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The New Event Mods.


Satinpuppies
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For the people interested I've calculated 3 different builds... just for comparison:

 

Slash = 75
Impact = 12.5
Puncture = 12.5

Sum = 100

Attackspeed = 1.0

 

 

 

Build #1 using Fury, Pressure Point, Spoiled Strike, Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact:

1) Applying Pressure Point & buff from Spoiled Strike:

Slash = (1+120%+100%) * 75 = 240
Impact = (1+120%+100%) * 12.5 = 40
Puncture = (1+120%+100%) * 12.5 = 40

Sum = 240 + 40 + 40 = 320

2) Applying Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact (Gas):

Slash = (1+120%) * 240 = 528
Impact = (1+0%) * 40 = 40
Puncture = (1+0%) * 40 = 40
Gas = (1+60%+60%+90%+90%) * 320 = 1280

3) Applying faction boni/resistances for Infested (Charger/Leaper):

Slash = (1+25%) * 528 = 660 per hit
Impact = (1+0%) * 40 = 40 per hit
Puncture = (1+0%) * 44 = 40 per hit
Gas = (1+75%) * 1280 = 2240 per hit

Sum = 660 + 40 + 40 + 2240 = 2980 per hit

4) Applying Fury & debuff from Spoiled Strike:

Slash = (1+30%-20%) * 660 = 726 DPS
Impact = (1+30%-20%) * 40 = 44 DPS
Puncture = (1+30%-20%) * 40 = 44 DPS
Gas = (1+30%-20%) * 2240 = 2464 DPS

 

Sum = 726 + 44 + 44 + 2464 = 3278 DPS

 

 

 

Build #2 using Fury, Pressure Point, Spoiled Strike, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact, Voltaic Strike:

1) Applying Pressure Point & buff from Spoiled Strike:

Slash = (1+120%+100%) * 75 = 240
Impact = (1+120%+100%) * 12.5 = 40
Puncture = (1+120%+100%) * 12.5 = 40

Sum = 240 + 40 + 40 = 320

2) Applying Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact (Gas), Voltaic Strike (Electricity):

Slash = (1+0%) * 240 = 240
Impact = (1+0%) * 40 = 40
Puncture = (1+0%) * 40 = 40
Gas = (1+60%+60%+90%+90%) * 320 = 1280
Electricity = (1+60%) * 320 = 512

3) Applying faction boni/resistances for Infested (Charger/leaper):

Slash = (1+25%) * 240 = 300 per hit
Impact = (1+0%) * 40 = 40 per hit
Puncture (1+0%) * 40 = 40 per hit
Gas = (1+75%) * 1280 = 2240 per hit
Electricity = (1+0%) * 512 = 512 per hit

Sum = 300 + 40 + 40 + 2240 + 512 = 3132 per hit

4) Applying Fury & debuff from Spoiled Strike:

Slash = (1+30%-20%) * 300 = 330 DPS
Impact = (1+30%-20%) * 40 = 44 DPS
Puncture = (1+30%-20%) * 40 = 44 DPS
Gas = (1+30%-20%) * 2240 = 2464 DPS
Electricity = (1+30%-20%) * 512 = 563.2 DPS



Sum = 330 + 44 + 44 + 2464 + 532.2 = 3414.2 DPS



Build #3 using Fury, Pressure Point, Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact, Voltaic Strike:

1) Applying Pressure Point:

Slash = (1+120%) * 75 = 165
Impact = (1+120%) * 12.5 = 27.5
Puncture = (1+120%) * 12.5 = 27.5

Sum = 165 + 27.5 + 27.5 = 220

2) Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact (Gas), Voltaic Strike (Electricity):

Slash = (1+120%) * 165 = 363
Impact = (1+0%) * 27.5 = 27.5
Puncture = (1+0%) * 27.5 = 27.5
Gas = (1+60%+60%+90%+90%) * 220 = 880
Electricity = (1+60%)* 220 = 352

3) Applying faction boni/resistances for Infested (Charger/leaper):

Slash = (1+25%) * 363 = 453.75 per hit
Impact = (1+0%) * 27.5 = 27.5 per hit
Puncture = (1+0%) * 27.5 = 27.5 per hit
Gas = (1+75%) * 880 = 1540 per hit
Electricity = (1+0%) * 352 = 352 per hit

Sum = 453.75 + 27.5 + 27.5 + 1540 + 352 = 2400.75 per hit

4) Applying Fury:

Slash = (1+30%) * 453.75 = 589.875 DPS
Impact = (1+30%) * 27.5 = 35.75 DPS
Puncture = (1+30%) * 27.5 = 35.75 DPS
Gas = (1+30%) * 1540 = 2002 DPS
Electricity = (1+30%) * 352 = 457.6 DPS



Sum = 589.875 + 35.75 + 35.75 + 2002 + 457.6 = 3120.975 DPS

 

 

 

Personally I'm using the build #2 on most melee weapons because of the lack of other interesting mods. At least that's what I'm doing ever since Tethra's Doom. Also I don't want to melee Ancients anyways for various obvious reasons so looking at other enemies but some Chargers/Leapers/Runners doesn't pay off anyways. On Corpus the plain Toxin mods will always outperform Slash and at Grineer the Slash boni is canceled by the debuff on the armor.

 

So Build #3 with Buzz Kill replacing Spoiled Strike is actually the worst combination, no matter what. Fury, Pressure Point and Spoiled Strike are mandatory as much as Serration/Split-Chamber are on rifles and/or Hornetstrike, Barrel Diffusion+Lethal Torrent are on sidearms.

 

I might actually give Build #1 a shot, because it removes the additional element (electricity) that may proc instead of Gas at the expense of additional status chance, but that's only interesting on weapons with high Slash damage AND low proc chance by default, while Build #2 remains superior on everything else.

Edited by MeduSalem
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For the people interested I've calculated 3 different builds... just for comparison:

 

Slash = 75

Impact = 12.5

Puncture = 12.5

Sum = 100

Attackspeed = 1.0

 

 

 

Build #1 using Fury, Pressure Point, Spoiled Strike, Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact:

1) Applying Pressure Point & buff from Spoiled Strike:

Slash = (1+120%+100%) * 75 = 240

Impact = (1+120%+100%) * 12.5 = 40

Puncture = (1+120%+100%) * 12.5 = 40

Sum = 240 + 40 + 40 = 320

2) Applying Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact (Gas):

Slash = (1+120%) * 240 = 528

Impact = (1+0%) * 40 = 40

Puncture = (1+0%) * 40 = 40

Gas = (1+60%+60%+90%+90%) * 320 = 1280

3) Applying faction boni/resistances for Infested (Charger/Leaper):

Slash = (1+25%) * 528 = 660 per hit

Impact = (1+0%) * 40 = 40 per hit

Puncture = (1+0%) * 44 = 40 per hit

Gas = (1+75%) * 1280 = 2240 per hit

Sum = 660 + 40 + 40 + 2240 = 2980 per hit

4) Applying Fury & debuff from Spoiled Strike:

Slash = (1+30%-20%) * 660 = 726 DPS

Impact = (1+30%-20%) * 40 = 44 DPS

Puncture = (1+30%-20%) * 40 = 44 DPS

Gas = (1+30%-20%) * 2240 = 2464 DPS

 

Sum = 726 + 44 + 44 + 2464 = 3278 DPS

 

Build #2 using Fury, Pressure Point, Spoiled Strike, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact, Voltaic Strike:

1) Applying Pressure Point & buff from Spoiled Strike:

Slash = (1+120%+100%) * 75 = 240

Impact = (1+120%+100%) * 12.5 = 40

Puncture = (1+120%+100%) * 12.5 = 40

Sum = 240 + 40 + 40 = 320

2) Applying Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact (Gas), Voltaic Strike (Electricity):

Slash = (1+0%) * 240 = 240

Impact = (1+0%) * 40 = 40

Puncture = (1+0%) * 40 = 40

Gas = (1+60%+60%+90%+90%) * 320 = 1280

Electricity = (1+60%) * 320 = 512

3) Applying faction boni/resistances for Infested (Charger/leaper):

Slash = (1+25%) * 240 = 300 per hit

Impact = (1+0%) * 40 = 40 per hit

Puncture (1+0%) * 40 = 40 per hit

Gas = (1+75%) * 1280 = 2240 per hit

Electricity = (1+0%) * 512 = 512 per hit

Sum = 300 + 40 + 40 + 2240 + 512 = 3132 per hit

4) Applying Fury & debuff from Spoiled Strike:

Slash = (1+30%-20%) * 300 = 330 DPS

Impact = (1+30%-20%) * 40 = 44 DPS

Puncture = (1+30%-20%) * 40 = 44 DPS

Gas = (1+30%-20%) * 2240 = 2464 DPS

Electricity = (1+30%-20%) * 512 = 563.2 DPS

Sum = 330 + 44 + 44 + 2464 + 532.2 = 3414.2 DPS

Build #3 using Fury, Pressure Point, Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact, Voltaic Strike:

1) Applying Pressure Point:

Slash = (1+120%) * 75 = 165

Impact = (1+120%) * 12.5 = 27.5

Puncture = (1+120%) * 12.5 = 27.5

Sum = 165 + 27.5 + 27.5 = 220

2) Buzz Kill, Volcanic Edge, Virulent Scourge, Fever Strike, Molten Impact (Gas), Voltaic Strike (Electricity):

Slash = (1+120%) * 165 = 363

Impact = (1+0%) * 27.5 = 27.5

Puncture = (1+0%) * 27.5 = 27.5

Gas = (1+60%+60%+90%+90%) * 220 = 880

Electricity = (1+60%)* 220 = 352

3) Applying faction boni/resistances for Infested (Charger/leaper):

Slash = (1+25%) * 363 = 453.75 per hit

Impact = (1+0%) * 27.5 = 27.5 per hit

Puncture = (1+0%) * 27.5 = 27.5 per hit

Gas = (1+75%) * 880 = 1540 per hit

Electricity = (1+0%) * 352 = 352 per hit

Sum = 453.75 + 27.5 + 27.5 + 1540 + 352 = 2400.75 per hit

4) Applying Fury:

Slash = (1+30%) * 453.75 = 589.875 DPS

Impact = (1+30%) * 27.5 = 35.75 DPS

Puncture = (1+30%) * 27.5 = 35.75 DPS

Gas = (1+30%) * 1540 = 2002 DPS

Electricity = (1+30%) * 352 = 457.6 DPS

Sum = 589.875 + 35.75 + 35.75 + 2002 + 457.6 = 3120.975 DPS

 

 

 

Personally I'm using the build #2 on most melee weapons because of the lack of other interesting mods. At least that's what I'm doing ever since Tethra's Doom.

 

So Build #3 with Buzz Kill replacing Spoiled Strike is actually the worst combination, no matter what. Fury, Pressure Point and Spoiled Strike are mandatory as much as Serration/Split-Chamber are on rifles and/or Hornetstrike, Barrel Diffusion+Lethal Torrent are on sidearms.

 

I might actually give Build #1 a shot, because it removes the additional element (electricity) that may proc instead of Gas at the expense of additional status chance, but that's only interesting on weapons with high Slash damage by default, while Build #2 remains superior on everything else.

 

Thanks for doing that calculation.  Well that satisfies my curiousity about replacing spoiled strike.  (frankly it's really not a matter of the DPS, but for me it just slows the Dakra Prime too much to feel natural with crimson dervish, so it was something I wanted to try.)

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Thanks for doing that calculation.  Well that satisfies my curiousity about replacing spoiled strike.  (frankly it's really not a matter of the DPS, but for me it just slows the Dakra Prime too much to feel natural with crimson dervish, so it was something I wanted to try.)

 

Yeah I know that feeling... ever since they nerfed Fury... I feel pretty much the same.

 

But thinking about it is not really that much of a problem anyways since most of the enemies are dead on the first hit or maybe second. Everything else taking longer than that puts you at the risk of exposing yourself to the other 20 enemies ganging up on you. ^^

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Based on base damage of the entire weapon and ignores armor calculations, dealing 245% of that base damage in finisher damage over time.

 

yea but afaik these individual slash/punc/impact mods do not affect your base dmg or they would also increase your elemental dmg and procs are based on base dmg like elements

Edited by Echoa
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I'm sick of slash damage. Where the hell are all the GOOD puncture melee weapons? As far as I know there is only one, and it's AVERAGE at best.

 

New mods are snore inducing but at least I can get these instead of worrying about Jagged Edge.

I love how fang prime is puncture+impact with no slash at all.

 

Apparently those daggers are unable to cut things.

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I love how fang prime is puncture+impact with no slash at all.

 

Apparently those daggers are unable to cut things.

 

Can't cut a piece of paper but the Grineer die away like flies. :D

 

 

 

 

 

[edit]

 

Interesting comment of Rebecca on that related thread:

 

https://forums.warframe.com/index.php?/topic/311941-the-new-event-mods-are-bandaids/?p=3532355#entry3532355

 

"The math confirms that the max rank 120% Slash damage massively benefits Slash weapons, leading to another contender in loadouts." - DERebecca

 

Don't know what math they were doing there... but I give them credit... there's at least a "little niche" within the "niche weapons" where those new mods might come in handy, but they are still topped off by the elemental-combos when looking closely like I did a few posts above. :D

 

Rebecca might actually be true for people who don't own every single elemental/dualstat mod, but for people who do the new mods only offer a marginally worse alternative. ^^

 

Still I think they should have combined it with an additional stat making them dual-stat mods so they make a clear impression... Without it can't really compete with the status chance on the past 4 event-mod-sets.

 

 

So basically what you want to have on weapons is (sorted by priority):

 

1) +75% & +50% elemental combinations because of best faction-multipliers and because it's based on overall base-damage

2) +50% & +25% single elemental damage because it's based on overall base-damage

3) +0% (neutral) elemental combinations AND +50% & +25% physical damage mods. They are equally.

 

All while looking not to have any negative faction multipliers at all because that would cancel out it's efficiency.

 

Is there any chance that after coming to single-elemental damage there's any space left on your weapon to slot that physical stuff at all? I guess not.

Edited by MeduSalem
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Im disappointed.  This should have been done to the old physical damage mods long time ago - buff them to the useful level. not make the event-exclusives. These mods create possibility for niche builds on particular weapons (and its a good thing!). They should be available to everyone to make the modding meta more diverse and interesting.

And for the new mods? We don't need more damage on our weapons. Much rather have some unique effects, frame mods or corrupted mods with + and -

Edited by Monolake
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This is how I see it. When do I use the melee weapon? On infested only. And let's be honest the only enemy that are a threat are the Ancients which are Fossilized which are weak to corrosive. So I go double corrosive meaning I replace Jagged Edge with Buzz Kill and leave all other mods as they are. Now if you don't have the Voltaic Strike for double corrosive get Molten Impact and you would still do slightly more damage to Ancients than with having Jagged Edge AND Buzz Kill at the same time. Or if you have Volcanic Edge you could equip that instead Molten Impact so you wouldn't lose 9% of overall status chance, but do slightly lower overall DPS.

Edited by Deccode
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Don't know what math they were doing there... but I give them credit... there's at least a "little niche" within the "niche weapons" where those new mods might come in handy, but they are still topped off by the elemental-combos when looking closely like I did a few posts above. :D

You do realize that the soma (one of the best primaries) and dragon nikana (unanswered best melee weapon, especially when the primary is equipped) are in that little niche of niche weapons, yes?

 

Also straight dps the 120% should be taken over the 60% on both the soma (only 50% slash and slots taken by crits) and dragon nikana.  You're going to the void because that's the only place where everything you have doesn't one shot everything (save bosses).  You're already running blast and corrosive (already a questionable decision on melee since two elements are at most 60% per mod) but you have an extra slot on your builds.  Do you put a fifth elemental mod for another 60% on top of base or the 120% that's taken from 80+% of your base?  Well if you're not taking the 120% you just don't want to do more damage.

 

 

Actually on the soma since it's crits and all elementals are 90% it still makes sense to run as many as possible on top of point strike, vital sense, and split chamber.  Heavy caliber does however still displace the fourth elemental.  The d nikana and dakra p however hands down should always load out with 120% slash.  I'd even argue that if you're going to use the d nikana berseker would displace a 60% elemental comfortably for max dps.  Base crit of 15%, spoiled strike + fury results in 1.1 fire rate.  Maxed berserker runs for 24 seconds.  If you're swinging constantly that will be 1.1 * .15 crits per second or 1 crit every 6 seconds.  In order to maintain all 3 stacks of berserker you need 1 crit every (24 / 3) 8 seconds.  Also note that since attack speed increases with berserker stacks it will become easier to maintain the stacks after the first crit.

Edited by willis936
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From what I've calculated, if your weapon has less than 75% base damage as slash, then using one of the single stat element mods is equal on base damage alone. And since usually they have better damage after bonuses or combine in to a better element type, those odds only get worse. 

Against grineer heavy units in alloy armor, read what every Elite Lancer uses and every lancer in the void, the damage modifier is about .625. Those 120% damage mods, Are now 75% damage mods. And the highest slash damage weapon is 90% slash as far as I've found. So they're more like, 68% damage mods at best. 
Which means every dual stat element barring Electricity will out damage it against high level grineer which are mostly alloy armored, without even needing to be put in to a combined element. And every element has a superior combined element. 
And against Infested while the +15% against ancients is promising, a whole lot more valuable than its bonuses against light infested, you still require a 75% slash weighting in order to use it better than dual stat toxin/elec stacked in to corrosive with single stats. But if you aren't stacking corrosive and running Blast/Corrosive with 90+90 in each, you're giving up more because you're no longer running the extra 50% bonus in blast. Blast is 1.5*1.8, compared to 1.2*1.15 + .9, or   2.7 compared to 2.28, so it still isn't the best.
If you're stacking for damage, it is always an inferior choice. If you're stacking for proc, because proc is tied so heavily to the dual stat mods, you will have access to three  stats combos and focus on a superior Heat/Toxin DoT any ways. 
 

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Did anyone else feel like they were a bit.... lacking?

 

I find them perplexing since while they all boost damage by 120% over all weapons, the allready existing mods boost betweeen 30%, 60% and 90%. Meaning unlike each of the event mods only the melee slash damage mod feels truely usefull to be slapped into a weapon.

 

Also slash damage in general is the least powerfull of the physical damages, so these mods will only see very limited use. Using elemental mods in general is better and impact and puncture are both more usefull.

Edited by Othergrunty
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You do realize that the soma (one of the best primaries) and dragon nikana (unanswered best melee weapon, especially when the primary is equipped) are in that little niche of niche weapons, yes?

 

Also straight dps the 120% should be taken over the 60% on both the soma and dragon nikana.  You're going to the void because that's the only place where everything you have doesn't one shot everything (save bosses).  You're already running blast and corrosive (already a questionable decision on melee since two elements are at most 60% per mod) but you have an extra slot on your builds.  Do you put a fifth elemental mod for another 60% on top of base or the 120% that's taken from 80+% of your base?  Well if you're not taking the 120% you just don't want to do more damage.

 

Seems like you didn't get how the physical and elemental damage is calculated.

 

Elemental damage considers all base damage (Slash+Puncture+Impact) while Physical Damage for Slash mod only considers the already existing Slash on that weapon.

 

Yes that "little" difference makes a big difference when scaled up with multiple mods AND when faction boni are considered. Might not seem like the 25% additional impact/puncture that are considered for elemental mods make much of difference, but they do in the long run.

 

You can do the math about it... and I showed it a few posts ago in a detailed breakdown for a melee example. Let's just say that if a weapon doesn't do more than 75-85% slash alone the elementals will always outperform the physical damage because of that fact.

 

 

Also I never use the Soma at all anymore... also it has following stats:

 

Impact: 1.0

Puncture: 4.0

Slash: 5.0

 

So in total slash makes up 50% of the base damage... and I already made a calculation for slash making up 75% percent and it still doesn't really pay off. So Soma is out when it comes to the new slash mod.

 

Dragon Nikana might work:

 

Impact: 4.3

Puncture: 8.5

Slash: 72.3

 

So in total slash makes up 85% of the base damage... Which I expect to equalize the deficits of weapons with only 75%... so that might actually be equally lethal as only having elemental combinations. But I'd need to do the exact breakdown with a calculation to be able to say that for sure.

 

 

The basic problem about every discussion about if a mod is beneficial or not is that it has to be taken in consideration that the faction-boni make a huge difference once applied and so does the fact that physical damage is not taken from overall base damage.

 

The fact that Slash is physical and that it has bad faction-boni renders the mighty 120% look impressive at first glance, but in reality it's not at all because the 120% are lost down the calculation path.

Edited by MeduSalem
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-snip

I made a good number of edits before reading this new page.  Yes the soma is out but both the dakra prime and dragon nikana are in.  Also any weapon that runs crits will be out as long as there are 90% elemental mods being displaced.  I understand how damage is calculated but I don't think that the elemental rock paper scissors somehow wins over the damage type rock paper scissors.  They're different games and damage is still damage, even with a 40% reduction against some and a 40% buff against others.

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I made a good number of edits before reading this new page.  Yes the soma is out but both the dakra prime and dragon nikana are in.  Also any weapon that runs crits will be out as long as there are 90% elemental mods being displaced.  I understand how damage is calculated but I don't think that the elemental rock paper scissors somehow wins over the damage type rock paper scissors.  They're different games and damage is still damage, even with a 40% reduction against some and a 40% buff against others.

 

Just trust me... I've made an excel sheet about that with the same mechanics as used on dpsframe.com made by Gogge before he became inactive. The faction-boni gained from +75% elemental combinations just outperform any physical damage on literally every weapon with the exception of a handful like the mentioned Dakra Prime/Dragon nikana which themselves would need an exact calculation to see if it's worth a try or not.

 

I might actually do that breakdown for Dakra Prime/Dragon Nikana later just out of curiosity but I wouldn't be surprised if buffing physical damage on them would end up only equally or only marginally better than elemental combinations. If you've the patience to check back later I might revise my opinion on those niche weapons, but I can't say for sure yet... at least my experience showed that the more mods you have on a weapon the more negligible the physical base damage becomes, especial in the later elemental-damage fight you experience with each faction.

 

At least I stopped caring about what physical base-damage a weapon has a long time ago when modding because the base damage in the end will make up only a little part of the overall damage, most damage being provided by elemental combinations. And with most I mean often more than 75-85% (if not more) of the total damage inflicted.

 

And you are right... I may not be using weapons to their maximum potential, because those hypothetical calculations only kick in with very high level enemies if at all, while most of the time you are handling enemies that would die with already 1/5th or 1/10th of the damage inflicted. So that's when I stopped dps-hogging and went for fun instead of powercreep.

Edited by MeduSalem
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The problem is the drain. If these mods drained 7-9 instead of 11 like the other mods then I could see them being a little more enticing. It would make it easier to use the new slash-based event mods with the older slash-based mods.However, now, both would require a ridiculous 22 mod capacity.

 

Lowering the drain on the originals might be good. 

Edited by RawGritz
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Or you can use warframe builder equip one dragon nikana with one set of mods and another dragon nikana with another set of mods and click on details and compare the numbers.

 

Doesn't work yet, because Stoi84 hasn't implemented melee weapons for comparison yet because there's a little more to it than just flipping around some damage numbers, because of all the other mods.

 

And the normal Warframe builder does not consider faction boni at all... so you've bad luck there and still do some math on your own. ^^

Edited by MeduSalem
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