Diablo 3: An Item Shop's Tale

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Re: Diablo 3: An Item Shop's Tale

Post by Octavia (?) » Sun Jun 24, 2012 11:28 pm

Kraps wrote:How does Reflect Damage even work? Is it always on? Sometimes? Is the ratio 1:1?


A percentage (I'm not sure how much, exactly) of damage that you attack on an elite with reflect damage is bounced back at you of the same type. So if you're swinging physical damage, it will bounce back physical with every hit. Same goes for arcane, fire, etc. I regularly crit in the 70,000's with my demon hunter, who only has something like 2200 armor, so whenever I hit an elite with reflect damage, it hurts a whole lot. And there's absolutely nothing I can do about it. The faster I kill it, the faster it kills me. I basically just have to kite it until healing cooldowns and potions pop. Mortar, fast, and waller (the other 3 abilities this elite pack had) all make kiting exceedingly difficult.

Frosthawk wrote:Honestly I've never even noticed the effect of Reflects Damage. It's probably there but I don't know how it works either.


If you have high armor, reflect damage has little effect. On my barbarian, I never notice it. Unfortunately, for wizards and demon hunters, reflect damage is VERY painful.
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Post by Frosthawk (?) » Mon Jun 25, 2012 7:05 am

With the right passive skills up my Wizard has about 8,000 armor, which I guess is good for the wizard. But my DPS is about 10,000 which I guess is not good on Inferno? I can't really afford anything better right now, though.
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Post by Octavia (?) » Mon Jun 25, 2012 4:51 pm

Frosthawk wrote:With the right passive skills up my Wizard has about 8,000 armor, which I guess is good for the wizard. But my DPS is about 10,000 which I guess is not good on Inferno? I can't really afford anything better right now, though.


Wizards have some great skills to increase their defense and mitigate damage. Unfortunately, demon hunters' defensive skills all just involve being able to run away. They don't have anything that allows them to take hits. High DPS weapons have gotten so cheap on the AH that you should be able to crank up your DPS easily. As soon as my DH hit 60, the weapon I bought for 600K gold increased my DPS from 14,000 to 36,000.
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Post by pksage (?) » Mon Jun 25, 2012 6:52 pm

Octavia wrote:cheap

Octavia wrote:600K gold


:fluttersmith: This is how it feels when your highest-level character is on Nightmare Act II.
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Post by Aramek (?) » Mon Jun 25, 2012 7:32 pm

If it makes you feel better, once you hit inferno, 100% of your time will be gold farming. And many mobs drop 500+ gold. So you'll be constantly both broke and rich.
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Post by Octavia (?) » Mon Jun 25, 2012 8:29 pm

Once your character hits 60 and into inferno, the first thing you should do is try to find a decent +gold find set of armor. You could probably get an entire set of +gold find stuff with decent other stats for around 400,000 gold total on the AH. The stats won't be as good as your normal gear, but if you farm acts 3+4 of hell difficulty, you won't need amazing DPS or HP. With 200% or higher gold find and full nephalem buff (which adds 75% gold find), enemies drop stacks of gold that are over 2000 on occasion. One run of Act III takes 2-3 hours, and I can get close to a million gold with it. You could also potentially get some decent lvl 61 and lvl 62 item drops in Acts 3+4 of hell that can sell on the AH.

I know there are lots of better ways to farm gold, but I get really bored if I'm just running the same thing over and over. Act III is my favorite act in Diablo, so it's fun to run it, especially when you're high enough level to plow through it.
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Post by Crow (?) » Mon Jun 25, 2012 8:30 pm

Image

Really Blizzard? Really? :unenthused:

(The limit is apparently 100.)


pksage wrote:

:fluttersmith: This is how it feels when your highest-level character is on Nightmare Act II.


I'll try to get a hold of you and hook you up with something.
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Post by Octavia (?) » Mon Jun 25, 2012 8:49 pm

Crow wrote:Image

Really Blizzard? Really? :unenthused:

(The limit is apparently 100.)


They don't expect gamers to have many friends :gotcha:
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Post by Aramek (?) » Mon Jun 25, 2012 8:55 pm

Well, 100 is a lot. :pinkieshrug:
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Your MRI results have shown total infection to now be approximately one fifth of the full mass of the tissue.

"So you're saying..."

Your brain is about 20% tumor.
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Post by pksage (?) » Tue Jun 26, 2012 1:42 pm

Crow wrote:I'll try to get a hold of you and hook you up with something.


That's very generous of you! I'm fine, though, I promise. :) I just need to stick it out and hustle up to lv60 already. (Though it's on my Barb, so I have no idea if I'll be able to survive Inferno. Is that still A Thing since the Inferno patch? Melee classes have a hard time?)

Octavia wrote:gold-farming advice


Thanks! I will do this almost verbatim. Act 3 is my favorite, too.
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Post by nuclearsuplex (?) » Tue Jun 26, 2012 4:31 pm

pksage wrote: (Though it's on my Barb, so I have no idea if I'll be able to survive Inferno. Is that still A Thing since the Inferno patch? Melee classes have a hard time?)


It's not as bad as it used to be. Act 2 damage was reduced by 36% and Act 3 by 44%. That said, they did absurd damage before so they still hit relatively hard. You're going to want +all resist on a lot of items. Also, you probably want a life on hit one-hander or at least something with a socket for an amethyst.
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Post by Dragongem (?) » Tue Jun 26, 2012 7:31 pm

Chunky wrote:Buddy, elites kick my ass in Hell.

Maybe it's because I'm a Monk.


Hell was around the time I had to go to the AH for gear, though partially that was because my RL friend and I had this hilarious issue where we would find all these baller upgrades for him and nearly nothing for me :fluttersmith:. Melee classes are generally tougher than ranged, I've found. I was busy fighting through Act I on the skin of my teeth, and my brother just comes in as his Witch Doctor and makes a mockery of most elites/heroes by spamming his ultra-CC build or whatever it is.

Also if your skill bar doesn't include Serenity/Breath of Heaven/Mantra of Evasion (or Healing) then uhhh prepare to die a lot.

I really hope the first big class balance patch makes more builds viable!

Also I'm at inferno Act I now so if you need a monk hit me up (Dragongem #1495)
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Post by Aurora (?) » Tue Jun 26, 2012 8:37 pm

I use all those things! :v: I even replaced right click with HEALING RAY OF THE SUN because crippling wave + vortex is good enough.

Working on getting my armor and resistance up, thanks One With Everything! :v:
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Post by Octavia (?) » Wed Jun 27, 2012 1:08 am

One hit from the final stage of Belial on inferno difficulty = 96,000 damage

:golfclop:
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Post by Octavia (?) » Wed Jun 27, 2012 5:52 am

Double posting because I just beat Belial and the Larder on inferno, with the help of Crow (wizard) and one of my friends (Barbarian). There's some sort of enrage timer on Belial where he just spams his super powerful cover-the-floor-in-meteors attack over and over when he's about to die. There were at least 5 times when we got him to below 10% health with everyone alive, then wiped from his crazy relentless attack. The most damage i took in one hit was over 314,000 damage.

The Larder was much easier, we killed him on our first try. He covered the entire room in his farts, so it was pretty much let the Barbarian tank him while DPS runs around in circles, shooting and avoiding fart gas.
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Post by Crow (?) » Wed Jun 27, 2012 5:58 am

Not gonna lie, that was probably the first time I've had fun in this game since leveling up. :iamapony:



Aside from giving stuff away, I always love doing that. :-P


EDIT: Finally figured out why dps dropped:

SA Wizard Thread wrote:Another thing people are complaining about is that their DPS dropped a huge amount. Yes, your DPS went down because of the IAS nerfs, but keep in mind that Magic Weapon was also bugged to show you a 30% DPS increase when you were only actually receiving 15%. Posting "augh my dps was 40k and now it's 3k" is neither helpful nor numerically accurate.
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Post by Aurora (?) » Thu Jun 28, 2012 6:06 am

Finally hit Level 60, now I can walk around with stacks of valor. Aw yeah.
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Post by Scuderia Ferrarity (?) » Thu Jun 28, 2012 6:59 am

Chunky wrote:I use all those things! :v: I even replaced right click with HEALING RAY OF THE SUN


PEW-PEW-PEW Image PEW-PEW-PEW


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Post by Aramek (?) » Thu Jun 28, 2012 1:52 pm

Chunky wrote:Finally hit Level 60, now I can walk around with stacks of valor. Aw yeah.

Can't stress this enough, (Monk, right?) go to the AH, and buy the highest DPS weapon you can for a good, reasonable chunk of money. Say, 400K or so.

It'll be blue.

It'll probably have no stats, just +% damage.

Get a fast one. 1.4 speed. Get a fist weapon.

It'll be 800-950ish dps.

Your dps will go up by thousands.
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Your MRI results have shown total infection to now be approximately one fifth of the full mass of the tissue.

"So you're saying..."

Your brain is about 20% tumor.
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Post by blasmeister (?) » Thu Jun 28, 2012 3:05 pm

Scuderia Ferrarity wrote:
PEW-PEW-PEW Image PEW-PEW-PEW



Mods please make this a : PCgaming : emote, tia
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Post by Frosthawk (?) » Thu Jun 28, 2012 11:56 pm

Aramek wrote:Can't stress this enough, (Monk, right?) go to the AH, and buy the highest DPS weapon you can for a good, reasonable chunk of money. Say, 400K or so.

It'll be blue.

It'll probably have no stats, just +% damage.

Get a fast one. 1.4 speed. Get a fist weapon.

It'll be 800-950ish dps.

Your dps will go up by thousands.


Does this same concept apply to wands???
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Post by Aramek (?) » Fri Jun 29, 2012 1:30 am

For casters, you can even get a 2-handed weapon I think I read.

Get a spear or something that's 1300 dps. Melt foes.
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Your MRI results have shown total infection to now be approximately one fifth of the full mass of the tissue.

"So you're saying..."

Your brain is about 20% tumor.
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Post by Ragnar (?) » Fri Jun 29, 2012 1:45 am

I think that's the consensus in the wizard thread on SA: getting a high DPS two-hander is a good budget option.
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Post by Crow (?) » Fri Jun 29, 2012 3:14 am

Frosthawk wrote:Does this same concept apply to wands???


For Wizards, most of us prefer 1h + source bcause there's stats available on Sources (and shields) that aren't available on weapons. And the ability to swap out for a shield.


If you're spamming signature spells (no resource spent) or doing a lot of kiting 1h+source is favored.

If you're running a build where you using high-resource-use spells, then a 2h is fine.


Unless you mean about the damage portion, then yes, damage is the single most important stat on a weapon.
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Post by Frosthawk (?) » Fri Jun 29, 2012 3:55 am

Crow wrote:For Wizards, most of us prefer 1h + source bcause there's stats available on Sources (and shields) that aren't available on weapons. And the ability to swap out for a shield.


If you're spamming signature spells (no resource spent) or doing a lot of kiting 1h+source is favored.

If you're running a build where you using high-resource-use spells, then a 2h is fine.


Unless you mean about the damage portion, then yes, damage is the single most important stat on a weapon.


My build relies heavily on Disintegration so I guess that's categorized under the latter. My problem is that, even with a staff that deals some 1200 DPS I still die repeatedly against elites and mobs because they just damage me so quickly, especially if they're fast. When I'm using a wand/shield my armor is around 9,000 armor now, and when I'm using a staff it's about 6,500. My health is also around ~30,000. I'm guessing these need to be raised? I really shouldn't be having this much trouble in only Act 1. :fluttersmith:
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Post by Crow (?) » Fri Jun 29, 2012 4:08 am

Act 1 what? Inferno? Hell?

I was never a fan of sit and cast spells. My build relies on using very high run speed (12% from boots, 6% from pants (hammer jammers), 6% from neck (the Murlocket)) and Blizzard/Hydra. I can dominate all of act 1 inferno with ease.
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Post by Frosthawk (?) » Fri Jun 29, 2012 4:58 am

Oh, Inferno. Hell was actually kind of a breeze all the way through, but now that I'm in Inferno something's not working anymore. I haven't tried kiting in a while, and now it seems like that may be the best idea. My boots have 12% speed pickup but I didn't know pants and amulets could do that too!
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Post by Crow (?) » Fri Jun 29, 2012 5:07 am

There's a few specific Legendaries that have +Movement speed, do a search through Armor -> Legendary -> Movement Speed.
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Post by Octavia (?) » Sun Jul 08, 2012 3:13 am

Cydaea is the easiest damn boss in the game until inferno, and then she's fucking impossible. :-/
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Post by Octavia (?) » Mon Jul 09, 2012 5:03 am

I just beat inferno :chillin:

Now I never want to play this stupid game ever again. :rainbert:
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Post by Crow (?) » Mon Jul 09, 2012 6:51 am

Congrats! :pinkietoot: :pinkietoot: :pinkietoot: :pinkietoot:
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Post by pksage (?) » Mon Jul 09, 2012 1:38 pm

I just beat...Nightmare! :fluttersmith:

I just wanna be 60 so I can play with everyone else and not worry about level differences. Oh, and Nephalem Valor, of course. Mmm.
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Post by Aramek (?) » Mon Jul 09, 2012 1:40 pm

Octavia wrote:Now I never want to play this stupid game ever again. :rainbert:

Negative Nancy.
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Your MRI results have shown total infection to now be approximately one fifth of the full mass of the tissue.

"So you're saying..."

Your brain is about 20% tumor.
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Post by Lhet (?) » Tue Jul 10, 2012 10:48 am

I had tried the critical mass (wizard) build before with cheap AH crit gear and was unimpressed, but today after watching a friend I decided to sell half my gear to get good crit gear.
The build is really good in a really silly way. It feels like I've been wasting so much time kiting: now I just roll my face across the keyboard and stunlock everything to death.
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Post by Octavia (?) » Thu Jul 12, 2012 11:56 pm

I enjoy randomly spouting out quotes in the hammy, overacting style of the templar during my daily activities.

"YOU WERE A TEMPLAR, JONDAAAAR! HOW COULD YOU SUCCUMB TO THIS COVEN!?" :twonk:

"BETRAYAL CAN NEVAH BE FORGIVEN..." :-I

"BLACK MAGIC BARS OUR WAY... BUT THE WILL OF A TEMPLAR IS STRONGAH!" :yay:
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Post by Throbulator (?) » Sat Jul 14, 2012 12:50 am

I recall playing with Crow, Kraps, and Tacks and mentioned I thought Covetous Shen sounds a lot like Noodle Dad from Kung Fu Panda. Turns out they were both voiced by the same man; James Hong
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Post by Octavia (?) » Sat Jul 14, 2012 1:27 am

Something fun I just learned. If you don't ID your level 63 rares (or level 61-63 jewelry), people will pay 400-700K for the unidentified items on the trade channel. You can make a lot more money this way instead of blindly hoping you get a decent item. :spike101:
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Post by Artificer (?) » Sat Jul 14, 2012 1:50 am

Throbulator wrote:I recall playing with Crow, Kraps, and Tacks and mentioned I thought Covetous Shen sounds a lot like Noodle Dad from Kung Fu Panda. Turns out they were both voiced by the same man; James Hong


Noodle Dad is pretty damn great.
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Post by Ragnar (?) » Sat Aug 11, 2012 4:35 am

:sweetielarm: Got my fuckin copy of this fuckin sweet ass game :sweetielarm:

*dances in the endzone in a particularly smug manner*
See you on the flipside, dweebs. :dreamworks: hahahahahaha

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Post by Ragnar (?) » Fri Aug 17, 2012 4:35 am

I don't know if I should let this thread die gracefully, or post about the patch. I pick patch.


Patch 1.0.4 is looking like a series of system changes and buffs for every class. It'll go live at the end of this month.

General changes
- no more averaging of MF and GF between all players in a party.
- "...We’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now."
- Normal monsters will get slightly more health, and elite and unique monsters will have 10-25% less.
- Invulnerable minions are going to go. Other affixes, such as fire chains and shielding, are getting changed to make them less frustrating.
- "Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63."
- New set of stronger affixes for two-handed weapons.
- Elites and such will lose enrage timers and won't heal back to full.
- Repair costs of high-end items will go down by 25%.


Legendary item improvements
- A little over 50 legendary items have had unique abilities added. You should probably just visit the page to see examples, but, for example, Fire Walker boots will now leave a trail of fire behind you.
- Legendaries seem to have gotten a general boost in raw stats.
- Basically, legendary items are now meant to be cool and interesting rather than annoying and disappointing to find.


Character skills
- The main goal here seems to be to improve unpopular skills, where unpopular presumably means "currently gimped". It looks as if their approach to this is to improve the damage on everything no one uses, except in the case of witch doctor pets, which are now looking pleasantly tanky.
- The following are examples. This is not an exhaustive list of changes. Patch notes are not available yet.

Barbarian
- Bash deals 165% damage, up from 150%. It also generates 8 fury instead of 6.
- No hard numbers for Cleave yet, but they say they're going to up the damage and increase the proc coefficient.
- Hammer of the Ancients went from 200% damage to 325%. Rolling thunder (that's a rune for hammer, right?) went from 155% to 275%.
- Rend went from 210% over 3 seconds to 700% over 5. Lacerate went from 271%/3 sec to 903%/5 sec.
- Whirlwind and Seismic Slam get similar improvements.
- No changes for Sprint or Battle Rage. They like that build because it's weird.

Wizard
- This one is vague and boring, compared to the barb's.
- They noticed that no one uses any form of Hydra except venom, so they'll be, from the looks of it, roughly doubling the damage for every other hydra rune. No changes to venom.
- Vague reference to the fact that Energy Armor is the clear best wizard armor skill, with the implication that they might do something about it at some point. Maybe. Man, I hope they change this one right now. I want my 20 AP back.
- Energy Twister's proc coefficient got cut in half, because otherwise it would be much easier to trigger the proc effects of the new legendaries. People who want to keep using their Critical Mass build with wicked wind are going to need considerably more crit chance now. The repair cost reduction should makes things easier for them, at least.
- Unpopular signature spell runes are getting damage buffs. no numbers given.
- Base damage on Meteor went from 200% to 260%. "Molten Impact damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds". "Meteor Shower damage increased from 80% to 104% for each smaller Meteor". "Comet damage (of initial hit) increased from 240% to 312%".
- Assorted Arcane Torrent buffs. There are hard numbers in the article, but I care so little that I'm just going to move on.

Monk
- They're "happy with where spirit generators are now".
- They've noticed that the vast majority of spirit spending abilities are pointless in later difficulties, and they intend to start fixing this in 1.0.4.
- Exploding Palm went from 220% weapon damage over 3 seconds to 745% weapon damage over 9 seconds. Impending doom is now 15 seconds.
- No numbers for Seven Sided Strike, but they sure sound cocky about the changes to it. I'm assuming some kind of huge damage increase. 7777% would be nice. Seems unlikely, though.
- Damage on Wave of Light is up to 390% + 45% AoE, from the original 215%, with matching buffs for three of the runes. Still costs an arm and a leg.
- They're not too happy with the fact that One With Everything is more or less mandatory, but they'll let it ride for now. No changes.
- The Guardian's Path now gives +35% spirit generation with a two-hander, up from 25%.

Demon Hunter
- Every hatred generator other than Hungering Arrow is getting a damage boost.
- Rain of Vengeance is going from "75% weapon damage for 5 seconds" to "715% weapon damage over 5 seconds". Note the slight change in wording.
- Sentry now deals twice as much damage.

Witch Doctor
- Witch doctors in general get 45 mana per second, up from 20.
- Pets can now tank in every act of every difficulty, particularly if you build around them a bit. The exact changes are complicated, but hard numbers are in the article.
- Vision Quest now does something a little different that I don't quite understand.
- No mention of Soul Harvest, which is a shame because that shit needs to go. Come on, Blizzard. Say something about the aggravating, dangerous and totally mandatory INT buff ball-and-chain.



Again, this isn't everything. The articles themselves are ultimately more about the philosophies behind the changes Blizzard are making in this patch, and the details I've listed here are just the examples they used to demonstrate how they're planning to carry out their goals.

We'll see how it plays out.
"It’s a game in the spirit of Miyazaki films, [...] anime like Princess Tutu, and Western works like Adventure Time and Friendship is Magic — a game of heroic innocents growing up against a backdrop of strange events and haunting landscapes."
Ragnar
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What's older? Unicorns, or stars? Incidentally, you should click on Ragnar's sig. Definitely a good idea.
Rarity's Roughnecks
Joined: Feb 14, 2011
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