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  • jadensecurajadensecura Member Posts: 660 Arc User
    edited February 2013
    Just tried it out, seems to be working perfectly, and the power levels match the ones I'm seeing in game on my Aventine exactly. Thank you for all your hard work on this. Of course, the job is never quite done, and in this case the KHG/Adapted Maco set is still missing. It looks like the engine provides a flat +3.8 to Weapons, Shields, and Aux power at all levels, and the 2 piece bonus provides another +7.5 Aux at Mk X at least (don't have XI or XII to check). Of course, one of the great things about your calc is that it's so easy to make it simulate things that aren't entered yet, so this can be done easily by adding the 3.8 and 7.5 into the Standard Engineering Consoles and/or Misc/Temporary Boosts areas, so feel free to rest on your laurels for a while :D Thanks again.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited February 2013
    I appreciate the kind word Veakoa and Jadensecura.
    ...Of course, the job is never quite done, and in this case the KHG/Adapted Maco set is still missing. It looks like the engine provides a flat +3.8 to Weapons, Shields, and Aux power at all levels, and the 2 piece bonus provides another +7.5 Aux...
    I've never had a KDF toon who played STFs enough to get any of the sets, and apparently other Power Calc users never noticed until you. Funny, that. :rolleyes:

    Anyway, I took a look at STOWiki's page on he KHG set, and it has conflicting (but possibly outdated) info: According to them, the KHG Engines don't provide a flat buff, but one that is inversely proportional to your subsystem setting (similar to the Efficient Engines (EIE), by the sound of it). Also, they list the Tactical Readiness (2pc Buff) as providing a +7.0 buff to Aux (not +7.5).

    Can you please double-check your findings, and possibly post a print screen of each item's Info Description for me (right-click the device, left-click Info)? I've already updated the Calc on my end, adding the buffs you have posted, but I want to be accurate before I publish an update. If it turns out the Engines are ranked on a scale, it will take some time to work up the formula (not too much, if I verify it's the same as the EIEs).

    Since S7 has turned the STF-Lottery into a Rep-Grind, I've a couple KDF toons that are getting to a near point in acquiring these items. So that's lovely, and means I'll be able to check this out for myself in the not-too-distant future. :cool:

    Until then, do please keep using the fields you've already noted for manually adding power boosts. Glad they're getting some use! :D

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • dome7dome7 Member Posts: 0 Arc User
    edited February 2013
    Hi,

    The KHG engine (and the adopted MACO) gives 3,8 efficient power bonus so its not a flat bonus.
    The Tactical Readiness (2 piece set bonus) according to the in-game info gives 8,8 power to the Aux. It is a flat bonus.

    I double-checked the infos.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    Thank you Jadensecura and Dome7. I have (finally) acquired an Adapted MACO set on one of my toons and was able to confirm the Power Buffs. The Engine functions Efficiently just like the basic Efficient Impulse Engine already in the Calc. Likewise, I've tested it with the Advance and Elite Fleet Efficient Engines, and these buff the same way. So all I need to do is update the label so people know it applies to these Engines as well.

    I've also confirmed the 2-pc Adapted MACO/KHG Tactical Readiness provides a +8.8 Aux Buff. So I'll add this.

    Expect the updated Calc with the above and recently added ships (Andorians, etc.) to be released in the next couple of days.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    New Version - 7.1.00:

    Release Notes:

    - Changed the option for Efficient Impulse Engines to Various Efficient Impulse Engines.
    - Added a comment explaining that this entry field can be used for any of the Basic Efficient Impulse Engines, Advanced & Elite Fleet Efficient, the Klingon Honor Guard (KHG), and the Adapted MACO Impulse Engines. All these provide the same buff to Ship's Power based on the ship's current settings (more power at lower settings).
    - Added STF KHG/Adapted MACO Tactical Readiness Passive.
    - Added the following ships to the Ship Power Stats:
    * KDF K'maj, the Fed Yamaguchi, and the Andorian Kumari, Khyzon, and Charal. The Andorian ships were added by their name, and with the racial prefix ("Andorian"). Taking a cue from that, I added D'Kyr as a separate entry from the pre-existing "Vulcan D'Kyr". Stats on these duplicates are the same, only listing them twice for easy location however you look for them.
    - Fixed a couple of comment typos.
    - Fixed links for Universal Consoles and Sets.
    - Removed the "Universal Console" phrase from the Assimilated Module name.
    - Corrected spelling of "Dreadnought" on ship page.


    Enjoy! :)

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • operations2000operations2000 Member Posts: 0 Arc User
    edited March 2013
    Thanks for the post, trying to get back in to the game after not playing since 2010.
    STO is quite technical and stat heavy compared to many MMORPG, and understanding power levels is a big part of that.
    Still need to get up to speed on consoles, if they stack like they used to and what caps there might be.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    ...trying to get back in to the game after not playing since 2010.... Still need to get up to speed on consoles, if they stack like they used to and what caps there might be.
    Welcome back to the game! Consoles all pretty much all stack with no cap, with a notable exception being Engineering "armor consoles." These have the typical diminishing returns of all Resistances (the point being that nothing should ever get to 100% resistant). I don't remember the exact formula off the top of my head, but the more you add the more you loose. You'll find there are all sorts of "Universal" or "Special" consoles out there now, too. These have unique stats or abilities, often belonging to a set that grants additional powers the more pieces of the set you have. Mostly these are "Unique" meaning you can only have one one a ship at a time, so they don't stack either.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • lobesforbusinesslobesforbusiness Member Posts: 1 Arc User
    edited March 2013
    There are FOUR lights!

    Looking forward to my new blue officer... :D
    Thanks for the great table, very useful!
  • operations2000operations2000 Member Posts: 0 Arc User
    edited March 2013
    Welcome back to the game! Consoles all pretty much all stack with no cap, with a notable exception being Engineering "armor consoles." These have the typical diminishing returns of all Resistances (the point being that nothing should ever get to 100% resistant). I don't remember the exact formula off the top of my head, but the more you add the more you loose. You'll find there are all sorts of "Universal" or "Special" consoles out there now, too. These have unique stats or abilities, often belonging to a set that grants additional powers the more pieces of the set you have. Mostly these are "Unique" meaning you can only have one one a ship at a time, so they don't stack either.
    Right the resistance thing rings a bell, and makes sense.
    Is there a max power cap of 125 still?
    Re-Skimmed the original post not sure if that was mentioned, or is still the case.
    What happens if you spec beyond the max?
    The meta game of all the new console types will take a while to get to grips with, just trying to get a handle on the basic mechanics again at the moment.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    There are FOUR lights!

    Looking forward to my new blue officer... :D
    Thanks for the great table, very useful!
    We have a winner! And you all probably didn't even know a contest was afoot, didja!?! :D It was a super secret Easter Egg contest. Info can be found in the latest version of the Calc "hidden" in the release notes section of the About Tab that "no one" looks at. Heh. I had a similar one about this time last year (again, look back in those notes).

    Congrats to Lobesforbusiness. It's especially cool that your first post on the forums was to win a prize. :cool: What is your @name in the game so I can mail you the Blue DOff? Also, what specialization (Geologist, Assault Squad Officer, etc.) would you prefer? No guarantees, but give me your top three, and I should be able to accommodate you.
    ...Is there a max power cap of 125 still?
    Re-Skimmed the original post not sure if that was mentioned, or is still the case.
    What happens if you spec beyond the max? ...
    Yes, there is a hard cap of 125 per subsystem, and no it was not mentioned in the OP. How silly of me to be neglectful on that. I've updated the primer with that info. However, the Calc does lock in a max of 125 (It does show you by how much you're over, in parentheses). As far as I know, any power over 125 is lost. Using the Calc will help you keep from being wasteful and going over.

    ETA: Some players report that "overcapping" does provide some buffer against things like Weapons Drain, but the results are inconclusive. Example discussion thread:
    http://sto-forum.perfectworld.com/showthread.php?p=8417711

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • operations2000operations2000 Member Posts: 0 Arc User
    edited March 2013
    Yes, there is a hard cap of 125 per subsystem, and no it was not mentioned in the OP. How silly of me to be neglectful on that. I've updated the primer with that info. However, the Calc does lock in a max of 125 (It does show you by how much you're over, in parentheses). As far as I know, any power over 125 is lost. Using the Calc will help you keep from being wasteful and going over.

    ETA: Some players report that "overcapping" does provide some buffer against things like Weapons Drain, but the results are inconclusive. Example discussion thread:
    http://sto-forum.perfectworld.com/showthread.php?p=8417711
    I don't actually have the Calc itself as I don't have any Excel software yet.
    Will look into that free office thing you linked when I get around to min/maxing a bit more.

    Power drains were the main things I was thinking of with the overcapping, as to what figure they were working on, and if you should be drained below the cap would you then gain all the bonuses.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited March 2013
    Looking forward to my new blue officer... :D
    And I'm looking forward to sending it to you. Lobesforbusiness, please post your in-game @name so that I can mail it to you. If you're rather not post it publically, send an in-game mail to me via @patricianvetinari.

    I don't actually have the Calc itself as I don't have any Excel software yet...
    Oh. Ok. Well, let me know what you think of it, when/if you choose/are able to give it a try. :)
    ...Power drains were the main things I was thinking of with the overcapping, as to what figure they were working on, and if you should be drained below the cap would you then gain all the bonuses.
    It was my presumption that power is hard-capped at 125, and apparently there is some grey area with relation to how weapon power is used, but I can't say how power drains are affected by overcapped power levels. :confused:

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • sohtohsohtoh Member Posts: 620 Arc User
    edited April 2013
    I'm sorry, but there is a slight problem with the D'kora Battle Mode settings.

    For the D'kora in its regular (Defensive) mode; it's just like a regular cruiser, with +5 across the board to all subsystems.

    For the D'kora in Battle Mode; it receives +10 to Weapons Power, 0 to Shields Power, +5 to Engines Power, and -5 to Auxiliary Power.

    Now, those are facts. However, the subsystem bonuses for being in Battle Mode are cumulative.

    For Battle Mode, for calculations to be cumulative, the subsystem bonuses should be; +15 Weapons Power, +5 Shields Power, +10 Engine Power, and 0 to Auxiliary Power.

    The following is taken from the current version of your Power Calculator.

    D'kora Defensive Mode
    W: 72/50
    S: 72/50
    E: 72/50
    A: 70/50

    D'kora Battle Mode (Non-Cumulative)
    W: 77/50
    S: 67/50
    E: 72/50
    A: 60/50

    D'Kora Battle Mode (Cumulative)
    W: 82/50
    S: 72/50
    E: 77/50
    A: 65/50


    The following is what was seen in game, with only a Mk I Impulse Engine equipped and at the balanced power setting.

    D'kora Defensive Mode
    W: 72/50
    S: 72/50
    E: 72/50
    A: 70/50

    D'kora Battle Mode
    W: 82/50
    S: 72/50
    E: 77/50
    A: 65/70
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    sohtoh wrote: »
    I'm sorry, but there is a slight problem with the D'kora Battle Mode settings.

    For the D'kora in its regular (Defensive) mode; it's just like a regular cruiser, with +5 across the board to all subsystems.

    For the D'kora in Battle Mode; it receives +10 to Weapons Power, 0 to Shields Power, +5 to Engines Power, and -5 to Auxiliary Power.

    Now, those are facts. However, the subsystem bonuses for being in Battle Mode are cumulative.

    For Battle Mode, for calculations to be cumulative, the subsystem bonuses should be; +15 Weapons Power, +5 Shields Power, +10 Engine Power, and 0 to Auxiliary Power...
    Thanks for the input. I don't have a D'kora to test myself. I only added the feature based on user Tarsudo's request. Is there anyone else that can confirm Sohtoh's post? A net +10 power increase in one console (+ add'l skill/dmg modifiers) seems OP. I would like to double-check before I make any changes.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • tarsudotarsudo Member Posts: 343 Arc User
    edited April 2013
    Hi, i read now this post... i will be in home in 2 hours aprox. then i will give you some back info
  • tarsudotarsudo Member Posts: 343 Arc User
    edited April 2013
    Ok i verify and try again and the same:

    D'kora in Defensive Mode or without console-universal- battle module 3000, the values in balanced are:

    76/50
    76/50
    68/50
    68/50

    D'kora in battle mode, the values in balanced are:

    86/50
    76/50
    73/50
    63/50

    the values are in battle mode active: +10 weapon power, +5 engine, -5 auxiliar

    The arguments of Sohtoh are correct, in Defensive mode is like a regular cruiser +5 all subsystems, and in his final result are:

    In battle mode active are accumulative: +15 weapon power, +5 shields, +10 engine and 0 auxiliar.

    Battle mode is add to regular values

    Cheers
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    Thanks for the confirmation Tarsudo, and the original report Sohtoh. I'm pretty busy with Things these days, so it'll be a bit before I can release a new version. Might not be until the RoL update. With the addition of Warp Cores, Romulan ships, and who knows what all else, there will certainly be a new Power Calc for the Expansion.

    :)

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • tarsudotarsudo Member Posts: 343 Arc User
    edited April 2013
    Thanks for your work in the calculator Patrician. Thanks a lot
  • giaranagiarana Member Posts: 0 Arc User
    edited April 2013
    Wonderful work on the calculator, it's probably the most practical and useful post in the forums. (imho)

    One question though, is the ship listed as Defiant-R (escort) the Fleet defiant?

    As a P.S. Will the Jem HEC be making the list on any planned updates?
    HOMO SAPIENS NON URINAT IN VENTUM
    [SIGPIC][/SIGPIC]
    =/\= 106th Fleet =/\=
    Website | Fleet Charter | Mission Statement | Forums | Join | F.A.Q.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited April 2013
    The Defiant R is generally considered to be the 9 console T5 Refit you can get at Vice Admiral.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • poppiesboypoppiesboy Member Posts: 1 Arc User
    edited April 2013
    oh my oh my
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    giarana wrote: »
    Wonderful work on the calculator, it's probably the most practical and useful post in the forums. (imho)
    It's very kind of you to say. :o
    giarana wrote: »
    ...One question though, is the ship listed as Defiant-R (escort) the Fleet defiant?
    thecosmic1 wrote: »
    The Defiant R is generally considered to be the 9 console T5 Refit you can get at Vice Admiral.
    What he said. With some exception, I haven't listed any Fleet variants, because they have the same power buffs as their Non-Fleet originals. If you ever find this doesn't work for you, let me know and I'll re-evaluate my policy. :cool:
    giarana wrote: »
    As a P.S. Will the Jem HEC be making the list on any planned updates?
    Absolutely. Just for you I took a slingshot trip around the sun, going back in time, to January 30, 2013, at which point I added the HEC to version 7.0.00, released that day. You'll find it in that version and each version after that. It will be located with the "Special (Cross-faction)" ships, under the Jem'Hadar sub-heading (you'll need to scroll down), listed as "Heavy Escort Cruiser". :P
    poppiesboy wrote: »
    oh my oh my
    I'll take that as a compliment, thanks! :D

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • mowghtamowghta Member Posts: 60 Arc User
    edited April 2013
    A great thanks for this great tool.

    I can't create a character without that.

    That is a part of very usefull STO tools ;)
    vAZ8lHW.png

  • grbicdachagrbicdacha Member Posts: 1 Arc User
    edited April 2013
    Uh i have a headache
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2013
    mowghta wrote: »
    A great thanks for this great tool. I can't create a character without that...
    Thanks!
    grbicdacha wrote: »
    Uh i have a headache
    Uh... You're welcome? :P

    ===

    I wanted to note, that I've started some preliminary work on the v8 update of the Calc, for Legacy of Romulus. I've made room and typed in the names of the Romulan ships they've shown us thus far. Of course, I don't have the power ratings yet, but will put those in there. I will also still need to figure out how to calculate some of the new features/rules in regards to Warp Cores and Singularity Cores, once those get finalized.

    :)

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited May 2013
    Power Calc vLoR is coming along nicely. It's not ready for release, but I hope to have it done on or about 05/21 with the launch of LoR...

    I've some various clean-up and other rearrangements, etc. etc. So, yeah, as I said, it's coming along nicely.

    This weekend is the first Open Beta test on Tribble, and I hope to get on for some Romulan play, and figure out how the Singularity Warp Cores function, then add those in.

    Woot, woot!

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • tarsudotarsudo Member Posts: 343 Arc User
    edited May 2013
    :) thanks for all your work patrician :)
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited May 2013
    Greetings Captains!

    I'm happy to announce the release of PowerCalc vLoR.0.00 updated for Legacy of Romulus. Use the link in the OP to download the latest version.

    Release Notes:
    - Major revamp to numerous calculations/displays to account for Warp Core mechanics.
    * Note: Warp Cores may provide a variety of bonus effects, but the Calculator only references those that affect Ship's Power.
    * Note: Romulan Singularity Warp Cores provide between +5 to +15 power to one subsystem based on the amount of Singularity points a ship has at any given moment. As this can't be determined by the Calculator (at this time, at least), the Calc only shows the base +5 power boost.
    * Note: Federation/KDF Matter/Antimatter Warp Cores have up to four ways they affect Ship's Power, and all of these can be counted by the Calc based on selected options. Only features/tags that affect power are included on the various the selection list.
    - Modified layout to fit new fields and calc changes.
    - Added new Romulan Republic Faction Ships:
    * T'liss Light Warbird, T'Varo Light Warbird, Dhelan Warbird, Dhael Warbird, Mogai Heavy Warbird, Valdore Heavy Warbird, D'derdex Warbird Battle Cruiser, D'ridthau Warbird Battle Cruiser, Haakona Advanced Warbird, Ha'apax Advanced Warbird, Ha'nom Guardian Warbird, Ha'feh Assault Warbird, Mirror Universe Ha'apax Advanced Warbird, Mirror Universe Ha'nom Guardian Warbird, Mirror Universe Ha'feh Assault Warbird, Mogai Heavy Warbird Retrofit, D'derdex Warbird Battle Cruiser Retrofit, Dhelan Warbird Retrofit, T'Varo Warbird Retrofit, Fleet T'Varo Warbird Retrofit, Fleet Dhelan Warbird Retrofit, Fleet Mogai Heavy Warbird Retrofit, Fleet D'derdex Warbird Battle Cruiser Retrofit, Fleet Ha'apax Advanced Warbird, Fleet Ha'nom Guardian Warbird, Fleet Ha'feh Assault Warbird, Tiercel Shuttle, Kestrel Runabout, Scorpion Fighter.
    - Added Tal Shiar Adapted Borg ships to the "Special Cross-faction" ship lists.
    * Khnial (Adapted Battle Cruiser), Llaihr (Adapted Destroyer)
    - Added Andorian Light Escort to the Federation Ship list.
    - Added Nukara Rep System Gear (see Known Issues).
    - Updated Captain Efficiency Trait to provide +30 to skill.
    - Updated Captain Efficiency comments to note the trait is included as part of the Liberated Borg racial trait.
    - Updated Trait comments regarding selection method and Retrait Token availability.
    - Created separate fields/drop-down lists for Ship Components (including Warp Core, Deflector Array, Impulse Engine, Shield Array, Universal Consoles, and Misc Abilities).
    - Added expanded list of Ship Components.
    - Tactical Readiness is now automatically detected based on Components used, and has thus been removed from the list of equipment.
    - Added Romulan Consoles that have Power-affecting sets.
    - Added a "field" where Power-affecting Passives will be noted, based on equipment. These are autodetected based on which equipment you've selected.
    - Updated Ship Faction comments with full "Special (Cross-faction)" name.
    - Spelled out Klingon Defense Force (instead of just "KDF") on Ship Faction Selector.
    - Updated Tholian Recluse to +5Eng, +10Aux (instead of +5Aux) after personal use.
    - Corrected settings for D'Kora (Battle Mode).
    - Thanks to sohtoh for pointing out the corrections.
    - Updated About tab Instructions to take note of new Warp Cores and Passives.
    - Updated About tab Sources/Credit link on to new thread address.


    Known Issues:
    - Need stats of Haakona Advanced Warbird in it's separated ships.
    - Need stats of Romulan small craft (Shuttles/Fighters).
    - Need stats of Nukara Engine and Shield, and verify Console.
    - Need stats of Tal Shiar Adapted Borg Warp Core.
    - Because I wasn't in the Open Beta, and didn't get much Romulan Tribble Testing, much of the info I have on Romulan ships/Singularity Cores is based on limited info. As I level-up my own Romulan on Holodeck, I'll update anything I got wrong.
    - Exact functions of Romulan Warp Cores is theoretical, may need adjusting.
    - The Power display properties for Romulan ships is still being fine-tuned.


    I would really appreciate your feedback on what you think of the changes. Also, any input on things I've missed or fixes for the known issues, would be a great help.

    I'll be updating the OP with a new primer, updated for LoR, in the next day or so.

    Enjoy!

    P.S. To Tarsudo: You're welcome! :D

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • shookyangshookyang Member Posts: 1,122
    edited May 2013
    Per your request, I'm posting here from the other thread.

    The calculator is still saying I should have 42 Aux, but I only have 40. Also, I noticed that my shield power (74) is lower than what the calculator says what it should be (75).

    Power levels are:
    125/90
    74/55
    52/30
    40/25

    Traits: Warp Theorist

    Efficient BOFF: 1

    Warp Core Efficiency: 9
    Warp Core Potential: 9
    Aux Performance: 0
    Engine Performance: 6
    Shield Performance: 9
    Weapon Performance: 9

    Ship: Fleet Defiant

    Consoles (from your drop down): Assimilated Module

    Ship equipment:
    Advanced Fleet Positron Deflector Dish
    Advanced Fleet Hyper-Impulse
    Elite Resilient Shield Array

    EDIT: I think I know what I did wrong. I selected Advanced Fleet Efficient Impulse Engines. That was what was giving me extra power. Do Advanced Fleet Efficient engines even exist? I thought it was just Elites that had the efficient bonus....
  • tarsudotarsudo Member Posts: 343 Arc User
    edited May 2013
    Feedback:

    In my botarsq i put khg set and the results are:

    with defletor: nothing
    with engines: +3.8 weapon power setting, 3.8 shield power setting, +3.8 aux poer settign
    with shield: nothing
    with 2 pieces of khg +7 aux pwr setting

    i try in a few hours in my b'rel for the second chance results
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