Are Teamwork feats useless?


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SheepishEidolon wrote:
I think it's good Paizo tries to make them work, in favor of diversity and teamplay. Browsing through the books, you can find quite a few classes / archetypes specialized on them:

The thing is, the more diverse a party is, the less use they will have for Teamwork feats.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Outflank is early on my list for almost any fighting type and the other martial types in the party are always more than happy to oblige. Two or three with Outflank, Combat Reflexes, and high critical range weapons and/or some high critical multiplier weapons can be lethal in a game of volleyball on either side of the bad guy.


Malwing wrote:
Mike J wrote:

GM's don't need tools to wreck parties - Cthulhu arrives (or rocks fall), everyone dies... Or crank the CR up to 25 and keep adding monsters until the PCs die.

I disagree. Its not to wreck parties but to make a monster more of a threat, which is totally different.

And stuff...

I completely agree with you. Teamwork feats CAN be used by GMs to wreck parties/make encounters tougher/more interesting and when used correctly, they can be a great tool on either side of the table. My point was that GMs don't NEED teamwork feats to wreck parties (GMs have far more effective methods). And I'm pretty sure the Devs didn't invent them to give GMs a way to wreck parties.

Teamwork feats are situational. That doesn't make them bad, but it does mean they won't be overly popular.


LazarX wrote:
Those combat advantages ARE there without the teamwork feats... The feats do what they should do... give coordinated teamwork the advantage it should get over incidental pairups.

Yeah, look at the great advantage of shooting someone threatened in melee by a friend. You get a -4 "bonus" to attack, and Coordinated Shot covers that with an oh-so-overpowered +1.

Or at the +0 advantage of charging someone that's already been hit after a charge from your ally.
And so on.

Except for flanking and aiding another, I don't remember any tactical advantage you can achieve when pairing with an ally without having teamwork feats.


Athaleon wrote:
SheepishEidolon wrote:
I think it's good Paizo tries to make them work, in favor of diversity and teamplay. Browsing through the books, you can find quite a few classes / archetypes specialized on them:
The thing is, the more diverse a party is, the less use they will have for Teamwork feats.

Well, if a reader does as I suggests and gets say Paired Opportunist via a 1 level dip in Cavalier, he also gets Tactician, which allows him to grant PO to his allies. PO would be an add-on to something else like Snake Fang or Greater Bull Rush + Shield Slam. In either case, your character will be someone who gives out attacks of opportunity, and you get a lot of them, too.

You don't need everyone in the party to take Paired Opportunist. You just need several party members to like getting those bonus attacks. You don't need to all design characters to work together. You just need to work together. Admittedly, I've been in more than 1 PFS group that even sucks too much for that.

Someone mentioned that a lot of these feats require party members need to be adjacent to each other or at least close to each other, and that can be dangerous. That's fair to say, but that is not always a concern in every tactical situation. Forming up on the same guy to concentrate your attacks/firepower in combat is a perfectly reasonable tactic, and it is often exactly the right thing to do.


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Astral Wanderer wrote:
LazarX wrote:
Those combat advantages ARE there without the teamwork feats... The feats do what they should do... give coordinated teamwork the advantage it should get over incidental pairups.

Yeah, look at the great advantage of shooting someone threatened in melee by a friend. You get a -4 "bonus" to attack, and Coordinated Shot covers that with an oh-so-overpowered +1.

Or at the +0 advantage of charging someone that's already been hit after a charge from your ally.
And so on.

Except for flanking and aiding another, I don't remember any tactical advantage you can achieve when pairing with an ally without having teamwork feats.

Coordinated Charge is awesome, I don't know what you are on about. Set up as a Barbarian with pounce with coordinated charge, on your turn you can charge and hit for all of your attacks. You alley with CC can charge as an immediate action, and then on their turn they are right next to the opponent and can full attack them on their turn. This is even better if your alley holds their action until your barbarian charges.

Then its a one two punch.


Stealth synergy is vital to a build I call the "Shock and Awe party". Every character is built to be at least decent at stealth. If you are only taking one stealth feat and the whole group is taking it, then Stealth Synergy is by far the best. When you have 5+ rolls and you get to take the best one, the average is 17.15. With your base roll that high, you don't need to hit the skill hard or spend many more feats to be decent, and the specialist can get some huge numbers.

Since everybody is sneaky, you usually get surprise. Since sneaky characters are usually Dex-based characters, initiatives are high. So the fight goes - surprise round - range characters and spellcasters attack, melee characters tumble into position. 1st round, everybody dies. Okay, maybe not everybody, but you can usually take down several foes before they have a turn.

This type of party favors some types of characters more than others. "I need seven rounds to get my buff suite going" sissies need not apply. Sneak attack is good, and most people will consider dipping or VMCing to get it. Barbarians rock because the quick fights conserve rage rounds. You don't need to jump through hoops to rage-cycle. Urban barbarians help those who want more dex.


Riuken wrote:
Kudaku wrote:
sirkydor wrote:
why dont people like Teamwork feats?
Teamwork (TW) feats were originally balanced around the classes that can sidestep the drawbacks of TW feats, such as inquisitors and cavaliers. Since Pathfinder doesn't really advertise the fact that TW feats are primarily intended for those classes, most people will evaluate the TW feat on its own merits, and usually find them extremely lacking.
That's the post I was looking for, thanks!

Happy to help. :)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

In short, teamwork feats, work for teams that act like teams. They don't need to be of the same class, just complementary ones with the right selection of feats.

Teamwork feats also come into their own as GM tools. While less appealing to a party of stubbbornly individualistic gamers, they can be a core strategy in building particurlarly effective NPC parties, especially the crack forces that the largest cities will create to deal with the problem of powerful adventure parties running amuck.

There are analogues. I wouldn't want to run a Geisha Bard as a player, but she'd make a great NPC for me as a GM. Unlike D+D in it's early years, Paizo does not draw a sharp line between the player's toolkit and the GM's box.


Party balance is often the reason players don't build specifically as part of a pair or team, e.g. two archers, but yes, some are good, e.g. not mentioned yet, two archers and the 'Target of Opportunity' feat = more or less guarantees them 2 extra attacks a round between them.


Target of Opportunity doesn't need you to have two archers - it can work equally well with two ranged specialists in the party.

One could be a caster who specializes in rays (as long as they take point blank shot which can be part of many ray specialist's builds)

or one can be a gunslinger

(the ray specialist won't be able to take attacks of opportunity - unless they specialized in a spell that allow them multiple attacks in multiple rounds - or if they also kept a crossbow or other ranged weapon at the ready but done well you can have folks who combine arcane and regular attacks dishing out additional attacks frequently - and focusing their fire which is often a good tactic anyway)


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Rycaut wrote:

Target of Opportunity doesn't need you to have two archers - it can work equally well with two ranged specialists in the party.

One could be a caster who specializes in rays (as long as they take point blank shot which can be part of many ray specialist's builds)

or one can be a gunslinger

(the ray specialist won't be able to take attacks of opportunity - unless they specialized in a spell that allow them multiple attacks in multiple rounds - or if they also kept a crossbow or other ranged weapon at the ready but done well you can have folks who combine arcane and regular attacks dishing out additional attacks frequently - and focusing their fire which is often a good tactic anyway)

Having two "ranged specialists" is the same as having two "archers" in his example. In a four person party if there are two ranged specialists then where's the melee, control, buff, etc. Now if you have bigger parties then you're more likely to overlap in "specialists".


Escape Route may be the single greatest tactical positioning feat in the game. Let me just negate AoOs in squares adjacent to your allies.


There's always that ring that you could use to pass teamwork feats out to allies who are feat starved/stingy.

We had an Emerald Spire PFS group that was build around a Butterfly Sting crit fisher Swashbuckler, Outflank, Paired Opportunists, and... it was gross. We hit one target for 300 damage in the surprise round of a fight due to clever positioning and tactics... at level 8.

I've also seen paired PFS half orc barbarians utterly destroy scenarios with Amplify Rage, Lookout, and a couple other things I don't fully remember. 30-ish strength at level 2 is... pretty silly.

My PFS hunter is... pretty crazy. Does similar things to what the ES group did, but with her animal companion and with the Feinting teamwork feats added in. Dumping 8 attacks split between wolf and hunter after moving is... pretty scary.

Teamwork feats are great, if you know what you want out of them and how best to leverage the opportunity costs involved. The ring helps a lot.

Grand Lodge

Teamwork feats are baller for a Hunter. Allow me to post my hunter's feat list and my animal companion's feat list...

Hunter: Weapon Proficiency: Falcata, Power Attack, Outflank, Combat Expertise, Pack Flanking, Boon Companion, Weapon Finesse, Precise Strike, Dodge, Escape Route

AC: Light Armor Proficiency, Power Attack, Outflank, Pack Tactics, Narrow Frame, Precise Strike, Escape Route, Dodge

My AC is a Large Ape (gorilla) and my hunter is Hunter 6/Rogue 2.

I do a sword and board build, so I get 1 attack with +10 (1d8+4|17-20x3) while my animal companion does 3 attacks at 1d6+8.

Because of all the teamwork feats, I flank a target if both my AC and I are adjacent to each other and threaten it, for a +4 to hit. I get 2d6 and my AC gets 1d6. With smart movement options I wont provoke AoOs.

At level 11 I will get 5d6 extra damage against most targets. If I drop lead blades on myself and crit, I'll do 11d6+30 damage (power attacking), AC of 30, and I'll have skills out the wazzu. While the pack flanking doesn't make up entirely for my less than stellar Str, BAB and attacks per round, it does pretty well and I nearly always get the bonuses. Teamwork feats turned a meh melee class into a pretty effective build... and I don't believe I've chosen feats optimally at all.


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The pattern here is that some Teamwork Feats are great if you can ignore the prerequisites that make them onerous (the requirement that more than one character has to have them) and highly situational (you must be correctly positioned relative to another character with the same feat). One way to get around them is with class features, the other is being the DM. If you don't have a workaround, they remain onerous and highly situational, one shorthand for which is "useless".


TriOmegaZero wrote:
alexd1976 wrote:

As someone playing a Hunter, I gotta say... they work pretty damn well.

:D

Put it on a class without a dedicated companion and see how well that goes.

(Solo Tactics is a dedicated companion for the purpose of this discussion.)

Oh don't get me wrong, outside of getting them for free, I wouldn't touch them with a ten foot folding pole.


Athaleon wrote:
SheepishEidolon wrote:
I think it's good Paizo tries to make them work, in favor of diversity and teamplay. Browsing through the books, you can find quite a few classes / archetypes specialized on them:
The thing is, the more diverse a party is, the less use they will have for Teamwork feats.

That's a valid point. But while a party of three or four PCs can be very diverse, one of five or six will show more overlap (in average) - meaning more use for teamwork feats.

And you could also argue the other way round: If the party is less diverse (because of player preferences, campaign setting etc.), teamwork feats can be a strong boost. And in fact you might need them, since the less diverse party is weaker in average.

That said, today I found the ISR feats to be online on D20PFSRD, and at least some teamwork feats look interesting.


Athaleon wrote:
The pattern here is that some Teamwork Feats are great if you can ignore the prerequisites that make them onerous (the requirement that more than one character has to have them) and highly situational (you must be correctly positioned relative to another character with the same feat). One way to get around them is with class features, the other is being the DM. If you don't have a workaround, they remain onerous and highly situational, one shorthand for which is "useless".

Yep, you pretty much summarized this entire thread.


If you stop to think about it , teamwork feats are actually quite "good" as far as ideas go.

Sure , they are mostly made for a few classes that have special features to work with them , but they are still open for other classes even if they werent directly meant for them.

Example is pack flanking , which i do believe most agree is a good feat for a melee hunter , like others said it still can be "useful" for a ranger/druid even if it is costy to them , now compare that to good feats that require bardic performance or to good masterpieces... all of which will only be useful for a bard/skald.

If you start to think that teamwork feats are pretty much "class features" , that are open to others classes at higher cost , they dont seem so bad.

PS: I quite enjoy many of those feats meant for bards/skalds so im not complaining or anything about them :P.


actually I also think the relative merits of teamwork feats may differ by the types of games you are playing.

i.e. in a 15pt buy game the boosts from feats like Outflank etc will be far more meaningful than in a 25pt buy (or rolled stats) game.

Similarly if you have a view that each character should have one primary role and you have a 4 person table then yes, it may be harder to make teamwork feats work. But if you have a 5-6 person table and have players (and a play style) that doesn't require every player have a specific (and different) role then teamwork feats may work really well for your group.

Likewise if your table is focused only one individual accomplishments and optimizations then teamwork feats probably won't be good options.

But a pair of players in say PFS play who build characters to leverage teamwork feats will often be able to pull things off that without the teamwork feats would be challenging (Outflank, Paired Opportunist, etc) - I've seen this work really really well with a rogue (knife master) who was paired with a character built as a nearly pure tank. The tank soaked up attacks of opportunity and was focused on granting the rogue a flank (he didn't do a lot of damage but was enough of a threat to get attacked) - very very effective. The two weapon fighting, boots of speed wearing, knife master rogue frequently dropped anything she attacked (when she got her sneak attacks) and the bonuses to hit via Outflank were a key part of her effectiveness.

Grand Lodge

Okay, hive mind...

I want your advice on teamwork feats that would work for a paired PFS build. My boyfriend and I have been threatening to do the Blues Brothers as half-orcs for a long time now. I have a Averakan Arbiter Bard boon -- a bard that gets free teamwork feats, but NOT solo tactics unless I use a bardic performance. I'd rather Inspire Courage.

We were thinking that he'd play an Inquisitor, or something else that got teamwork feats, so that we could use teamwork feats with gleeful abandon. We'd both be strong, melee types using falchions or battle axes.

"We're getting the band back together!" What would be quality teamwork feats for a pair of righteous agents of musical chaos? We've now covered why teamwork feats often suck. Now, help us use them to be awesome.

Remember, this is a holy thing. "We're on a mission from God!"


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Inner Sea Races gives us ~50 more team work feats.

They.
Are.
Utter.
Garbage.
(TAUG)

Not only do they require two people to spend feats on them, many have additional feat prerequisites as well. What's worse than trying to convince your buddy to take a feat they don't want? Trying to convince them to take three feats they don't want.

Furthermore, most are highly situational and aren't likely to see frequent use even if you do have a partner.

Finally, when you do strong arm your buddy into taking all those feats, and the circumstances are just right for you to two to use the feats, the effect usually isn't any better than any other feat--and oftentimes are much worse!

So why go through all the trouble?

(This post is in regards to the Inner Sea Races team work feats in particular; other team work feats out there aren't half bad half the time.)

Shadow Lodge

Hmm wrote:

Okay, hive mind...

I want your advice on teamwork feats that would work for a paired PFS build. My boyfriend and I have been threatening to do the Blues Brothers as half-orcs for a long time now. I have a Averakan Arbiter Bard boon -- a bard that gets free teamwork feats, but NOT solo tactics unless I use a bardic performance. I'd rather Inspire Courage.

We were thinking that he'd play an Inquisitor, or something else that got teamwork feats, so that we could use teamwork feats with gleeful abandon. We'd both be strong, melee types using falchions or battle axes.

"We're getting the band back together!" What would be quality teamwork feats for a pair of righteous agents of musical chaos? We've now covered why teamwork feats often suck. Now, help us use them to be awesome.

Remember, this is a holy thing. "We're on a mission from God!"

Outflank and Paired Opportunists are usually the go-to feats for people working in melee together. Lookout would also have value for the two of you, to give you both more chances to function during the surprise round together.

Grand Lodge

What is your opinion of Butterfly's sting?

Edit:

Oh! It's not a teamwork feat, is it? Why did I think it was teamwork?

Scarab Sages

Hmm wrote:
What is your opinion of Butterfly's sting?

Butterfly's sting isn't a teamwork feat, even though it functions in a lot of ways like one. It works really well if the person with the feat has a lot of attacks with a 18-20 weapon and the partner has a x4 weapon like a scythe, tetsubo, or pick.


a pair of half-orcs should at least look at amplified rage (you can play a Skald and a Barbarian or Bloddrager for a similar flavor to the Bard but with you both getting rage). One Skald and one Bloodrager both with Amplified Rage could be a pretty devastating pair with both significant physical abilities and lots of flexibility with other class abilities and spells.

(the feat Sympathetic Rage isn't a teamwork feat exactly but it functions much like one - can be another interesting option for many Orc builds for free raging though it isn't "real" rage for rage powers etc as far as I know.)

Outflank would then be another good option to explore as would Paired Opportunists. There is an orc/half orc specific feat that allows for some nifty things on charges but that's probably more situational than the other options (Amplified Rage will be very very good for quite some time)


Hmm wrote:

What is your opinion of Butterfly's sting?

Edit:

Oh! It's not a teamwork feat, is it? Why did I think it was teamwork?

My personal feeling is Butterfly sting is awesome when combined with handing off a guaranteed crit to a Magus. Potentially 20d6 damage from a 1st level spell at 10th level. Also works well with ability damage type effects.

As for other teamwork combos, I have limited experience, but I do find the Skald + Amplified Rage + Warleader's Rage is really, really good for Half-orcs.

With only 2 characters, both would need to dip Barbarian or Bloodrager, although by 3rd you could have Amplified Rage on both, plus Warleader's Rage on the Inquisitor (requires charisma 13) and Skald's Vigor on the skald for fast healing 8 while singing at level 3. The Skald would also provide duration to the Inquisitor, who wouldn't need to take levels in barbarian after.

So at 3rd you have:
Barbarian 1/Skald 2
Barbarian 1/Inquisitor 2

At 3rd level you have 11+Cha rounds of raging song, which when you start adjacent gives +8 Str/+8 Con, and gives your Skald fast healing 8. Then Warleader's rage lets you move up to 30' apart and keep the bonuses (the Inquisitor actually keeps them all the time as he's always within 30' of himself).

From there you can start adding on things like Paired Opportunist and Outflank. Although, to be honest, your melee to-hit would already be through the roof on AoOs. +4 to hit from rage, +4 from flanking, +4 for attack of opportunity. Thats +12 not considering anything else.

However, that may not be the flavor you are looking for, as thats perhaps a bit on the heavy metal side.

Alot of the really powerful melee combinations require full BAB classes. For example, Paired Opportunist (teamwork), Combat Reflexes, Improved Critical (Falchion or Bardiche) (requires BAB +8), Seize the Moment (teamwork). With a Falchion, every 3/10 attacks threatens a critical, which means a bonus pair of 2 attacks when confirmed. Which have a chance of generating more criticals for more AoOs, until you run out of AoOs from combat reflexes.

Sadly for a Bard/Inquisitor pair this is out of reach until 11th (and even then I don't think the feats work out quite right to get everything at 11th).

Grand Lodge

I was looking specifically at a bard because I LOVE bards and because I have a boon for the Averaka Arbiter which grants bonus team work feats at 2, 6 and 10.

I had not considered a Skald at all.

I was not planning on Improved Critical, but just investing in a Keen Weapon. The amplified rage does sound interesting, and I agree that a rage mechanic would fit the Blues Brothers thematically. I was just looking for a way to play the Averaka archetype that I'd been granted access to.


Hmm wrote:

I was looking specifically at a bard because I LOVE bards and because I have a boon for the Averaka Arbiter which grants bonus team work feats at 2, 6 and 10.

I had not considered a Skald at all.

I was not planning on Improved Critical, but just investing in a Keen Weapon. The amplified rage does sound interesting, and I agree that a rage mechanic would fit the Blues Brothers thematically. I was just looking for a way to play the Averaka archetype that I'd been granted access to.

For a pure Bard/Inquistor pair in melee, you could go with something like Paired Opportunist (2nd level Bard and 3rd level Inquisitor bonus teamwork feats) + Broken Wing gambit with the 6th level bonus feats. If you both trigger broken wing gambit, if either is attacked, you both get an AoO.

You could also grab the Tusked trait, and a polearm like a Bardiche to threaten a larger area. Combine with Combat reflexes as your 3rd level feat. That would also perhaps lead towards using the bard spell Featherstep and difficult terrain with reach weapons at low levels. Not sure if inquisitors have a spell which can generate difficult terrain off hand.

You could also try staggering tough enemies, say with the Stricken Heart spell (2nd level inquisitor). On a crit it lasts 1 minute, no save. Which could be generated with Butterfly sting. There are a couple debuff touch attacks which last 1 minute when the touch is critical if you want to try going the sting route.

At the very least the spell Command with "Approach" option could generate some AoOs.

Grand Lodge

Huh. How would amplified rage work with Battlesong of the People's Revolt? Could I potentially give this feat to any raging ally, orc or not?


you can play a Skald/Bard - might slow progression in some respects but could be quite fun - you would end up with a delayed BAB progression and more low level spells but could be pretty nifty. Amplified Rage goes a long way towards addressing a lower BAB - and you would have a lot of performance rounds and spells


Hmm wrote:
Huh. How would amplified rage work with Battlesong of the People's Revolt? Could I potentially give this feat to any raging ally, orc or not?

Yes you could give amplified rage. It specifically notes the shared feat ignores prerequisites. Amplified rage would then activate if they were raging and adjacent to another rager.

However, does anyone know if you can combine a bardic performance/raging song with a masterpiece? Otherwise it would only work characters who can already rage. But yes, any character who can rage, and meets the conditions would benefit.

You'd have to play a Barbarian or Bloodrager/Bard or Skald, but you could start doing it at level 5. However, it doesn't strike me as that great as its much cheaper in resources/opportunity costs/action economy to just dip 1 level in Barbarian and be a Half-orc to get the feat, and have it work from level 1 or 3 onwards.


Hmm wrote:
Huh. How would amplified rage work with Battlesong of the People's Revolt? Could I potentially give this feat to any raging ally, orc or not?

should work - specifically says the folks you grant it to can ignore prerequisites - but note that they will still need to have a means to rage and would need to be adjacent or flanking with someone who is also raging and also has the feat (but if you are Skald that too should be easy to achieve...)


Except it's not clear if you can have a rage song and Battlesong of the People's Revolt at the same time. I believe you cannot do both at once. That the battlesong is a new performance and counts as a performance for limiting in having two up at once.


I posted a Warpriest build a while back that went:

1. +Focus Weapon: Scythe / Nature Soul / Combat Reflexes
3. Power Attack / +WP: Improved Drag
5. Animal Ally: Wolf
6. +WP: Greater Drag / +WPFCB: Paired Opportunists
7. Boon Companion
9. Improved Spell Sharing / +WP: Quick Drag
11. Coordinated Maneuvers
12. +WP: Greater Weapon Focus: Scythe
13. Tandem Trip

Drag Bonuses: Bred for War, Improved/Greater Drag, Weapon Focus/Greater, Divine Favor (+Fates Favored), Scythe Enhancement +Sacred Weapon, Coordinated Maneuvers

Wolf

5. Combat Reflexes / Weapon Focus: Bite
7. *+1INT* / Paired Opportunists
8. Improved Spell Sharing
9. *+1CON* / *Iterative Bite*
10. Coordinated Maneuvers
13. Tandem Trip

Trip Bonuses: Weapon Focus, Divine Favor (+Fate's Favored), Coordinated Maneuvers, Tandem Trip


Chess Pwn wrote:
Except it's not clear if you can have a rage song and Battlesong of the People's Revolt at the same time. I believe you cannot do both at once. That the battlesong is a new performance and counts as a performance for limiting in having two up at once.

Probably true - but either have a pair of Skalds? Or get lingering performance - not as ideal but would technically work. Personally I think building just for the pair of you working well together initially is the best route - then at higher levels consider ways to extend to others as well.

Remember that you can also buy a magical item (ring of tactical precision) which would allow you to grant one ally a teamwork feat you have (which they can only use with you but which they would also get a +1 bonus to the benefits of that feat). So at higher levels you can buy one or two of those rings to grant teamwork feats to allies in your party (or you can look at multi classing to a class with tactician)

(A barbarian Pack Rager with a Skald might be a good combo - the barbarian gets teamwork feats instead of many rage powers - but the Skald can eventually grant rage powers via Raging Song - and the Barbarian would get to use the teamwork feats all the time not just while raging. At level 7 the pack rager would get to grant one teamwork feat to allies while raging - amplified rage might be a good choice)

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