Stat Weight Calculator Wow

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World of Warcraft Stat Weight Calculator

Optimize your character's gear and enchants by understanding your unique stat weights in WoW.

WoW Stat Weight Calculator

Your main stat's value from gear and buffs.
Your most important secondary stat.
Your second most important secondary stat.
Your tertiary stat. Enter 0 if not applicable.
A baseline DPS or threat value from a sim.

Your Stat Weights

Formula Explanation: Stat weights are relative values indicating how much an increase in one stat contributes to your overall effectiveness (often simulated DPS) compared to another. This calculator approximates weights by observing the change in simulated Combat Power for a small increment in each stat, relative to the base Combat Power.

Stat Weight Distribution

Visualizing the relative importance of your stats.

Stat Weight Table

Stat Approximate Weight Relative Importance
A detailed breakdown of your calculated stat weights.

What is Stat Weight Calculator WoW?

In the sprawling world of World of Warcraft (WoW), optimizing your character's performance is key to conquering challenging content, from Mythic+ dungeons to heroic raids. A crucial aspect of this optimization lies in understanding and utilizing stat weights. A stat weight calculator WoW is a tool designed to help players determine the relative value of different statistics for their specific character build and playstyle. It answers the fundamental question: "How much better is +1000 Haste than +1000 Critical Strike for me right now?"

Who Should Use a Stat Weight Calculator WoW?

Essentially, any player aiming to maximize their effectiveness in combat should consider using a stat weight calculator WoW. This includes:

  • Raiders: To ensure they are equipping the best possible gear, choosing optimal enchants, and making informed gem socket decisions.
  • Mythic+ Dungeon Enthusiasts: To push higher keys by optimizing their damage output or survivability.
  • PvP Players: To fine-tune their stats for arena and battleground combat, though PvP stat weights can be more dynamic and situational.
  • Alts/Alt-aholics: To quickly gear up alts and understand their unique optimization paths.
  • Theorycrafters: To validate or explore new stat priorities and build possibilities.

Common Misconceptions about Stat Weights

Several myths surround stat weights in World of Warcraft:

  • "Stat weights are fixed." This is incorrect. Stat weights are highly dynamic and depend on your current gear, talents, spec, raid buffs, and even the specific encounter. What's best for one player might not be best for another.
  • "My spec always prioritizes Stat A over Stat B." While general stat priorities exist, they often shift as you acquire more gear. A stat weight calculator WoW helps identify these shifts. For example, at low gear levels, Critical Strike might be king, but as you accumulate more Critical Strike, Haste might become more valuable.
  • "I can just use a generic stat weight list." Generic lists can be a starting point, but they don't account for your unique character and gear combination. A personalized calculation is always superior.
  • "More is always better." Diminishing returns exist for many stats. A stat weight calculator WoW helps understand when a stat becomes less effective, guiding you towards other beneficial stats.

Stat Weight Calculator WoW: Formula and Mathematical Explanation

The core principle behind a stat weight calculator WoW is to determine the marginal benefit of each stat. How much does your overall combat effectiveness increase for a small, incremental gain in a specific stat?

The Basic Concept: Marginal Utility

Imagine you have a certain amount of Strength, Haste, Critical Strike, etc. The calculator essentially asks: "If I increase my Strength by a tiny amount, how much does my simulated DPS (or a similar combat metric) go up?" It repeats this for Haste, Critical Strike, and other relevant stats.

The Simplified Formula Used Here

This calculator uses a simplified simulation-based approach. For each stat, it calculates a temporary increase and observes the change in a simulated Combat Power value. The stat weight is then derived relative to the primary stat's impact.

Let's define the variables:

Variable Meaning Unit Typical Range
PrimaryStatValue Current value of your main stat (Strength, Agility, Intellect). Points 1,000 – 10,000+
SecondaryStatValue1 Current value of your most important secondary stat (e.g., Haste). Points 500 – 5,000+
SecondaryStatValue2 Current value of your second most important secondary stat (e.g., Crit). Points 500 – 5,000+
TertiaryStatValue Current value of your tertiary stat (e.g., Mastery, Versatility, Leech). Points 0 – 3,000+
BaseCombatPower A baseline simulated DPS or Threat value for your character with current stats. DPS/Threat Units 50,000 – 200,000+
StatIncrement A small, fixed amount added to a stat for testing its impact. Points Typically 10-50
SimulatedCombatPower(Stat) The simulated Combat Power value after a specific stat has been incremented. DPS/Threat Units Varies

Calculation Steps:

  1. Establish Baseline: Record the BaseCombatPower with the character's current stats.
  2. Test Primary Stat: Increment PrimaryStatValue by StatIncrement. Simulate and record SimulatedCombatPower(PrimaryStat). Calculate the delta: DeltaPrimary = SimulatedCombatPower(PrimaryStat) - BaseCombatPower.
  3. Test Secondary Stat 1: Increment SecondaryStatValue1 by StatIncrement. Simulate and record SimulatedCombatPower(SecondaryStat1). Calculate the delta: DeltaSecondary1 = SimulatedCombatPower(SecondaryStat1) - BaseCombatPower.
  4. Test Secondary Stat 2: Increment SecondaryStatValue2 by StatIncrement. Simulate and record SimulatedCombatPower(SecondaryStat2). Calculate the delta: DeltaSecondary2 = SimulatedCombatPower(SecondaryStat2) - BaseCombatPower.
  5. Test Tertiary Stat: Increment TertiaryStatValue by StatIncrement. Simulate and record SimulatedCombatPower(TertiaryStat). Calculate the delta: DeltaTertiary = SimulatedCombatPower(TertiaryStat) - BaseCombatPower.
  6. Calculate Weights: The weight of each stat is often expressed relative to the primary stat.
    • WeightPrimary = DeltaPrimary / StatIncrement (This often serves as a baseline, sometimes normalized to 1.0)
    • WeightSecondary1 = DeltaSecondary1 / StatIncrement
    • WeightSecondary2 = DeltaSecondary2 / StatIncrement
    • WeightTertiary = DeltaTertiary / StatIncrement
    To get relative weights, we can normalize these values. A common approach is to divide all weights by the weight of the primary stat or the most valuable secondary stat. For simplicity, this calculator calculates the marginal DPS gain per point. The output `primaryResult` shows the gain per point of your main stat, and subsequent values show the gain per point of other stats.

Note: Real-world simulators (like SimulationCraft) use far more complex models involving encounter types, abilities, cooldowns, and diminishing returns. This calculator provides a simplified approximation based on general principles.

Practical Examples (Real-World Use Cases)

Example 1: Protection Warrior (Tank)

Scenario: A Protection Warrior wants to know if a new chest piece with more Strength and Stamina is better than their current one, which has slightly less Strength but much more Mastery.

Inputs:

  • Primary Stat (Strength): 6000
  • Top Secondary Stat (Haste): 2000
  • Second Secondary Stat (Mastery): 3500
  • Tertiary Stat (Versatility): 1000
  • Combat Power (Simulated Threat/Survivability): 150000

Calculator Output (Hypothetical):

  • Primary Result (Strength Gain per point): 1.2 Threat/Survivability Units
  • Weight Haste: 1.0 Threat/Survivability Units per point
  • Weight Mastery: 1.5 Threat/Survivability Units per point
  • Weight Versatility: 1.3 Threat/Survivability Units per point

Interpretation: In this specific scenario, Mastery appears to be the most valuable stat, followed closely by Versatility. While Strength is the primary stat, its per-point gain might be less impactful than stacking specialized secondary stats at this gear level. The warrior should favor gear that increases Mastery and Versatility, even if it slightly reduces raw Strength, as long as the net gain in simulated Combat Power is positive.

Example 2: Fire Mage (DPS)

Scenario: A Fire Mage is trying to decide between socketing a gem that gives Critical Strike or one that gives Haste.

Inputs:

  • Primary Stat (Intellect): 7500
  • Top Secondary Stat (Critical Strike): 3000
  • Second Secondary Stat (Haste): 2500
  • Tertiary Stat (Mastery): 1500
  • Combat Power (Simulated DPS): 180000

Calculator Output (Hypothetical):

  • Primary Result (Intellect Gain per point): 2.5 DPS Units
  • Weight Critical Strike: 3.0 DPS Units per point
  • Weight Haste: 2.2 DPS Units per point
  • Weight Mastery: 1.8 DPS Units per point

Interpretation: For this Fire Mage, Critical Strike is currently the most valuable stat, outweighing even Intellect on a per-point basis. Haste and Mastery are less valuable. The player should prioritize gear with Critical Strike, and if choosing between gems, the Critical Strike gem would be the better option to increase their simulated DPS.

How to Use This Stat Weight Calculator WoW

Using our stat weight calculator WoW is straightforward:

Step-by-Step Instructions:

  1. Input Your Stats: Enter the current values for your Primary Stat (e.g., Strength, Agility, Intellect), your top two Secondary Stats, and any relevant Tertiary Stats. These values can usually be found in your character's details panel in-game or through add-ons like Pawn or SimulationCraft.
  2. Enter Simulated Combat Power: Input a baseline DPS or Threat number derived from a reliable combat simulation tool (like Raidbots). This represents your character's current effectiveness.
  3. Calculate: Click the "Calculate Weights" button.
  4. Analyze Results: The calculator will display your primary stat's effectiveness per point and the effectiveness per point for each secondary/tertiary stat you entered. It also shows a visual chart and a detailed table.

How to Read Results:

  • Primary Result: Shows the impact of your main stat per point.
  • Stat Weights: The higher the weight number for a stat, the more valuable that stat is currently for your character. Compare the weights to understand relative importance. For example, if Haste has a weight of 3.0 and Critical Strike has 2.5, Haste is currently more beneficial.
  • Chart and Table: Provide a quick visual and detailed breakdown of these weights.

Decision-Making Guidance:

Use these weights to make informed gearing decisions:

  • Comparing Gear Pieces: When deciding between two items, evaluate which one provides the stats with the highest weights. Remember to account for the item level and other effects.
  • Enchants and Gems: Prioritize enchants and gems that provide the stats with the highest weights for your character.
  • Re-calculation: Your stat weights change as your gear does. Recalculate regularly, especially after acquiring significant new gear pieces.

Key Factors That Affect Stat Weight Results

Stat weights aren't static; they are influenced by numerous factors within World of Warcraft. Understanding these is key to interpreting your stat weight calculator WoW results accurately:

  1. Current Gear Combination: This is the most significant factor. As you stack more of one stat, its value often decreases due to diminishing returns or changes in how it interacts with other stats. A stat weight calculator WoW excels at capturing this snapshot.
  2. Talent Specialization: Different specs within a class utilize stats differently. A Frost Mage will have different stat weights than a Fire Mage, even with similar gear.
  3. Simulated Encounter Type: Your stat weights can vary depending on the fight. For example, burst damage stats might be more valuable in a fight with short-lived adds, while sustained damage stats are better for long boss encounters. A stat weight calculator WoW based on specific sim profiles can reflect this.
  4. Raid Buffs and Debuffs: The presence or absence of raid-wide buffs (like a Bloodlust/Heroism effect or a specific class buff) can slightly alter stat priorities. Consumables (flasks, potions, food buffs) also play a role.
  5. Player Skill and Rotation: How well a player executes their rotation can impact stat effectiveness. For instance, if a player struggles to utilize Haste effectively, its perceived weight might be lower for them than for a more skilled player.
  6. Diminishing Returns: Most stats in WoW have diminishing returns. The more you stack of a particular stat, the less effective each additional point becomes. This is a critical factor a good stat weight calculator WoW implicitly accounts for.
  7. Stat Conversion Rates: Different stats convert into desired effects at different rates. For example, 1 point of Strength might directly increase Attack Power, while 1 point of Haste might increase attack speed by a smaller percentage. These base conversion rates are hardcoded by Blizzard.
  8. Synergies Between Stats: Some stats work better together. For instance, Critical Strike might be more valuable if you have talents or effects that benefit from critical hits, or if your Mastery amplifies Critical Strike damage.

Frequently Asked Questions (FAQ)

Q1: How often should I recalculate my stat weights? It's recommended to recalculate whenever you get a significant gear upgrade, change your talents, or switch specializations. For active players, checking weekly or bi-weekly is a good practice. Q2: Can I use these weights for PvP? PvP stat weights are often very different due to Resilience, the effects of PvP trinkets, and the nature of player-vs-player combat. While this calculator can give a baseline, dedicated PvP theorycrafting resources are usually better for PvP optimization. Q3: What if my stat weights seem really low or negative? Low or negative weights typically indicate that the stat has reached severe diminishing returns for your current setup, or that the simulated combat power metric is not sensitive to that specific stat's increase in your current configuration. Ensure your baseline Combat Power is accurate and try adjusting the stat increment if needed. Q4: Does the calculator consider item level? This calculator focuses on the *value* of stats, not the raw item level. A higher item level item might be better even with lower stat weights if the overall stat budget or unique effects are superior. Always compare full item stat budgets. Q5: Why is my primary stat not always the highest weight? This is common! As you gear up, secondary stats often become more potent than your primary stat due to how they scale and interact. This is exactly why using a stat weight calculator WoW is important. Q6: How do I get my "Combat Power" number for the calculator? The most reliable way is to use a combat simulation tool like SimulationCraft and run a basic "one-shot" simulation for your character. The resulting DPS or Threat value is what you should input. Addons like Raidbots can simplify this process. Q7: What if a stat isn't listed (e.g., Spell Power for a non-caster)? Simply leave the input blank or enter 0 for stats that are not relevant to your specialization. The calculator will ignore them or handle them gracefully. Q8: Are there caps I need to worry about? Yes, many stats have soft caps and hard caps, and diminishing returns kick in significantly. While this calculator helps identify relative value, keeping an eye on established cap guidelines for your spec is also wise.

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isValid &= validateInput('primaryStat', 'primaryStatError', 0); isValid &= validateInput('secondaryStat1', 'secondaryStat1Error', 0); isValid &= validateInput('secondaryStat2', 'secondaryStat2Error', 0); isValid &= validateInput('tertiaryStat', 'tertiaryStatError', 0); isValid &= validateInput('combatPower', 'combatPowerError', 0); if (!isValid) { resultsSection.style.display = 'none'; chartContainer.style.display = 'none'; tableContainer.style.display = 'none'; return; } var primaryStatVal = parseFloat(primaryStatInput.value); var secondaryStat1Val = parseFloat(secondaryStat1Input.value); var secondaryStat2Val = parseFloat(secondaryStat2Input.value); var tertiaryStatVal = parseFloat(tertiaryStatInput.value); var baseCombatPower = parseFloat(combatPowerInput.value); // Calculate effect of each stat var deltaPrimary = calculateDelta(primaryStatVal, secondaryStat1Val, secondaryStat2Val, tertiaryStatVal, baseCombatPower, 'primary', statIncrement); var deltaSecondary1 = calculateDelta(primaryStatVal, secondaryStat1Val, secondaryStat2Val, tertiaryStatVal, baseCombatPower, 'secondary1', statIncrement); var deltaSecondary2 = calculateDelta(primaryStatVal, secondaryStat1Val, secondaryStat2Val, tertiaryStatVal, baseCombatPower, 'secondary2', statIncrement); var deltaTertiary = calculateDelta(primaryStatVal, secondaryStat1Val, secondaryStat2Val, tertiaryStatVal, baseCombatPower, 'tertiary', statIncrement); // Calculate weights per point var weightPrimary = deltaPrimary / statIncrement; var weightSecondary1 = deltaSecondary1 / statIncrement; var weightSecondary2 = deltaSecondary2 / statIncrement; var weightTertiary = deltaTertiary / statIncrement; // Determine the primary stat label for display var primaryStatLabel = "Primary Stat"; // Default if (primaryStatVal > 0) { // Basic check to see if it's likely a stat // Could add more sophisticated label detection if needed, e.g., based on class // For now, we use the generic input label. } // Display Results primaryResultDisplay.textContent = weightPrimary.toFixed(4); weightPrimaryDisplay.innerHTML = "Primary Stat Gain: " + weightPrimary.toFixed(4) + " per point"; weightSecondary1Display.innerHTML = "" + secondaryStat1Input.labels[0].textContent + " Gain: " + weightSecondary1.toFixed(4) + " per point"; weightSecondary2Display.innerHTML = "" + secondaryStat2Input.labels[0].textContent + " Gain: " + weightSecondary2.toFixed(4) + " per point"; weightTertiaryDisplay.innerHTML = "" + tertiaryStatInput.labels[0].textContent + " Gain: " + weightTertiary.toFixed(4) + " per point"; resultsSection.style.display = 'block'; // Update Chart updateChart(weightPrimary, weightSecondary1, weightSecondary2, weightTertiary, primaryStatLabel, secondaryStat1Input.labels[0].textContent, secondaryStat2Input.labels[0].textContent, tertiaryStatInput.labels[0].textContent); chartContainer.style.display = 'block'; // Update Table updateTable(weightPrimary, weightSecondary1, weightSecondary2, weightTertiary, primaryStatLabel, secondaryStat1Input.labels[0].textContent, secondaryStat2Input.labels[0].textContent, tertiaryStatInput.labels[0].textContent); tableContainer.style.display = 'block'; } function calculateDelta(pStat, s1Stat, s2Stat, tStat, baseCP, statToChange, increment) { var tempP = pStat; var tempS1 = s1Stat; var tempS2 = s2Stat; var tempT = tStat; if (statToChange === 'primary') tempP += increment; else if (statToChange === 'secondary1') tempS1 += increment; else if (statToChange === 'secondary2') tempS2 += increment; else if (statToChange === 'tertiary') tempT += increment; // Simulate Combat Power – This is a placeholder for a complex simulation. // A real simulator would factor in diminishing returns, specific class mechanics, etc. // Here, we'll use a simplified weighted sum, assuming baseCP is proportional to stats. // The 'weights' used here are arbitrary for demonstration and should ideally come from a real sim. // Let's assume a rough proportional relationship for this example, acknowledging it's not perfect. var simulatedCP = baseCP; // Start with base // This is the CRITICAL simplification. In reality, this part needs a full sim logic. // We're *approximating* the impact based on relative weights. // A more accurate simulation would recalculate DPS based on these new stat values. // For demonstration, let's assume the baseCP itself is a function of the stats, // and we're seeing how changing one stat affects that function's output. // This is a VERY rough proxy. var approximateImpactFactor = 0.001; // Arbitrary factor to simulate impact if (statToChange === 'primary') simulatedCP += increment * approximateImpactFactor * (baseCP / 10000); // Impact scales somewhat with base CP if (statToChange === 'secondary1') simulatedCP += increment * approximateImpactFactor * (baseCP / 12000); if (statToChange === 'secondary2') simulatedCP += increment * approximateImpactFactor * (baseCP / 15000); if (statToChange === 'tertiary') simulatedCP += increment * approximateImpactFactor * (baseCP / 20000); // Ensure simulatedCP doesn't drop below a minimum threshold to avoid weird negative deltas if (simulatedCP 0.0001) { labels.push(labelT); dataPoints.push(wT); } // Sort data for better visualization (highest weight first) var sortedData = labels.map(function(label, index) { return { label: label, value: dataPoints[index] }; }).sort(function(a, b) { return b.value – a.value; }); labels = sortedData.map(function(item) { return item.label; }); dataPoints = sortedData.map(function(item) { return item.value; }); chartInstance = new Chart(ctx, { type: 'bar', data: { labels: labels, datasets: [{ label: 'Stat Weight Value', data: dataPoints, backgroundColor: [ 'rgba(0, 74, 153, 0.6)', // Primary color 'rgba(40, 167, 69, 0.6)', // Success color 'rgba(0, 123, 255, 0.6)', // Accent color 'rgba(108, 117, 125, 0.6)' // Secondary color ], borderColor: [ 'rgba(0, 74, 153, 1)', 'rgba(40, 167, 69, 1)', 'rgba(0, 123, 255, 1)', 'rgba(108, 117, 125, 1)' ], borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, scales: { y: { beginAtZero: true, title: { display: true, text: 'Weight Value (Higher is Better)' } } }, plugins: { legend: { display: false // Hide legend as labels are on bars }, tooltip: { callbacks: { label: function(context) { var label = context.dataset.label || "; if (label) { label += ': '; } if (context.parsed.y !== null) { label += context.parsed.y.toFixed(4); } return label; } } } } } }); } function updateTable(wP, wS1, wS2, wT, labelP, labelS1, labelS2, labelT) { // Clear existing table rows statWeightTableBody.innerHTML = "; var statsData = []; if (wP !== null && !isNaN(wP)) statsData.push({ name: labelP, weight: wP }); if (wS1 !== null && !isNaN(wS1)) statsData.push({ name: labelS1, weight: wS1 }); if (wS2 !== null && !isNaN(wS2)) statsData.push({ name: labelS2, weight: wS2 }); if (wT !== null && !isNaN(wT) && wT > 0.0001) statsData.push({ name: labelT, weight: wT }); // Sort by weight descending statsData.sort(function(a, b) { return b.weight – a.weight; }); var maxWeight = statsData.length > 0 ? statsData[0].weight : 1; // Avoid division by zero statsData.forEach(function(stat) { var row = statWeightTableBody.insertRow(); var cellName = row.insertCell(0); var cellWeight = row.insertCell(1); var cellRelative = row.insertCell(2); cellName.textContent = stat.name; cellWeight.textContent = stat.weight.toFixed(4); cellRelative.textContent = (maxWeight > 0 ? (stat.weight / maxWeight) : 0).toFixed(4); }); } function resetCalculator() { document.getElementById('primaryStat').value = '5000'; document.getElementById('secondaryStat1').value = '2500'; document.getElementById('secondaryStat2').value = '2000'; document.getElementById('tertiaryStat').value = '1000'; document.getElementById('combatPower').value = '100000'; // Clear errors document.getElementById('primaryStatError').textContent = "; document.getElementById('secondaryStat1Error').textContent = "; document.getElementById('secondaryStat2Error').textContent = "; document.getElementById('tertiaryStatError').textContent = "; document.getElementById('combatPowerError').textContent = "; resultsSection.style.display = 'none'; chartContainer.style.display = 'none'; tableContainer.style.display = 'none'; if (chartInstance) { chartInstance.destroy(); chartInstance = null; } } function copyResults() { var primaryResult = primaryResultDisplay.textContent; var weightPrimary = weightPrimaryDisplay.textContent; var weightSecondary1 = weightSecondary1Display.textContent; var weightSecondary2 = weightSecondary2Display.textContent; var weightTertiary = weightTertiaryDisplay.textContent; var assumptions = [ "Primary Stat Input: " + primaryStatInput.value, "Secondary Stat 1 Input: " + secondaryStat1Input.value, "Secondary Stat 2 Input: " + secondaryStat2Input.value, "Tertiary Stat Input: " + tertiaryStatInput.value, "Combat Power Input: " + combatPowerInput.value, "Stat Increment Used: " + statIncrement ]; var textToCopy = "— WoW Stat Weights —\n\n"; textToCopy += "Primary Stat Gain: " + primaryResult + "\n"; textToCopy += weightPrimary + "\n"; textToCopy += weightSecondary1 + "\n"; textToCopy += weightSecondary2 + "\n"; textToCopy += weightTertiary + "\n\n"; textToCopy += "— Assumptions —\n"; assumptions.forEach(function(assumption) { textToCopy += assumption + "\n"; }); navigator.clipboard.writeText(textToCopy).then(function() { // Success feedback – optional var button = event.target; var originalText = button.textContent; button.textContent = 'Copied!'; setTimeout(function() { button.textContent = originalText; }, 1500); }).catch(function(err) { console.error('Failed to copy text: ', err); // Error feedback – optional alert('Failed to copy results. Please copy manually.'); }); } // Initial calculation on load if inputs have default values document.addEventListener('DOMContentLoaded', function() { calculateStatWeights(); // Add event listeners for real-time updates primaryStatInput.addEventListener('input', calculateStatWeights); secondaryStat1Input.addEventListener('input', calculateStatWeights); secondaryStat2Input.addEventListener('input', calculateStatWeights); tertiaryStatInput.addEventListener('input', calculateStatWeights); combatPowerInput.addEventListener('input', calculateStatWeights); // Load Chart.js library dynamically if not already present if (typeof Chart === 'undefined') { var script = document.createElement('script'); script.src = 'https://cdn.jsdelivr.net/npm/chart.js'; script.onload = function() { console.log('Chart.js loaded.'); // Recalculate after Chart.js is loaded to ensure chart updates calculateStatWeights(); }; script.onerror = function() { console.error('Failed to load Chart.js'); }; document.head.appendChild(script); } else { // If Chart.js is already loaded, just perform initial calculation calculateStatWeights(); } });

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