem I just mentioned. Its prefix is "Intricate." Prismatic gems do not have their own prefix, and match any socket regardless of color. Meta gems only match Meta sockets, which are found on head pieces. Meta: Red: Brilliant (Intellect) Blue: Sparkling (Spirit) Rigid (Hit) Solid (Stamina) Stormy (Spell Penetration) Green: Forceful (Haste/Stamina) Intricate (Haste/Spirit) Jagged (Crit/Stamina) Lightning (Haste/Hit) Misty (Crit/Spirit) Piercing (Crit/Hit) Puissant (Mastery/Stamina) Radiant (Crit/Spell Penetration) Sensei's (Mastery/Hit) Shattered (Haste/Resilience) Steady (Resilience/Stamina) Turbid (Resilience/Spirit) Zen (Mastery/Spirit) Orange: Artful (Intellect/Mastery) Clever (Intellect/Haste) Durable (Intellect/Resilience) Shrewd (Intellect/Crit) Purple: Focused (Intellect/Hit) Mysterious (Intellect/Spell Penetration) Seer's (Intellect/Spirit) Timeless (Intellect/Stamina) Yellow: Fractured (Mastery) Mystic (Resilience) Quick (Haste) Smooth (Crit) |
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marry me, Nysem.
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Oh boy. Now I can learn stuff and be smart.
<3 Thanks for doing this! |
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Thanks so much for this!
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Nysem is an angry priest who refuses to PI gnomes who gave him alot of SP.
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Yay for stickie.
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Oh boy. Now I can learn stuff and be smart. doubt it. |
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I knew I recognized the name who posted this. :)
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Wow, very nice! Thanks very much for updating this.
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