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[BUG] Beam Fire at Will issues *Resolved*

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  • zeusimazeusima Member Posts: 0 Arc User
    edited December 2013
    Without having done any independent verification to support the information others have so far posted in this thread, I just wanted to pipe up real quickly to say that if this error does truly exist, this is my knee-jerk guess as to the most likely culprit:



    Unfortunately, verifying whether or not that may be the reason for any observed discrepancy is beyond me, since the Acc-Overflow functionality is black magic beyond my ken. It may take some time to debug this one.

    In the meantime, while I try to obtain that verification, anyone interested in independent testing may be able to verify by attacking targets that have high enough Defense values where Accuracy overcapping won't come into play. It would be helpful to see whether the discrepancy still appears to exist in those circumstances.

    I'm quite busy the next couple of days borticus but I will try and get some people to assist if I can.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    Ya i just did a starbase fleet defense and FAW was not using weapon power vs multiple targets. So me thinks Shadowraith was confused. It performed exactly as described in my last post.

    I like how i still miss large unmoving ships in starbase fleet defense with 25% accuracy. Not only are we not getting the crit H and or crit Sev from accuracy overflow we don't even get the increased chance to hit during a FAW. I do not miss while normal firing.

    But again this is nothing new to me. Same ole broken stuff.

    BTW the FAW not using weapon power was introduced at least 2 patches back. I believe the Dec 5th patch. Don't quote me on that though.

    Yes I do believe the tool tip description described something about a small wp drain at the end of bfaw's cycle and not during. However I will have to check on this again to try and confirm it.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited December 2013
    momaw wrote: »
    No wonder my ship felt like it actually had some teeth on it when I randomly tried FAW spam. Cruisers doing damage! Bug!

    :rolleyes:

    I guess you don't use that cruiser or FAW much as it's doing less damage then normal. Or that ship just wasn't optimal and perhaps you are having slightly better results. I find that hard to fathom as my newer character is suffering as is my main with better gear. Not using weapon power during a FAW can't make up for the other stuff that's broken as i pointed out in my first post. FAW does not gain anything for starship targeting systems, Starship energy weapon specialization, accuracy (except possibly hit chance), dmg, etc, etc.

    The only thing that seems to work is the [crtD] modifier and the [crtH] modifier. Although the last needs to be thoroughly tested. Oh least i forget, procs do seem to work fine now. I did not test if they were proccing often enough and i did not test all procs. It seemed rather low to me. But again i wasn't focusing on that. So i can't say for sure.

    Neither of my 2 character's ships feels like they have teeth. More like my teeth fell out and i'm eating wet noodles.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • delbert1967delbert1967 Member Posts: 0 Arc User
    edited December 2013
    Noticed a big difference on my daily Voth missions. almost had to use carrier as an escort ( hit and run using Deuterium Surplus to get out )
    But do not criticise Cryptic too much. They are doing a job, and we would not be playing this if it was not for them. :-) x
  • john98837john98837 Member Posts: 761 Arc User
    edited December 2013
    This really does speak to some seriously flawed coding or documentation in this game. This is the 3rd BFAW bug in 3 weeks, always created by fixing another bug. If the code is such a mess or so poorly documented that you cannot fix/tweak one thing without breaking another then it might be time to scrap the BFAW code all together and rebuild it from the ground up.

    Its one thing to have a bug, its another thing to be unable to fix a bug without creating another. Going on 1 month now with BFAW being bugged in one way or another.

    Atleast the no power drain bug somewhat offsets the damage loss from all the other bugs.
  • gizmox64gizmox64 Member Posts: 322 Arc User
    edited December 2013
    Guys it's simple, Cryptic doesn't like beams.. it's cannons or nothing. Beams are just in there to be in there. /sarcasm

    List of issues with Beam Fire at Will that have been "fixed". I don't know if any other skill in the game has gotten this much attention, but still ends up broken. Imagine if this happened to any Cannon skills for this long!

    From Patch Notes, this does not include any user reported threads and issues:


    Fire At Will once again benefits from weapon enhancements such as Nausicaan Power Leech, Tetryon Glider, Duty Officer Abilities, and Weapon Procs.

    Resolved an issue that was causing certain powers to never apply Critical Severity to successful Critical hits such as when using Fire at Will.

    Resolved some issues with some Tactical Bridge Officer powers.
    All weapon modifying Tactical Bridge Officer powers are now unable to activate while the category of buff they give is already active, resulting in a 5 second CD. These changes affect Beam Fire At Will

    Space energy procs, like Phasers Subsystem Offline or Plasma DoT, will now work with Fire at Will.

    Updated Fire at Will:
    Beam: Fire at Will is now capable of benefiting from weapon modifiers such as [Acc], [CrtH], etc.
    The energy drain inflicted by Fire at Will activation now only happens if you are actually able to fire upon an enemy.

    Updated Beam - Fire at Will:
    All ranks of this power should now be capable of missing their target, rather than having an artificial 100% accuracy.
    The accuracy of this power should now properly inherit the modifiers of the user and target.

    Fire at Will Update:
    Fire At Will now lasts for 10 seconds, instead of 15 seconds.
    Dual beam banks under Fire At Will will fire on two targets if more than one is available.
    Fire At Will should now be subject to accuracy.

    Beam Fire at Will:
    Improved Fire at Will to attack up to two targets per weapon.
    One fires at the primary target, while the other attacks a different random target within arc.
    This is compared to Cannon Scatter Volley that attacks up to three targets per weapon. One fires at the primary target, while the other two fire at different targets closest to the attacker within arc.

    Beam Fire at Will:
    Corrected error that had the damage improvement for beam array scaling differently from dual beam bank. Both now improve DPS by 25%, 32%, and 40% for versions I, II, III respectively.
    Corrected error that had 360 degree weapons have a 250 degree arc when using Fire at Will. They now have a full 360 degree arc when using Fire at Will.

    Audio has been updated for "Fire at Will" and "Beam Overload" when using Original Series-era ship phasers.

    Beam arrays and Beam banks were incorrectly doing the same damage with Fire at Will and are now working properly with the power.
  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited December 2013
    roll-back FAW to pre season 8 state

    problem slowed... its that easy when you cant fix something you dont touch it
    its rule number 1 in the mmo's devs play book
    :mad:

    This.

    And please Cryptic, stop messing with it from now on, since obviously you have no idea what does what for it.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    gizmox64 wrote: »
    Guys it's simple, Cryptic doesn't like beams.. it's cannons or nothing. Beams are just in there to be in there. /sarcasm

    List of issues with Beam Fire at Will that have been "fixed". I don't know if any other skill in the game has gotten this much attention, but still ends up broken. Imagine if this happened to any Cannon skills for this long!

    From Patch Notes, this does not include any user reported threads and issues:


    Fire At Will once again benefits from weapon enhancements such as Nausicaan Power Leech, Tetryon Glider, Duty Officer Abilities, and Weapon Procs.

    Resolved an issue that was causing certain powers to never apply Critical Severity to successful Critical hits such as when using Fire at Will.

    Resolved some issues with some Tactical Bridge Officer powers.
    All weapon modifying Tactical Bridge Officer powers are now unable to activate while the category of buff they give is already active, resulting in a 5 second CD. These changes affect Beam Fire At Will

    Space energy procs, like Phasers Subsystem Offline or Plasma DoT, will now work with Fire at Will.

    Updated Fire at Will:
    Beam: Fire at Will is now capable of benefiting from weapon modifiers such as [Acc], [CrtH], etc.
    The energy drain inflicted by Fire at Will activation now only happens if you are actually able to fire upon an enemy.

    Updated Beam - Fire at Will:
    All ranks of this power should now be capable of missing their target, rather than having an artificial 100% accuracy.
    The accuracy of this power should now properly inherit the modifiers of the user and target.

    Fire at Will Update:
    Fire At Will now lasts for 10 seconds, instead of 15 seconds.
    Dual beam banks under Fire At Will will fire on two targets if more than one is available.
    Fire At Will should now be subject to accuracy.

    Beam Fire at Will:
    Improved Fire at Will to attack up to two targets per weapon.
    One fires at the primary target, while the other attacks a different random target within arc.
    This is compared to Cannon Scatter Volley that attacks up to three targets per weapon. One fires at the primary target, while the other two fire at different targets closest to the attacker within arc.

    Beam Fire at Will:
    Corrected error that had the damage improvement for beam array scaling differently from dual beam bank. Both now improve DPS by 25%, 32%, and 40% for versions I, II, III respectively.
    Corrected error that had 360 degree weapons have a 250 degree arc when using Fire at Will. They now have a full 360 degree arc when using Fire at Will.

    Audio has been updated for "Fire at Will" and "Beam Overload" when using Original Series-era ship phasers.

    Beam arrays and Beam banks were incorrectly doing the same damage with Fire at Will and are now working properly with the power.

    The only flaw I notice with this mechanics is in the case of 8 ba's is, does each ba selectively choose a primary and random target independently or, does each weapon chose a primary and random target opposed to another weapon's 2 targets? If they in fact all choose independent from one another you could find yourself with the small chance all 8 ba's have randomly chose the same single target as its primary or random 2nd target. If they work opposed to one another than it will prevent this from pretty much happening but, can still lead to overkill on some targets and unequal hits scored on others. This will require some heavy testing on a large scale. If I could get 2-5 stationary player's to test it on using 1 ba on 2 targets increasing 1 target after each record of the hit log, than rinse repeat adding 1 more ba after each cycle until final testing of 8 ba's against all 5 targets would go a long ways into confirming the skills mechanics in real time. This same test can also be performed with varying player's movement at different speeds to aid in determining its effectiveness for acc and, acc overflow.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited December 2013
    trywheel wrote: »
    I've been playing this game a while, but this is my first post.

    I would like to call on all STO players to strike and not put any money into this game for a week due to the failure of Cryptic to fix FAW. If enough players do this, it will get those amateur programmers who cannot seem to fix this problem to sit down and actually work something out.

    As long as money keeps pouring in, cryptic will not fix FAW in a timely manner (as we have seen over the last 2 MONTHS!!!).

    trywheel

    Having FAW broken doesn't mean the end of the world. There are bugs out there that have been unfixed for years. They may not affect DPS, but they are bugs non the less.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    trywheel wrote: »
    I've been playing this game a while, but this is my first post.

    I would like to call on all STO players to strike and not put any money into this game for a week due to the failure of Cryptic to fix FAW. If enough players do this, it will get those amateur programmers who cannot seem to fix this problem to sit down and actually work something out.

    As long as money keeps pouring in, cryptic will not fix FAW in a timely manner (as we have seen over the last 2 MONTHS!!!).

    trywheel

    Bfaw users can boycott if they want...csv is doing fine
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    Ok did a quick test of bfaw tool tips, the one in weapons display and, the one in the skills available too tray (one you can click and drag from). When using bfaw w/dem and apb, they did not display any additional effects to the weapons tray tool tips but, did show up on the skills available tool tips information so, not sure what to make of that. Also during this simple testing I noticed a couple odd things as well, one was that dem was effected by auxpwr loss (didn't check with gain) in that it loses extra pulse dmg when used in conjunction with aux2batt. Also when aux2batt is used both tooltips displayed a loss in dps/dmg while auxpwr is recovering, once auxpwr has fully recovered than weapon dps/dmg is back to its correct base but, during this process you go from base dps/dmg, than lose base dps/dmg as auxpwr is recovering, as auxpwr is recovering so to is your dps/dmg at a rate matching your auxpwr recovery time. Some food for thought! :confused:
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • sarcasmdetectorsarcasmdetector Member Posts: 1,176 Media Corps
    edited December 2013
    Ok did a quick test of bfaw tool tips, the one in weapons display and, the one in the skills available too tray (one you can click and drag from). When using bfaw w/dem and apb, they did not display any additional effects to the weapons tray tool tips but, did show up on the skills available tool tips information so, not sure what to make of that. Also during this simple testing I noticed a couple odd things as well, one was that dem was effected by auxpwr loss (didn't check with gain) in that it loses extra pulse dmg when used in conjunction with aux2batt. Also when aux2batt is used both tooltips displayed a loss in dps/dmg while auxpwr is recovering, once auxpwr has fully recovered than weapon dps/dmg is back to its correct base but, during this process you go from base dps/dmg, than lose base dps/dmg as auxpwr is recovering, as auxpwr is recovering so to is your dps/dmg at a rate matching your auxpwr recovery time. Some food for thought! :confused:

    Do you perchance have Nakura tier 4 offensive?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    Do you perchance have Nakura tier 4 offensive?

    Yep, that explains that issue than I didn't realize I chose the offensive for him instead of the defensive so, that theory is squished. Which only leaves me with the tool tips displaying differing information. :confused:
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited December 2013
    Yup T4 passive was my first thought as well. It's why i chose my newer character as i noted he has hardly any rep and none that would skew the results.

    If anyone finds any more bugs beyond the slew of ones i noted in my original post please post them. But please verify your results and testing methods used. I don't expect everyone to go to the lengths i did in respeccing 3 times and spending a couple mill on weapons i'll actually never use. Just do what you can with what you got.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited December 2013
    More data on DBB behavior might be useful. If it were my bug to fix, I would look at the difference there first. Remember the last bug was that stuff worked with phaser beams, maybe they did something to beams....
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited December 2013
    Just an FYI i only tested beam arrays and no dual beam banks. I tested plasma, Romulan Plasma, and Disruptors. All had the same issues as described in my first post. Which is now post#13 after the combining of 2 separate threads,

    I do agree that dual beam banks should also be tested as thoroughly. I'm forced to leave this for others to test though. For anyone who wants to, feel free to be as thorough as i was.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    Who knows maybe it needed this slight nerf considering it gets way more AOE advantage when compared to CSV but, this is simply speculation and not actual. It's still useable and effective, just not as devastating as we would like it to be. :confused:
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited December 2013
    Unfortunately, verifying whether or not that may be the reason for any observed discrepancy is beyond me, since the Acc-Overflow functionality is black magic beyond my ken. It may take some time to debug this one.

    The bane of a programmer, dealing with code you didn't write and is poorly documented.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    If they in fact all choose independent from one another you could find yourself with the small chance all 8 ba's have randomly chose the same single target as its primary or random 2nd target.
    They target independently. The random targets chosen are independent and unrelated for each beam. Pew goes everywhere.
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    They target independently. The random targets chosen are independent and unrelated for each beam. Pew goes everywhere.

    Than that would be opposed to one another and, not independently.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited December 2013
    I would agree with one thing. If every problem i found was corrected FAW probably would need a nerf. However accuracy effects every ability and normal firing. So everything would benefit from that fix.

    My newer Rom toon only has omega T2 rep passive and no other rep. He's got less then half the +damage accolades. Uses Mk XI weapons. I ran a Starbase fleet defense last nite. Granted in a team setting there will be APB stacking and other debuffs. And of course my Tactical +damage abilities and my Romulan +damage for 15 seconds when exiting cloak. Here's a quick look at what he did.

    99 points into Targeting Systems
    99 points into Energy Weapon Specialization
    My stats via ship/attack
    Accuracy=25%
    Crit chance=11.5%
    Crit Severity=72.5%
    Weapons used are +40% Crit Severity
    Expected crit chance=14% (accuracy not included)
    Expected crit severity=137.5% (accuracy not included)

    Disruptor beam max crit=11,168
    Distruptor beam max non crit=4,919
    [11,168/4,919=2.270 or ============127.0% crit severity]
    Plasma beam crit%====12%

    Disruptor beam FAW3 max Crit=12,005
    Disruptor beam FAW3 max non crit=6,724
    [12,005/6,725=1.785 or =============78.5% crit severity]
    Plasma beam FAW3 crit%====8%

    Now for some speculation. I'll add some gear to this lowly geared toon. Namely crit severity consoles.

    Assimilated mod=9.2%
    Tachyokinetic console=7.6%
    Bioneral console=15.2%
    Total crit severity added the the last test=32%

    We had 78.5% for FAW3 on the last test. 78.5+32=100.5%

    6,724*2.005=13,482 max FAW3 crit

    Now let's add in 25% crit severity from Energy weapons specialization.

    100.5%=25%=125.5%

    6,724*2.255=15,163 max FAW3 crit

    Now let's add in Targeting systems and assuming it's supposed to increase crit severity.

    125.5%+15%=140.5%

    6,724*2.405=16,171 max FAW3 crit

    Now let's add in the console that increases accuracy for beam weapons by 10%.

    140.5%=10%=150.5%

    6,724*2.505=16,844 max FAW3 crit


    Now let's start over as the first test crit severity was lower then expected. Let's further show +10% crit severity which i will assume was from the targets defense of -15 with 95% chance to hit giving us that 10%. From this i can speculate what the damage may have done with all of the above. This includes the consoles for 32% crit severity and 10% accuracy for beam weapons. This also assumes accuracy increases crit severity. Energy weapons spec, etc.

    99 points into Targeting Systems
    99 points into Energy Weapon Specialization
    My stats via ship/attack
    Accuracy=25%
    Crit Severity=104.5%
    Weapons used are +40% Crit Severity
    Targets defense -15%
    Chance to hit target 95%
    Adjust crit severity based on the above 2=10%
    Accuracy for beam weapons=10%
    Crit Severity from Energy weapon spec=25%
    Expected crit severity=25+104.5+40+10+10+25=214.5%

    6,724*3.145=21,147 max FAW3 crit

    Now that's some serious max crit numbers. Granted there is speculation that crit severity is capped at 150%. So max would actually be 6,724*2.50=16,810. But i have not confirmed this. Granted this is not a fair test with all the debuffs on the target. But i also know it's possible to hit for over 8k with better gear then mine. So even if there is a 150% crit severity cap that's still a 8,000*2.5=20,000 FAW3 max crit.

    If you think that's shocking look at Beam Overload. I've seen crits for over 60k. I don't know what the record is. But i'm sure it's well over 80k.

    So if they fixed all the issues i listed on post #13 i think they'd need to do the following for all weapons.

    Cap crit severity at 100% for 2x damage or 150% for 2.5x damage (the last may already be in place)
    Cap negative resistance at -100% (this still allows APB/disruptor breach/fire on my mark/sensor scan/etc stacking but only to -100%)

    The negative resistance stacking is what's really inflating everything to much and making STFs a joke. A cap would make STFs not a 3 minute or less dps race where everyone is doing 30k+ dps. Yet a Tac with an optimally equipped ship can still achieve 20k+ dps.

    Yup, kinda went off topic here. What can i say. I was bored. If you're a number guy who likes math as i do i'd think you'd find this rather interesting though.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    Than that would be opposed to one another and, not independently.
    Say what? That makes no sense. Why would they be opposed? Incidentally, the second target can never be the first target, it's always a random OTHER target.
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited December 2013
    Say what? That makes no sense. Why would they be opposed? Incidentally, the second target can never be the first target, it's always a random OTHER target.

    If one weapon is opposed to the other, it is enforcing or forced by the other to not do something or same thing. 1 BA is opposing it's will over another so it cannot butt in on its intended target.

    If they all worked independently of each other, than they would be allowed to chose any and every target even ones targeted by another BA. :rolleyes:
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited December 2013
    Since the last patch, there is a new problem with beam FAW, under different circumstances such as the energy levels are set to "balanced" there is zero energy drain from FAW. This may happen as well under "offense" settings with power set to 125 and overcapped as people have mentioned breaking DPS records now with this new bug. I'm not big on testing and not interested in providing more details, aka doing your QA work for you so please check it out.

    After a fix is applied and goes live on Holodeck, why can't a QA staff member there verify the fix. It's like every time something gets fixed something else gets broken and then it goes to Holodeck then a player reports it and then it may or may not get fixed.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    Known issue, they are working on it. Also there is a new problem with crits with bfaw vs auto firing beams
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited December 2013
    dahminus wrote: »
    Known issue, they are working on it. Also there is a new problem with crits with bfaw vs auto firing beams

    Not quite correct. Here's the list of issues.

    FAW uses no weapon power
    [dmg] modifier still does nothing during a FAW
    [acc] modifier still does nothing during a FAW
    [CritD] modifier DOES work during a FAW
    [CrtH] modifier DOES work during a FAW (well the experimental romulan beam array does at least. Did not test weapons with the actual [CrtH] modifier)

    Common, uncommon, rare and very rare weapons all show as doing the exact same damage during a FAW.
    Starship Targeting Systems still does nothing during a FAW nor normal firing
    Starship Energy Weapon Specialization still does nothing during a FAW
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited December 2013
    Not quite correct. Here's the list of issues.

    FAW uses no weapon power
    [dmg] modifier still does nothing during a FAW
    [acc] modifier still does nothing during a FAW
    [CritD] modifier DOES work during a FAW
    [CrtH] modifier DOES work during a FAW (well the experimental romulan beam array does at least. Did not test weapons with the actual [CrtH] modifier)

    Common, uncommon, rare and very rare weapons all show as doing the exact same damage during a FAW.
    Starship Targeting Systems still does nothing during a FAW nor normal firing
    Starship Energy Weapon Specialization still does nothing during a FAW

    Why is [CrtD] and [CrtH] working during FAW listed as an "issue"? It's not supposed to?
This discussion has been closed.