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Old 02/01/08, 3:18 PM   #176
Norfair
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Grim Batol (EU)
I just did the numbers again, 33% faster casting, I think that's not correct. According to the WoWWiki page it should be 50% extra casting speed to get from 1.5 to 1.0, resulting in even higher amount of haste rating needed: 785 haste rating needed to get to a 1.0 sec global cooldown.

Originally Posted by malthrin View Post
There's also the cloth badge gear, though that may not have enough stats to outweigh the haste. The way I'm seeing this is that there are two effectiveness breakpoints. Think of a 6 second cycle as you refresh Lifebloom on the target every 6 seconds (is that actually true? duration is 7, with haste and good latency could we refresh every 6.5?). Anyway, we have our cycle length X with 0% haste, which currently allows four GCDs per cycle. The far breakpoint is the new theoretical maximum, Lifebloom every 1s for 6 GCDs per cycle, unobtainable with current gear. The middle breakpoint is probably the relevant one - how much haste would you need to get 5 GCDs per primary Lifebloom? Haste less than that won't let you do much besides get the initial stacks up slightly faster.
Considering 0.5 sec per Lifebloom cycle on "lag", you'd need get 6.5 seconds to cast 5 spells, which is 1.3 per Lifebloom. Going from 1.5 to 1.3 requires 15.4% faster casting, resulting in 242 haste rating (113 if you'd have 0 lag), so yeah, guess every bit of haste rating above that allows a bit more room for lag or imperfect button bashing.


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Old 02/01/08, 4:02 PM   #177
ppilatee
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Night Elf Druid
 
Arygos
Sadly, even the minimal 220 is way out of reach without nerfing the shit out of +healing....

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Old 02/01/08, 4:11 PM   #178
Noressa
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Yes, but it depends on the potential healing you're doing with the extra global cooldown.

Originally Posted by tiberion02 View Post
Guess I'm one of the girls

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Old 02/01/08, 5:44 PM   #179
Lailoken
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Night Elf Druid
 
Lightbringer
Originally Posted by Norfair View Post
I just did the numbers again, 33% faster casting, I think that's not correct. According to the WoWWiki page it should be 50% extra casting speed to get from 1.5 to 1.0, resulting in even higher amount of haste rating needed: 785 haste rating needed to get to a 1.0 sec global cooldown.
On the WoWWiki page about haste is this formula:
Hasted Speed = Weapon Speed / ( (1+(Haste 1 %/100)) * (1+Haste 2 %/100)) * (1+(((Haste Rating 1 + Haste Rating 2 + ... )/100)/10.52)))

Using that you can calculate what you need (someone let me know if my math is just plain wrong):

1 = 1.5 / (1+((HasteRating/100)/10.52)))

1+((HasteRating/100)/10.52)) = 1.5

(HasteRating/100)/10.52 = 0.5

HasteRating/100 = 5.26

HasteRating = 526

If you just use the conversion of 15.7 Haste Rating per 1% and multiply it by 33.33 you get about 523. The difference is probably due to rounding.

In order to get the 5th GCD into your rotation you'd need:

1.3 = 1.5 / (1+((HasteRating/100)/10.52)))

blahblahblah

HasteRating = 315.6

Not very likely unless you're trying to gimp yourself. However, you do have to consider not only the possibility of item changes in Sunwell, but this haste change may be foreshadowing things to come in WotLK. Perhaps with insane item budgets and Inscription the GCD will be easily knocked down to 1.3 seconds.

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Old 02/01/08, 6:40 PM   #180
ppilatee
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Arygos
1.5 Second GCD, you need ~13.34% to get down to 1.3...

So, ~210 haste to hit 1.3, with no lag, correct?

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Old 02/01/08, 6:41 PM   #181
Kamileon
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These does make spell haste better than useless for trees, but if we are going to use spell haste, it will be most effective in a stairstep way. After you can maintain a 4 GCD cycle, or a 5 GCD cycle, any extra spell haste between that and the next "jump" to an additional GCD cycle isn't really used.

Also, not all fights need all of your cycles used, so I would see having a spell haste set that they use with enough haste rating to get them to the next cycle level based on their lag for fights where they need one more. For me, this would be hyjal trash as we use 5 tanks there, or RoS. I'm not normally used for bloodboil group healing, but I *could* if I could get to 5 cycles. I don't think at that point a Druid is still the best choice for bloodboil healing, as compared to CoH, as rolling 5 LBs would take 100% of the Druid's attention.

The best application of this I can see is for the higher latency druids that have trouble or cannot make a 4 GCD cycle, as that is a more realistic case where a smaller amount of haste would be sufficient to add another cycle.

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Old 02/01/08, 7:06 PM   #182
giansm
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The implications of 5 GCDs per cycle goes beyond lifeblooming 5 targets. It also lets you lifebloom four while rejuvenating two (Council), or keep up lifebloom+rejuv on three (Bloodboil, Shahraz).

Assuming haste reduces the GCD using the same formula as it does for regular casts, the GCD would be:

GCD with haste = 2355 / ( H + 1570 ),

where H is your haste rating. This works out to a 1.5s GCD with zero haste and a 1s GCD with 785 haste. I'm not exactly sure how latency affects instant casts, but assuming it adds a single-latency delay between each one, then the GCD required to get off five casts is:

GCD needed = (7 - L*5)/5 = 7/5 - L = 1.4 - L,

where L is your latency in seconds. This means to achieve five casts per cycle with no lag requires 113 haste rating. With 100 ms, you need 242 haste rating. With 150 ms, 314 haste rating. With 200 ms, 393 haste rating.

There aren't that many haste items available to druids. The list, from best to worst (in terms of the haste vs heal tradeoff) is basically:

If the assumption about latency is correct, it's difficult to get to even the 242 haste required for a 5-GCD 100ms latency cycle (you would need weapon + 2x ring + gloves + neck + cloak + bracers + belt). If you managed to do this, the loss in +healing would be minimal, somewhere around 30 or 40 +healing depending on how you gemmed things. This is mostly due to the high +healing on the haste gloves, rings, and neck. There would be a substantial loss of both mp5 and spirit, somewhere around 80-100 spirit and 40-50 mp5. If you could amass the gear it would probably be worth it on fights with 3 or more tanks, and definitely be worth it on fights with 4-5 tanks, assuming you could overcome the mana problem.

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Old 02/01/08, 7:11 PM   #183
Norfair
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Originally Posted by Lailoken View Post
On the WoWWiki page about haste is this formula:
Hasted Speed = Weapon Speed / ( (1+(Haste 1 %/100)) * (1+Haste 2 %/100)) * (1+(((Haste Rating 1 + Haste Rating 2 + ... )/100)/10.52)))

Using that you can calculate what you need (someone let me know if my math is just plain wrong):

*calculations*

Not very likely unless you're trying to gimp yourself. However, you do have to consider not only the possibility of item changes in Sunwell, but this haste change may be foreshadowing things to come in WotLK. Perhaps with insane item budgets and Inscription the GCD will be easily knocked down to 1.3 seconds.
The math seems ok, but you are using melee formulas. Check this page. It also says that "if you could cast 100 spells before, you can now cast 101, then it's 1% increase". This is correct if you look at 150 seconds: before you could cast 100 gcd's, now you can cast 150. An increase of 50%. So therefore 50% * 15.7 = 785. The is the (correct) formula is also given on that page:

New Casting Time = Base Casting Time / (1 + (Spell Haste Rating/1570))

So:

1.0 = 1.5 / (1+(SPR/1570))

1.5 / (1+ (SHR/1570)) = 1.0

1+(SHR/1570) = 1.5

SHR/1570 = 0.5

SHR = 785


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Old 02/01/08, 7:46 PM   #184
Phoe
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Been going over the numbers and gear myself; yeah unless Blizzard add haste items with actual regen on them, this is not worth doing for the extra spellcast imo. Think i'll keep my mana regen high (which is already lower than similarly geared Priests, even after focusing my gems/enchants on it).

Although I do get the feeling Sunwell bosses will show us more alternatives for this - with such an alteration to spell haste mechanics, haste gear for every caster will undoubtedly drop frequently in there.

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Old 02/01/08, 8:37 PM   #185
Kamileon
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Comparing your regen to similarly geared Priests is completely irrelevant, as you are not a priest, nor are you using priest spells. Is your regen enough for you? Are you running oom?

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Old 02/02/08, 4:28 AM   #186
Kelyas
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It's a bit premature, but with CM posts on spellhaste reducing global cooldown, wouldn't that make it a *VERY* sought after stat for lifebloom rolling? That's a potential of 5 total rolls going down at once, with a second to spare. Granted, there would be other mechanics to it (ie: new rotations), but overall it's a vast boost. Perhaps when the patch goes live/numbers are crunched, someone can figure it out on what is exactly needed to maximize the rollin.

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Old 02/02/08, 8:50 AM   #187
Phoe
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Originally Posted by Kamileon View Post
Comparing your regen to similarly geared Priests is completely irrelevant, as you are not a priest, nor are you using priest spells. Is your regen enough for you? Are you running oom?
Yeah fair enough, guess my point should have been that I would run oom with haste gear on far too often/easily.

And Kelyas please see a few previous posts for the actual amount of haste needed to get that extra spellcast (it's 785 haste according to Norfair. Which is a lot ^^).

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Old 02/02/08, 12:50 PM   #188
ppilatee
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Arygos
Originally Posted by Phoe View Post
Yeah fair enough, guess my point should have been that I would run oom with haste gear on far too often/easily.

And Kelyas please see a few previous posts for the actual amount of haste needed to get that extra spellcast (it's 785 haste according to Norfair. Which is a lot ^^).
It's 242 haste for a 1.3 second GCD, giving 100ms between casts.

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Old 02/02/08, 1:54 PM   #189
Phoe
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Originally Posted by ppilatee View Post
It's 242 haste for a 1.3 second GCD, giving 100ms between casts.
Oh right I see; thought 785 was necessary. Still, don't know if the loss of mp5 is worth this.

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Old 02/02/08, 3:25 PM   #190
Blackpatch
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Originally Posted by Phoe View Post
Oh right I see; thought 785 was necessary. Still, don't know if the loss of mp5 is worth this.
I'm excited for the change, but like any change, it needs to be tested by the playerbase before we know exactly how good it is. I don't think it's going to be as fundamental as +healing on every charge of the Lifebloom stack. I see the main initial effect as making life easier for us by giving us a little more cushion between actions during a 4 GCD per 7 seconds effort. This will make it easier for us to assess the fight environment and use consumables while working at 4GCD/7s.

Here's a little irresponsible speculation: haste will show up on druid gear throughout Heroic Magister's Terrace and Sunwell and will force a tradeoff with mp5. 5GCD/7s will be a new level of druid effectiveness reached via stacking in mid-Sunwell and may be important to later Sunwell fights (perhaps a sustained 5-MT fight with some kind of environmental mana regeneration mechanism). Sunwell farming will allow sustained 5GCD/7s with minimal mana problems.

CONSERVE YOUR RAGE AND LUST

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Old 02/02/08, 3:56 PM   #191
Playered
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I doubt we will be forced to endure a full instance worth of Teron gloves, its more likely we will either see;
Balanced stats (ie T6) with haste ontop.
Items with only MP5 or Spirit (Aneth boots, Naj hat etc) with haste ontop.

I hope however there will still be items like T6 only enhanced, and without haste :P oh and healing jewelery/cloaks with spirit

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Old 02/03/08, 9:08 PM   #192
Ribeye
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Tauren Druid
 
Malfurion
I have to agree with the last poster. In order for this haste change to really be usefull to us, the haste gear we are currently privvy to would have to be changed rather dramatically. My assumption when I heard this was that the change was intended for DPS classes, and any oddities that arise for healers will be purely circumstantial. I guarrantee that haste rating will always come with a trade off and I can't see building an entire Haste set just so I can roll 6 vastly inferior lifeblooms. That being said, I'd love to be proven wrong so we'll see.

In regards to an earlier post on being able to keep up a whole bloodboil grp, the key here is too just drop the lifeblooms on the entire group and let them expire. Two rotations is usually enough to keep the entire group healthy throughout the dot. I use the same practice to keep up a group on Phase 3 RoS.

There is a lot of talk about +healing to be the only way to go for endgame druids. I myself beg to differ. My guild favored other than healing classes for the spinels when we first entered BT/Hyjal and so I filled all my t6 quality gear with 11healing 2mana/5 gems. MP5 is pretty much my primary stat, although, the gear is stacked with stam, int and healing anyways. Completely buffless, i have 423/237 mana5 and it goes up substantially after buffs, a flask, my innervate, the proccing of my Memento and a Shadow Priest. While in a Shadow Priest group I can virtually heal forever using rank 8 regrowths, rejuves and a ton of lifeblooms. Using a mana pot almost seems like cheating. I won't say its better than full plus heal, cause I have not tried that, but I will say it is a great feeling having an endless pool of mana at your disposal. I will admit though, that if all I ever did was roll lifeblooms, plus healing would seem the obvious choice.

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Old 02/03/08, 10:07 PM   #193
Pyros
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Originally Posted by Ribeye View Post
I have to agree with the last poster. In order for this haste change to really be usefull to us, the haste gear we are currently privvy to would have to be changed rather dramatically. My assumption when I heard this was that the change was intended for DPS classes, and any oddities that arise for healers will be purely circumstantial. I guarrantee that haste rating will always come with a trade off and I can't see building an entire Haste set just so I can roll 6 vastly inferior lifeblooms. That being said, I'd love to be proven wrong so we'll see.

In regards to an earlier post on being able to keep up a whole bloodboil grp, the key here is too just drop the lifeblooms on the entire group and let them expire. Two rotations is usually enough to keep the entire group healthy throughout the dot. I use the same practice to keep up a group on Phase 3 RoS.

There is a lot of talk about +healing to be the only way to go for endgame druids. I myself beg to differ. My guild favored other than healing classes for the spinels when we first entered BT/Hyjal and so I filled all my t6 quality gear with 11healing 2mana/5 gems. MP5 is pretty much my primary stat, although, the gear is stacked with stam, int and healing anyways. Completely buffless, i have 423/237 mana5 and it goes up substantially after buffs, a flask, my innervate, the proccing of my Memento and a Shadow Priest. While in a Shadow Priest group I can virtually heal forever using rank 8 regrowths, rejuves and a ton of lifeblooms. Using a mana pot almost seems like cheating. I won't say its better than full plus heal, cause I have not tried that, but I will say it is a great feeling having an endless pool of mana at your disposal. I will admit though, that if all I ever did was roll lifeblooms, plus healing would seem the obvious choice.
So you're saying you don't drink mana pots, and this is why you need your mp5 on your gear? Honestly I'd much rather drink cheap pots on the healing intensive fights(not that many) and full gem everything with healing, but I don't run out of mana either, and since I have twice the healing on every socket, I'd probably end up at +120ish healing at equal gear level(I'm a bit too lazy to count how many sockets there is on gear tho ^^). I don't innervate myself, I innervate my spriest. I'd probably run out of mana if I was throwing regrowths all over the place tho, which I don't. Every fight I use regrowths, they have an insane overhealing %, and it doesn't even count the hot part ticking with the target at full hps. To be honest, besides putting it on the tank, I almost never bother using it, we have awesome paladins/priests/shamans, with 2s cast I'm just not landing them in time. Doomfires and Deadly Poison on illidaris(because after the heal, the hot will heal the envenom damage a bit, and people take random AE often enough that it might still be useful even after) make the most of my regrowth usage.

As for haste, currently haste comes at the cost of mp5/spirit, not healing. While the items have less healing than T6, it's mostly because of ilvls, not bad points allocation. However after the initial excitement of the announce, seeing the values needed to even get down to 5spells before 1lifebloom drops, I'm not sure it's gonna help at all. At least if tier6.5 has haste on it, it won't be totally wasted, as a little lag/mess up might not make your whole stacks fall at once.

Honestly I'm more interested in seeing if they changed anything else, and especially the so-expected pvp nerfs, and how they will affect pve. That and moonkin improvements, but that's not fit in this thread ^^.

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Old 02/04/08, 9:57 AM   #194
Edghar
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Originally Posted by Ribeye View Post
There is a lot of talk about +healing to be the only way to go for endgame druids. I myself beg to differ. My guild favored other than healing classes for the spinels when we first entered BT/Hyjal and so I filled all my t6 quality gear with 11healing 2mana/5 gems. MP5 is pretty much my primary stat, although, the gear is stacked with stam, int and healing anyways. Completely buffless, i have 423/237 mana5 and it goes up substantially after buffs, a flask, my innervate, the proccing of my Memento and a Shadow Priest. While in a Shadow Priest group I can virtually heal forever using rank 8 regrowths, rejuves and a ton of lifeblooms. Using a mana pot almost seems like cheating. I won't say its better than full plus heal, cause I have not tried that, but I will say it is a great feeling having an endless pool of mana at your disposal. I will admit though, that if all I ever did was roll lifeblooms, plus healing would seem the obvious choice.
If you aren't using pots, you aren't gearing yourself properly for max potential. You could easily sacrifice a lot of that mana regen to stack some extra +heal and make up for it in mana potions. You aren't doing anyone any favors.

Personally if I finish a fight with more than 10% mana and I used a super mana pot on every cooldown, I feel like I overgeared my mana regen.

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Old 02/04/08, 1:58 PM   #195
Melador
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If you aren't using pots, you aren't gearing yourself properly for max potential. You could easily sacrifice a lot of that mana regen to stack some extra +heal and make up for it in mana potions. You aren't doing anyone any favors.
I don't use pots unless I need to, and that's pretty rarely nowadays. I barely ever get a SP in my group, and that's one of the advantages of a tree druid -- we get great efficiency while still doing solid healing. I've pretty much gemmed entirely with +11/2mp5 gems rather than +22 gems, both to have some more longevity when I don't have a SP, and because it fits all the blue socket bonuses better. Yeah, I could put 22 in my gloves, but instead I have 15/2mp5. Instead of 22 in my helm, I have 20/2mp5. Seems like a reasonable tradeoff to me, especially when longevity is one of my strengths.

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Old 02/04/08, 9:06 PM   #196
Ribeye
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I have had this argument so many times before about my choice of healing style and my choice of gearing and my choice of contributing to my guild that I'll just recommend you search my prior comments on the subject and be done with it. I think my guild's WWS reports back up the kind of healer I am. Long story short, don't trap yourself into thinking a druid is a +heal stacking lifebloom bot.

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Old 02/04/08, 10:48 PM   #197
Playered
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The problem I see with the mass +healing theory is more concerning future content, as you have no real options left to 'push it harder' should it be required.

If you can have minimal regen and rely on potions to sustain yourself, rolling 4x LB constantly through a duration of 6-10mins, then your right and really you have no use of improvement from mana regeneration at all ever again *I think*.

Rolling 4LBs is 704/7sec - 503MP5 (upkeep cost) unless I am mistaken?

Mana potions are 100MP5~
Base regen is around 150MP5~ (if someone has a link to a T6 level resto with stacked healing it can be better estimated)
BoW is around 50MP5~
Oil + Mageblood = 30MP5
Divine Spirit, BoK, and Fish Sticks give you 115~ spirit which makes 20~MP5 (my in-game display is acting wierd, its roughly 1MP5 per 6 spirit *this time*)
100 + 150 + 50 + 30 + 20 = 350 MP5

So you have a shortfall of 150MP5 = 1800 mana per min.

So at exactly 6mins on a fight you will need a 10800 pool to endure a constant 4x LB without interuptions (which you should have).

Note I have not used Innervate (6500 mana~ assuming 465~ spirit fully buffed at near minimum base spirit), which would add on 3.8mins of endurance for you bringing it up to a 10min fight - however you are not needing this and giving it to a SP for a larger raid benefit.
SP, Mana Spring (and Tide), Spellsurge, Drums are all being excluded but can easily be worked out/added in.

So here you are pushing between 3600-4000 (900-1000 ticks) HPS at a drain of 150 MP5 (or 1800 mana per min) in a mostly ideal situation. Time forced out of casting will only give you some added endurance due to OO5SR regen and a positive MP5 status, any drains will obviously hurt.

Rejuvenation, Swiftmend, NS-HT are all ignored, as is needing to drop ToL form - bursts and spikes are out of your hands.

Working out the maximum HPS a Druid could potentially yield and the cost of doing so should be useful in finally stamping out the argument about healing vs regen :P


Note: its 4am and my math might be wrong in several areas, something doesn't look right to me atleast.

Last edited by Playered : 02/04/08 at 10:55 PM.

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Old 02/05/08, 1:30 AM   #198
Currylaksa
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A lot of druids have always boasted that they top healing charts by maintaining LBx3 on 3-4 people the whole fight, and never go below 80% mana. They do exactly just that - renew lifeblooms. Not even a rejuvenation. Sure I can stack 22 +healing, LB bot everything, look like a total hero on the heal charts, but people will still die from spike damage.

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Old 02/05/08, 2:33 AM   #199
Wilbert
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Originally Posted by Currylaksa View Post
A lot of druids have always boasted that they top healing charts by maintaining LBx3 on 3-4 people the whole fight, and never go below 80% mana. They do exactly just that - renew lifeblooms. Not even a rejuvenation. Sure I can stack 22 +healing, LB bot everything, look like a total hero on the heal charts, but people will still die from spike damage.
I think that's why you bring 6-8 other healers

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Old 02/05/08, 7:42 AM   #200
Whitemane
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If someone dies to spike damage and you had him fully hotted, then it's not your fault. If you don't have other healers assigned to people in danger of dying to spike damage, your raid is just being moronic.

I've stacked fully with +22 healing and I'm only 2 items short of having the best gear, as I see it. Crystalspire and Sanguinar's Claim / Nadina's. I never have a shadow priest in my group, I often have a shaman but can't remember if I ever get the manatide anyway. I use perhaps 3 mana pots going through all current content and I never use a flask of restoration either.

Can I push it harder? Yes, the hell I can. Spam chugging mana pots and a flask of restoration would give me a boatload more longevity. Fitting your gear with +healing gems is a matter of how far and how hard you want to push your healing. Why have extra mp5 on your gear if you don't really ever have mana problems? I can see a problem if you were always oom at the end of a fight in BT/MH despite going at consumables aggressively, but for a druid this is not so. Even fully stacked with +healing gems.

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