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Some Tribble Testing Result Fyis

p2wsucksp2wsucks Member Posts: 0 Arc User
edited January 2013 in PvP Gameplay
Notes From Testing On Tribble:

vm3 14.6 to 19.1 duration, 125 decompiler, 125 decompiler +T5 rep boost

psw3 4 to 5.7 duration w/max decompiler and +26.2 decompiler deflector, 125 decompiler +T5 rep boost

w/max flow cap, captain trait, deflector 3x flow cap consoles (212) cpb:
5930.9 w/boost and 123 aux

tet glider 124 weapon power 212 flow cap 51.5 power levels (polaron) and shield drain, goes to 64 w/T5 rep boost

1496.5 214 part gen gw3 damage 1737 w/t5 rep

sensor scan 67.6 @ full aux%, no change w/rep boost

2150 tbr3

fbp3 full aux 214 part gen 1.1, 1.3 w/boost

The 10 minute cooldown limits efficiency of testing. All in all, other than VM w/doff potential nothing seems too out of whack given it's a 10 minute cooldown and lasts under 10 seconds.

I haven't looked into repairs or more complicated things like using it to boost MEFs and see how they stack etc.
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Post edited by p2wsucks on
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Comments

  • stevehalestevehale Member Posts: 437
    edited January 2013
    I hate to admit that I didn't test this on tribble, rather I gave it a look once I unlocked it on live (not sure how likely it was for them to test or take testing results over the holidays anyway). I'm not saying that there isn't the likelihood of some negative effects down the road, but it doesn't seem to have any of the obvious glaring issues. Your results seem at least on the surface not to be so bad.

    One of the best things about this ability is the long cool down and short duration to offset a pretty spectacular boost. This is one of the most basic problems with "p2w" consoles. They have powerful, often times long lasting effects, with short cool downs. That, in my opinion, is the opposite of how they should work.

    Long cool downs demand a more tactical, well thought out approach or else you waste tremendous potential. Oh how I wish they would increase the cool downs on things like this.
    __________________________________________
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    May not actually be "way" cooler or even "slightly" cooler.
  • mancommancom Member Posts: 784 Arc User
    edited January 2013
    Any results for graviton pulse and the omega 3-part stun thing?
    1042856
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    mancom wrote: »
    Any results for graviton pulse and the omega 3-part stun thing?

    doesn't that have a set 10 second stun/hold that cant be buffed?


    for EWP3, a decloaking, fully tac buffed at 100% health, + tier 5 rom buff can have its DOT between 1800 and 2000, depending on how many plasma energy consoles you also have.
  • tick0tick0 Member Posts: 243 Arc User
    edited January 2013
    doesn't that have a set 10 second stun/hold that cant be buffed?

    Definitely not! I've been hit with Grav Pulses that last for ~30 seconds. :eek:
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    mancom wrote: »
    Any results for graviton pulse and the omega 3-part stun thing?

    I don't have the grav pulse console, I'll add 3 part omega to list. The 10 minutes between setups and brief duration kind of make testing this a PiTA.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited January 2013
    p2wsucks wrote: »
    Notes From Testing On Tribble:

    vm3 14.6 to 19.1 duration, 125 decompiler, 125 decompiler +T5 rep boost

    psw3 4 to 5.7 duration w/max decompiler and +26.2 decompiler deflector, 125 decompiler +T5 rep boost

    w/max flow cap, captain trait, deflector 3x flow cap consoles (212) cpb:
    5930.9 w/boost and 123 aux

    tet glider 124 weapon power 212 flow cap 51.5 power levels (polaron) and shield drain, goes to 64 w/T5 rep boost

    1496.5 214 part gen gw3 damage 1737 w/t5 rep

    sensor scan 67.6 @ full aux%, no change w/rep boost

    2150 tbr3

    fbp3 full aux 214 part gen 1.1, 1.3 w/boost

    The 10 minute cooldown limits efficiency of testing. All in all, other than VM w/doff potential nothing seems too out of whack given it's a 10 minute cooldown and lasts under 10 seconds.

    I haven't looked into repairs or more complicated things like using it to boost MEFs and see how they stack etc.

    I've been wanting to do tests on Tribble for a while, but every time I copy my Tac over to do those tests, and with a possible respec, the ship I want to test with has No Boff slots/powers available even if I change ships. :rolleyes:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    webdeath wrote: »
    I've been wanting to do tests on Tribble for a while, but every time I copy my Tac over to do those tests, and with a possible respec, the ship I want to test with has No Boff slots/powers available even if I change ships. :rolleyes:

    Did you try slotting no boffs in a station, then reslotting a boff? I found I needed to do this for some stations.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
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  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    tick0 wrote: »
    Definitely not! I've been hit with Grav Pulses that last for ~30 seconds. :eek:

    I've been hit by Gpulses that were at least 50 seconds long or so.
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    snoge00f wrote: »
    I've been hit by Gpulses that were at least 50 seconds long or so.

    Since I usually carry an ET for VM counter, it generally doesn't matter when it gets to those rediculously high numbers.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    p2wsucks wrote: »
    Since I usually carry an ET for VM counter, it generally doesn't matter when it gets to those rediculously high numbers.

    Yeah, I'm a healer mostly, so I can handle it. But it sure sucks if you're pugging as an Escort or so. :)
    [SIGPIC][/SIGPIC]
  • maicake716maicake716 Member Posts: 0 Arc User
    edited January 2013
    I'm more worried about the cloak, a guy used it against me when I had sensor scan and him tagged with beta (under 5km away) and he just disappeared completely. The romulan "perfect" cloak -_-
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    maicake716 wrote: »
    I'm more worried about the cloak, a guy used it against me when I had sensor scan and him tagged with beta (under 5km away) and he just disappeared completely. The romulan "perfect" cloak -_-

    it's got a 3 second activation timer (iirc) so only really 5 sec of cloak 1x/ten minutes. I'm more worried about what MEF would be like constantly rolled and every 2 minutes rolled while Sci boosted.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    To the best of my knowledge skills do not have a diminishing return effect so it should be easy to extrapolate all the math if you want to.

    Be alot faster than testing something every 10 minutes or so.

    0 skill, 0 aux modifier
    Rank 1: 5
    Rank 2: 7

    So base duration is 5 seconds, +2 seconds per rank.

    84 skill gives 7.1 duration. So that means it is a .5 skill modifier.

    Viral Matrix Formula

    3 + (rank * 2) = base
    (skill value * .5) /100 = skill multiplier

    base * skill multiplier = duration (remember to add a '1' to the skill mod)

    So Viral Matrix 3 with 225 skill would be
    3 + 6 = 9
    2.25 * .5 = 1.125
    9 * 2.125 = 19.1 duration like you got.

    Special Notes
    - Skill mods are typically .5, .25, or .33
    - Aux modifier multiplies just like skill modifier when applicable and varies in strength
    - 99 skill is really 99.9 from putting in 9 points

    This math lesson has been brought to you by me being tired. Oh and the vast majority of heal abilities use a .5 skill modifier.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited January 2013
    p2wsucks wrote: »
    Did you try slotting no boffs in a station, then reslotting a boff? I found I needed to do this for some stations.

    There are NO stations.. All that is there is the Ground Stations. No Ship stations at all. And it only effects my Chimera and my Orb. None of my other ships are effected. And while I probably could use those ships to test a power or two, it won't help to test the builds I'll want to use on my Chimera or Orb when I can't slot Boff powers in them >.<
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    Just tell me the skill in question and I'll do the math to let you know what the value would be if I have time. Provided its not a special console or the like that I don't have.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    tick0 wrote: »
    Definitely not! I've been hit with Grav Pulses that last for ~30 seconds. :eek:

    grave pulse (red stun) is not the omega 3 part, graviton anchor (blue stun) is
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    bareel wrote: »
    To the best of my knowledge skills do not have a diminishing return effect so it should be easy to extrapolate all the math if you want to.

    Be alot faster than testing something every 10 minutes or so.

    0 skill, 0 aux modifier
    Rank 1: 5
    Rank 2: 7

    So base duration is 5 seconds, +2 seconds per rank.

    84 skill gives 7.1 duration. So that means it is a .5 skill modifier.

    Viral Matrix Formula

    3 + (rank * 2) = base
    (skill value * .5) /100 = skill multiplier

    base * skill multiplier = duration (remember to add a '1' to the skill mod)

    So Viral Matrix 3 with 225 skill would be
    3 + 6 = 9
    2.25 * .5 = 1.125
    9 * 2.125 = 19.1 duration like you got.

    Special Notes
    - Skill mods are typically .5, .25, or .33
    - Aux modifier multiplies just like skill modifier when applicable and varies in strength
    - 99 skill is really 99.9 from putting in 9 points

    This math lesson has been brought to you by me being tired. Oh and the vast majority of heal abilities use a .5 skill modifier.

    Thanks, and sorry for the late reply. I've been sick and didn't want to do any math.

    Part of the testing is to make sure it's what it's supposed to be, which it seems it is. I've noticed some seemingly odd things in the past, so was attempting to make sure things felt right. This is particular of things outside the Boff tree, but still effected by Captain skill points.

    I do have some questions:

    Constant + (Rank*RankModifier) = Base

    Just curious if the base is given for a rank why figure this out?

    Also, "84 skill gives 7.1 duration. So that means it is a .5 skill modifier."

    Tbh, I don't follow this @ all. 0.025 is what I get if divide 2.1 (the difference between the base and 7.1 points) by 84 points. Even multiplying by 100 doesn't give the .5 modifier. I'd have to multiply it by 200, not sure why.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    p2wsucks wrote: »
    Thanks, and sorry for the late reply. I've been sick and didn't want to do any math.

    Part of the testing is to make sure it's what it's supposed to be, which it seems it is. I've noticed some seemingly odd things in the past, so was attempting to make sure things felt right. This is particular of things outside the Boff tree, but still effected by Captain skill points.

    I do have some questions:

    Constant + (Rank*RankModifier) = Base

    Just curious if the base is given for a rank why figure this out?

    Also, "84 skill gives 7.1 duration. So that means it is a .5 skill modifier."

    Tbh, I don't follow this @ all. 0.025 is what I get if divide 2.1 (the difference between the base and 7.1 points) by 84 points. Even multiplying by 100 doesn't give the .5 modifier. I'd have to multiply it by 200, not sure why.

    84 * .5 = 42
    42/100 = .42
    5 seconds * 1.42 = 7.1 second duration

    Only reason I like to figure out the base is I dunno I just do.




    Transfer Shield Strength will be funny with this.

    Rank 3 = 500 heal / 142 regen before mods
    Skill mod is .5 so lets just say 225 skill for a 1.125
    Aux mod is 1% per 1 power for a total .75 at full aux

    500 * 2.125 * 1.75 = 1859 insta heal
    142 * 2.125 * 1.75 = 528 per sec

    Total Heal of 9779 per facing, not counting the resist effect. Even at a low AUX though with buff this will likely almost fully restore an escorts shields. Meh, not as funny as I thought it would have gotten.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited January 2013
    One thing I'm curious about.. If you spec into Grav Generators, how does that effect Gravity Well's -Repel/Pull. Especially when your Aux goes up and down from Aux 2 Bat. It's one thing I'd love to test but am unable to since I have that weird bug going on with my character on tribble.

    Also wondering exactly what is the best amount in Grav generators to have to make Grav Well the most effective while also not making tractor beam repulsors I and II push too far.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    bareel wrote: »
    84 * .5 = 42
    42/100 = .42
    5 seconds * 1.42 = 7.1 second duration

    Only reason I like to figure out the base is I dunno I just do.




    Transfer Shield Strength will be funny with this.

    Rank 3 = 500 heal / 142 regen before mods
    Skill mod is .5 so lets just say 225 skill for a 1.125
    Aux mod is 1% per 1 power for a total .75 at full aux

    500 * 2.125 * 1.75 = 1859 insta heal
    142 * 2.125 * 1.75 = 528 per sec

    Total Heal of 9779 per facing, not counting the resist effect. Even at a low AUX though with buff this will likely almost fully restore an escorts shields. Meh, not as funny as I thought it would have gotten.

    For the 2nd part, you left out potential console boosts. Shoulda used over 300 instead of 225.

    Getting back to the 1st part, still not seeing how you determined the .5 value for skill modifier to start with.

    Base * (1 + Points*modifier/100) = Results

    5 * (1 + M84/100) = 7.1
    5*M*84/100 = 2.1
    M=.5

    I follow that, but other than trial and error how did you get that instead of say:

    Base + Modifier*Points = Results
    84*Modifier= 2.1
    M=.025
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    webdeath wrote: »
    One thing I'm curious about.. If you spec into Grav Generators, how does that effect Gravity Well's -Repel/Pull. Especially when your Aux goes up and down from Aux 2 Bat. It's one thing I'd love to test but am unable to since I have that weird bug going on with my character on tribble.

    Also wondering exactly what is the best amount in Grav generators to have to make Grav Well the most effective while also not making tractor beam repulsors I and II push too far.

    From my understanding it doesn't really have any effect on the pull just the size of the gravity well and how far away the enemy can be and still be effected. Although they changed that a few times so I could be out of date with my info.

    Also, I thought the repel was primarily effected by AUX and not skill but I haven't looked at it in a long time. Just grab some +skill consoles and put them on/take them off to get a feel for it. You can even semi reverse engineer the math that way but due to rounding errors it will not be perfect.

    p2wsucks wrote: »
    For the 2nd part, you left out potential console boosts. Shoulda used over 300 instead of 225.

    Getting back to the 1st part, still not seeing how you determined the .5 value for skill modifier to start with.

    Base * (1 + Points*modifier/100) = Results

    5 * (1 + M84/100) = 7.1
    5*M*84/100 = 2.1
    M=.5

    I follow that, but other than trial and error how did you get that instead of say:

    Base + Modifier*Points = Results
    84*Modifier= 2.1
    M=.025


    Trial and error along with common sense. Most games follow a similar method with their math. You have a base number, stuff gets added to it, then it gets multiplied by other stuff. Everything in STO works this way pretty much for final values. That and I think I read it on the forums or some such when the skill revamp was released.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    Got it. Thanks.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited January 2013
    webdeath wrote: »
    There are NO stations.. All that is there is the Ground Stations. No Ship stations at all. And it only effects my Chimera and my Orb. None of my other ships are effected. And while I probably could use those ships to test a power or two, it won't help to test the builds I'll want to use on my Chimera or Orb when I can't slot Boff powers in them >.<

    I've had the same issue as you have.... unfortunately due to the map zoning glitch i cant test my theory of trying to get them back.
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    I do have to give one warning though about the skills, only the ones that directly effect boff abilities work like that. Others, like the weapon skills, add to the values instead of multiplying. Well that is misleading, they multiply off the base value of the weapon and then get added to the weapon DPV which is later multiplied but there is a thread dedicated to that already. But yeah the math I showed only applies properly to skills that directly modify boff ability values.
  • ivantomdisplayivantomdisplay Member Posts: 0 Arc User
    edited January 2013
    I think i read somewhere, that u need to to change ship (ready starship), then back to one u want. Apparently stations gonna show up that way.
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  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited January 2013
    I think i read somewhere, that u need to to change ship (ready starship), then back to one u want. Apparently stations gonna show up that way.

    That doesn't work. I've tried that.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • queue38queue38 Member Posts: 158 Arc User
    edited January 2013
    I have been working on finding how skills work. Here are the ones I have found so far, hope they are helpful for testing.

    Science Team Shield Heal = (450*(1+(Ability Level-1)/3))*(Total Starship Shield Emitters/200+1)*(Ship Tier Level*0.5+0.5)

    AtSIF Hull Heal = (600*(1+(ability lvl-1)/3))*(skill points in hull repair/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

    AtSIF Damage Resistance = (19*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

    Engineering Team Hull Heal = (1350*(1+(Ability Level-1)/3))*(Total Starship Hull Repair/200+1)*(Ship Tier Level*0.5+0.5)

    Transfer Shield Strength Start Shield Heal = (100*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

    Transfer Shield Strength Shiel Heal per sec = (28.5*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

    Transfer Shield Strength reduces damage to shields = (6*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

    the numbers aren't perfect but are very close. let me know if they are way off.
    I am @allenlabarge in game :D
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    queue38 wrote: »
    I have been working on finding how skills work. Here are the ones I have found so far, hope they are helpful for testing.

    Science Team Shield Heal = (450*(1+(Ability Level-1)/3))*(Total Starship Shield Emitters/200+1)*(Ship Tier Level*0.5+0.5)

    AtSIF Hull Heal = (600*(1+(ability lvl-1)/3))*(skill points in hull repair/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

    AtSIF Damage Resistance = (19*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

    Engineering Team Hull Heal = (1350*(1+(Ability Level-1)/3))*(Total Starship Hull Repair/200+1)*(Ship Tier Level*0.5+0.5)

    Transfer Shield Strength Start Shield Heal = (100*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

    Transfer Shield Strength Shiel Heal per sec = (28.5*(1+(ability lvl-1)/3))*(Total Starship Shield Emitters/200+1)*(ship tier*0.5+0.5)*(((aux power-50)*0.01)+1)

    Transfer Shield Strength reduces damage to shields = (6*(1+(ability lvl-1)/3))*(((aux power-50)*0.01)+1)

    the numbers aren't perfect but are very close. let me know if they are way off.

    I have no clue how the ship tier modifier works and I would guess the only reason your numbers are off is that you might not be counting 99 skill as 99.9 like it truly is. Looks good though keep up the good work and keep posting it as it is very informative.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    bareel wrote: »
    I have no clue how the ship tier modifier works and I would guess the only reason your numbers are off is that you might not be counting 99 skill as 99.9 like it truly is. Looks good though keep up the good work and keep posting it as it is very informative.

    The odd part to me is how he has a base of bases subfunction so to speak in the first parens and his multiplier is closer to the 2nd multiplier from my example in #21 in that .025 is 1/200 of .5. A fraction which occurs in many of his formulas. I really need to stop being sick so my brain can work again.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • queue38queue38 Member Posts: 158 Arc User
    edited January 2013
    Yes ship tier thing is odd the way I put it in there. You just get a 50% bonus to your base per ship tier max being at tier 5 where the base is 3 times larger. So if we break down the TSS formula for TSS III with tier 5 ship

    (100*(1+(ability lvl-1)/3)) = (100*(1+(3-1)/3)) = 166.6666

    (ship tier*0.5+0.5) = (5*0.5+0.5) = 3

    3*166.66666 = 500 which is the base number you used. The other two parts are the same.

    I did only use 99 but I think my numbers are already high. I can?t check in game at the moment.

    The reason I have the ship tier modifier in there is I am planning to make an Excel spreadsheet that you can enter in skills, gear, boff, etc. and it would tell you about what your power should be at. If I didn?t use the ability or ship modifier I would need to find 15 different base numbers. And more when they raise the lvl cap.
    I am @allenlabarge in game :D
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