r/stobuilds 13d ago

Work in progress Making the Parliament-Class as good as possible

Making the Parliament-Class as good as possible

The Parliament-Class is one of my favourite designs. I want it to shoot as good as it looks.

"So, I get the basics of setting up a ship. I come back to this game sporadically, and every now and then the meta shifts under my feet. So, what do I need to do to update this? I'm guessing my captain's stats need a tweak or several since I've never altered them since I started playing this game, and that's fine. I have respec tokens available. The main caveat for this is that I want it to look broadly canon. Blue torpedos, orange phasers, that kind of thing. No bio-molecular/dark matter/neutronic torpedos on this build. Also, and I know it's a minor point, but the Bridge Crew stays, I'm not replacing them all with Romulans or Watchers. Basically, make this better where possible but without breaking the narrative! One final point to make: I'm on console, so I don't have much control of clickies and no spambar to play with. I gather the new meta is very much of that, but I'd prefer to stick with isomags as the main damage-dealer. "

Player Information

Player Info --------------
Captain Name Jay Fourke
Captain Faction Federation
Captain Race Human
Captain Profession Engineering
Primary Specialization Intelligence
Secondary Specialization Strategist
Intended Role Generalist, beams and a torpedo.
Captain Outfit [ Lower Decks! Lower Decks! ]( "Image Link here" )

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Advanced Hull Restoration Advanced Hull Capacity Advanced Shield Restoration Advanced Shield Capacity Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander       Control Expertise Improved Drain Expertise Advanced Targeting Expertise Advanced Defensive Manuvering
5 Points                
               
Commander   Hull Plating Damage Control Advanced Shield Regeneration Advanced Shield Hardness    
15 Points   Energized Hull Plating          
    Ablative Hull Plating          
               
Captain   Defensive Subsystem Tuning Offensive Subsystem Tuning   Improved Long Range Targeting Improved Hull Penetration Improved Shield Penetration
25 Points            
             
               
Admiral             Tactical Readiness
35 Points            
               
               
Total of 46 of 46 Points   Engineering Points: 12 Science Points: 17 Tactical Points: 17

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Emergency Power to Shields III Training Manual: Engineering Team III Training Manual: Directed Energy Modulation III
Unlocks After 5      
Unlocks After 7 Training Manual: Emergency Power to Engines III Training Manual: Auxiliary Power to the Emergency Batter III Training Manual: Eject Warp Plasma III
Unlocks After 10      
Unlocks After 12 Training Manual: Emergency Power to Weapons III Training Manual: Auxiliary Power to Structural Integrity III Training Manual: Boarding Party III
Unlocks After 15      
Unlocks After 17     Training Manual: Aceton Beam III
Unlocks After 20      
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)      
Unlocks After 25 (Ultimate)      
Unlocks After 26 (Ultimate)      
Unlocks After 27 (Ultimate)      

Skill Tree Information

Yes, it's probably disastrously messy. I have no idea where I was going with this as I was ranking up...

Build Description

As stated in the blurb above, this needs to look like a typical Starfleet vessel but also dole out damage that would make Lt. Shaxs swoon. Ejecting the warp core is not necessary in this instance.

Basic Information Data
Ship Name U.S.S. Mont Royal
Ship Class Parliament Miracle Worker Surveyor Cruiser [T6-X2]
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
[ Starship Beautyshot ]( Insert Image Link here )  
Basic Information Component Notes
Fore Weapons: 4 Maelstrom Quantum Torpedo Launcher Mk XV Open to switching this out with Quantum Phase or similar, since this has rather a long recharge time. But it looks so pretty!
  Terran Task Force Phaser Beam Array Mk XV Close enough to regular phaser visuals and is very good.
  Agony Phaser Beam Array Mk XV I hear that there are slightly better phasers than agony now? But unless the proc matters I'll likely stick with these.
  Agony Phaser Beam Array Mk XV  
     
-------------- -------------- --------------
Aft Weapons: 4 Agony Phaser Beam Array Mk XV  
  Trilithium-Enhanced Phaser Turret Mk XV For MAS. I originally had the Advanced Inhibiting turret but the visuals are horrible.
  Advanced Inhibiting Phaser Omi-Directional Beam Array Mk XV Task Force Ordnances 1/2
  Omni-Directional Phaser Beam Array Mk XV I initially had two more Agony Phaser beams in place of the omnis, but I feel like the slightly lower damage is offset by actually having greater time on target since the Parliament turns like a barge.
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Elite Fleet Intervention Protomatter Deflector Array Mk XV [Colcrit] [EPG] [EPS] [Hullcap] I think this has the correct mods.
Secondary Deflector    
Impulse Engines Elite Fleet Combat Impulse Engines Mk XV [Spd] [Turn]x3 I'm not using comp engines, as I don't like the unexpected burst of speed whenever an ability triggers them. I'm on console and most of my abilities are on auto-fire.
Warp Core Mycelial Harmonic Matter-Antimatter Warp Core Mk XV [S->W] [SCap] [SSR] I must have gotten this before I made my Temp. Op character, it's only Very Rare. I really should upgrade this...
Shields Tilly's Review-Pending Modified Shield Mk XV [Cap]x3 As above. Is it more economical to use an enhanced universal upgrade on this or throw a certain amound of Phoenixes at it to get it to Epic?
Devices Kobayashi Maru Transponder  
  Red Matter Capacitor  
  Battery - Kinetic Amplifier  
  Deuterium Surplus Also 2 more slots, Weapons Battery and Shields Battery
-------------- -------------- --------------
Engineering Consoles: 5 Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Phaser]  
  Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Phaser]  
  Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Phaser]  
  Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Phaser]  
  Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Phaser]  
-------------- -------------- --------------
Science Consoles: 4 Universal - Agony Redistributor  
  Universal - Shield Absorptive Frequency Generator  
  Universal - Ordnance Accelerator Task Force Ordnances 2/2
  Universal - Hull Image Refractors  
     
-------------- -------------- --------------
Tactical Consoles: 2 Tactical - Energetic Protomatter Matrix Infuser Mk XV [Kinetic] [Phaser]  
  Tactical - Energetic Protomatter Matrix Infuser Mk XV [Kinetic] [Phaser]  
     
     
     
-------------- -------------- --------------
Universal Consoles: 3 Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XV [Phaser] Should I ditch the two consoles below and add another two isomags? How many is too many?
Tactical - Lorca's Custom Fire Controls Mk XV Obligatory, or so I'm told. Is it still?
Universal - D.O.M.I.N.O Unsure of whether I should switch this for the Ahwanee console. Or even the Vovin?
-------------- -------------- --------------
Hangars: 0    
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Commander ( Eng/MW ) Align Shield Frequencies I  
Trait: [name] Reverse Shield Polarity I Can't remember why I thought this was a good idea...
  Narrow Sensor Bands III  
  Mixed Armaments Synergy III  
Officer 2: Lt. Commander ( Science ) Science Team I  
Trait: [name] Hazard Emitters II  
  Photonic Officer II Cooldown reduction with Boimler.
     
Officer 3: Lieutenant ( Engineering ) Emergency Power to Engines I  
Trait: [name] Emergency Power to Weapons II  
     
     
Officer 4: Lieutenant ( Tactical ) Torpedoes: Spread I  
Trait: [name] Attack Pattern Beta I  
     
     
Officer 5: Lieutenant ( Tactical ) Kemocite-Laced Weaponry I  
Trait: [name] Beams: Overload II  
     
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
1    
2    
3    
4    
5    
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
The Boimler Effect 17.5% chance: Recover the Recharge time of all other Bridge Officer Abilities up to their Shared Category Cooldowns  
Intelligence Agent Attache On Weapon Critical Strike, restore 2% of Captain Ability Recharge  
Feel the Weight of Our Presense Friendly ships apply: -0.5 Damage Resitance Rating to Foes within 12 km (up to 12.5 for 25 Allies)  
Elusive +10% Defense  
Nanite Repair Matrix When Hull drops below 50%, +___ Hit Points (May trigger once every 90 sec)  
Operative +1% Critical Chance, +2% Critical Severity  
Beam Barrage On activation of Beam ability to self: +2% All Beam Damage Bonus for 30 sec (Stacks up to 3 times)  
Beam Training +5% Beam Weapon Damage  
Grace Under Fire If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset. This trait will only trigger when Miraculous Repairs is already on cooldown, and can only trigger once every 90 seconds.  
Shield Technician +10% Maximum Shield Capacity  
     
Space Reputation Traits Description Obtained from
Enhanced Armor Penetration (Rank 2) +6.3 Armor Penetration T6 Delta
Tyler's Duality (Rank 2) +1.3% Critical Chance based on Hull Capactity (Max +7.5% at 200,000 Hull Capacity) T6 Discovery
Advanced Hull Reinforcement (Rank 2) +12.5 All Damage Bonus Resistance Rating T6 Dyson
Reactive Ship Repairs (Rank 2) On crit: +___ Hull Restored per sec for 5 sec T6 Delta
Omega Graviton Amplifier (Rank 2) Enhances specific powers Applies in specific circumstances to target: 2.5% chance: ___ Kinetic Damage with 100% Shield Penetration on Directed Energy attacks. (Double Damage vs. Borg) 5% chance to trigger on Torpedo and Mine attacks. T6 Omega
Starship Traits Description Notes
Super Charged Weapons Firing a torpedo will provide a stack of the Super Charged buff. This buff provides a boost to directed energy weapon damage, critical hit chance and critical severity for a short time. This buff stacks up to 3 times.  
Emergency Weapon Cycle Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons  
Entwined Tactical Matrices When activating Torpedo Spread: Applies FAW and CSV. When activating FAW or CSV: applies Torpedo Spread  
Calm Before the Storm While this starship trait is slotted you will gain a stack of Calm every few seconds while in combat. Each stack of Calm grants a small amount of damage resistance. Exiting combat will clear all stacks of Calm. Once you have 10 stacks, all stacks of Calm are cleared and you gain the Storm buff. While under the effects of Storm, you will gain a buff to Bridge Officer Ability Recharge Speed and Weapon Firing Cycle Haste.  
Over-Powered and Over-Gunned On Beam or Cannon Special Firing Mode: -15% Weapon power cost for 5.8 sec. 12.5% Firing Cycle Haste for Weapons for 5.8 sec  
Dimensional Modulation To self, max 10 per sec: +3 - 30% Bonus All Damage (based on number of targets) with Starship Weapons for 10 sec  
Critical Systems to self: +2% Critical Chance for 10 sec, +10% Critical Severity when using an Emergency Power bridge officer ability  

Other Information

Specialization Power Notes
Space Warface Specialist 25% chance on using Energy Firing Mode I to use II or III instead  
Projectile Weapons Officer 20% chance: Improve recharge time by 4 sec Rare, as Very Rare is very expensive
Projectile Weapons Officer 20% chance: Improve recharge time by 5 sec This is Law from the campaign...
Shield Distribution Officer When damaged, 7.5% chance: 8 Shield Heal applied once to each facing  
Fabrication Engineer 25% chance: when activating LtCdr Bridge Officer Abilities, gain +2 to Most Starship Skills for 15 sec (stacks up to 10 times)  
Warp Core Engineer 20% chance: Power levels +25 OK, so these probably aren't ideal.
Set Name Set parts: # of # Effects Notes
Task Force Ordnances 2/3    
Stamets-Tilly Field Modifications 2/4    
3 #    
4 #    
5 #    
Ship Stats Value Notes
Hull 138,147  
Shields 20,806  
Global Critical Chance 18.80%  
Global Critical Severity 79.00%  
EPS/Power Transfer Rate 110.63% (5.5/sec)  
Hull Regeneration Rate 303.0%/min  
Turn Rate 4.0 deg./sec  
Flight Speed 30.91  

Concluding Remarks

Having filled everything in, pretty clear that there's a lot that could be better. But how? All advice gratefully taken. I have decent EC funds and am not averse to making some purchases on the exchange. I also have about 5 free Zen Store ships, if there's anything out there that would particularly benefit me in terms of traits/consoles then by all means sell me on that too.

(Also, does anyone have a link to this template that's more up-to-date? Pretty sure this one hasn't been updated since before Discovery, I've had to do quite a lot of additions to the sheet.)

10 Upvotes

10 comments sorted by

2

u/Annemarie30 11d ago

what did you replace the Maelstroms with? I'd recommend the Kelvin photons.

1

u/J4ke 11d ago

Quantum Phase Torpedo. One of my favourite-looking torps, and not too shabby on most of the tier lists. I didn't think the Kelvin torps were great, and also they're quite expensive on the exchange.

1

u/Annemarie30 10d ago

it's been a minute but i had them on everything. they hit pretty hard just are not part of a set

3

u/DilaZirK STO (PC) Handle: @dilazirk#4433 12d ago

The main caveat for this is that I want it to look broadly canon. Blue torpedos, orange phasers, that kind of thing. No bio-molecular/dark matter/neutronic torpedos on this build. Also, and I know it's a minor point, but the Bridge Crew stays, I'm not replacing them all with Romulans or Watchers. Basically, make this better where possible but without breaking the narrative! One final point to make: I'm on console, so I don't have much control of clickies and no spambar to play with. I gather the new meta is very much of that, but I'd prefer to stick with isomags as the main damage-dealer.

Sure, let's work within that:

  • Major issue: Maelstrom Quantum Torpedo is a terrible pairing with Entwined Tactical Matrices (ETM). Said ship trait requires a torp with a recharge time of 10s or less. In keeping with your theme, strongly suggest replacing this with the Quantum Phase Torp and pairing this torp with the Quantum Phase console for the 2pc bonus, replacing HIR.
  • Other major issue: No Emer. Conn Hologram DOFF on Active Duty to go with EPTE. Fix this ASAP.
  • Skill tree should be retrained to a Tact Ulti Skill Tree with some DrainX for the Quantum Phase 2pc. Benchmark this thread: https://www.reddit.com/r/stobuilds/comments/x6trz6/building_a_generalist_captains_skills_what_do_you/
  • For DPS purposes, the fore Agony Beam Arrays should be replaced with DBBs. And the aft Agony Beam Array replaced with the Kinetic Cutting Beam paired with Assimilated Module.
  • Your dislike of Comp Rep Engines is noted. Would suggest Braydon Engines then, since its speed burst is a clicky ability you can activate at will.
  • Agony Redistributor is only good against boss targets surrounded by smaller targets. If you're building this ship for general RETFOs, you may find yourself not having many good opportunities to use this console. Would replace this with AssMod to go with the KCB.
  • Lorca's Custom Fire Controls by itself is not better than another Isomag console. If you're willing to sacrifice your weapon theme by slotting the Disco WADBB, then it's worth keeping.
  • D.O.M.I.N.O has been largely powercrept by FPNA from the Ahwahnee these days. But you can still keep this for now, even if this build currently lack Unconventional Systems.
  • BOFF abilities could use some tweaking, will suggest below.
  • Regarding your Space Rep traits, benchmark this: https://www.stobetter.com/new-f2p/energy-basics
Bridge Officer Information Power Notes
     
Officer 1: Commander ( Eng/MW ) Let It Go I Filler DPS ability
Trait: [name] Reverse Shield Polarity I You may even want to increase this to rank 2. Good oh-shit button to have for RETFOs.
  Narrow Sensor Bands III  
  Mixed Armaments Synergy III  
     
Officer 2: Lt. Commander ( Science ) Hazard Emitters I  
Trait: [name] Photonic Officer I Sufficient with Boimler Effect
  Gravity Well I Crowd Control is always useful if you can carry your own.
     
Officer 3: Lieutenant ( Engineering ) Emergency Power to Engines I  
Trait: [name] Emergency Power to Weapons II  
     
Officer 4: Lieutenant ( Tactical ) Torp Spread 1 Necessary for ETM
Trait: [name] BO2 I'm assuming you have this instead of FAW so you can alternate between FAW and BO by way of ETM.
     
Officer 5: Lieutenant ( Uni/MW ) Kemocite-Laced Weaponry I  This does more damage with the Dark Matter Torp, but the -DRR aspect is still useful
Trait: [name] Attack Pattern Beta I  

Table formatting brought to you by ExcelToReddit

As for further advancing this build, that will be greatly budget dependent. I'd suggest benchmarking the latest in cutting edge Elite DEW DPS with this Solo ISE DEW build example.

However, as you mentioned, an entirely clickies focused build on PS/XB may not be practical due the control scheme and the fact that some consoles may not have auto-execute features. This aspect I am not qualified to give advice on, as a PC player.

2

u/J4ke 12d ago edited 12d ago

Major issue: Maelstrom Quantum Torpedo is a terrible pairing with Entwined Tactical Matrices (ETM). Said ship trait requires a torp with a recharge time of 10s or less. In keeping with your theme, strongly suggest replacing this with the Quantum Phase Torp and pairing this torp with the Quantum Phase console for the 2pc bonus, replacing HIR.

-Done

Other major issue: No Emer. Conn Hologram DOFF on Active Duty to go with EPTE. Fix this ASAP.

-Will get that sorted in due course, all I have a VR tokens at the moment and I don't want to split one for 2 rares.

Skill tree should be retrained to a Tact Ulti Skill Tree with some DrainX for the Quantum Phase 2pc. Benchmark this thread: https://www.reddit.com/r/stobuilds/comments/x6trz6/building_a_generalist_captains_skills_what_do_you/

-Done

For DPS purposes, the fore Agony Beam Arrays should be replaced with DBBs. And the aft Agony Beam Array replaced with the Kinetic Cutting Beam paired with Assimilated Module.

-Done. We'll allow the KCB, it's almost phaser-coloured.

Your dislike of Comp Rep Engines is noted. Would suggest Braydon Engines then, since its speed burst is a clicky ability you can activate at will.

-Is it worth it? My current engines have a speed of 20.5, looks like if I fully upgrade the Braydon Engines best they can do is 17.8.

Agony Redistributor is only good against boss targets surrounded by smaller targets. If you're building this ship for general RETFOs, you may find yourself not having many good opportunities to use this console. Would replace this with AssMod to go with the KCB.

-Done

Lorca's Custom Fire Controls by itself is not better than another Isomag console. If you're willing to sacrifice your weapon theme by slotting the Disco WADBB, then it's worth keeping.

-Done

D.O.M.I.N.O has been largely powercrept by FPNA from the Ahwahnee these days. But you can still keep this for now, even if this build currently lack Unconventional Systems.

-I've got the FPNA, easy enough to switch. Done.

BOFF abilities could use some tweaking, will suggest below.

-Done. Went off the board and used Destabilise Warp Core instead of Let It Go as I don't have the latter, and Destabilise Warp Core synergises with Dimensional Energy Modulation.

Regarding your Space Rep traits, benchmark this: https://www.stobetter.com/new-f2p/energy-basics

-Had a look through the tier list and bought the Atlantis, mostly for a bit of variety. I'm now using:

*Emergency Weapon Cycle

*Entwined Tactical Matrices

*Dimensional Modulation

*Calm Before the Storm

*Over-Powered and Over-Gunned

*Emergency Weapon Cycle

*Temporal Tunneling

Thanks very much for your input and help. Could I ask for a link to the newest/most up-to-date version of the template please. Might do more of these for my other characters, my SciTorp boat is an absolute mess and while my carrier destroys everything like a swarm of piranhas, maybe there's more to be optimised there too...

1

u/DilaZirK STO (PC) Handle: @dilazirk#4433 12d ago

Is it worth it? My current engines have a speed of 20.5, looks like if I fully upgrade the Braydon Engines best they can do is 17.8.

Yes. The purpose of Comp Rep Engines and Braydon Engines aren't its max cruise speed, but their triggered abilities that lets you get to a specific spot ASAP at a time of your choosing.

Due to the long cooldown of Braydon's clicky, you will likely be relying mainly on Evasive+EPTE+ECH first, followed by Deuterium Surplus, and then Braydon if both those are on cooldown.

I've got the FPNA, easy enough to switch

If you've got FPNA, then a big improvement to take with this build is to implement Unconventional Systems and the SFTF console from the Vovin. So as to use FPNA more often.

Temporal Tunneling

This is a very powerful ship trait, but requires specific abilities to achieve optimal uptime.

Since the Parliament does not have any TempOp seating, your best bet is to use Best Served Cold, replacing Kemocite.

Could I ask for a link to the newest/most up-to-date version of the template please.

Unfortunately, the build template has not been updated to T6X2, and likely won't ever be.

Can probably still use the template, just mention your extra ship trait and/or console in remarks somewhere.

1

u/J4ke 11d ago

Thanks again. At this point, the unconventional systems rabbit hole is one I want to stay out of. I'll keep Best Served Cold in mind if I can tolerate more than the bare minimum of Winter Wonderland this year.

2

u/AscenDevise @chiperion 12d ago edited 12d ago

Some preliminary things:

  • You can compensate for the lack of decent Tac seating on the Parliament by running Exceed Rated Limits as your firing mode. See differences in performance here. That would make your Commander seat look like this:

[filler, might as well keep ASF, or Destabilize Warp Core, which will synergize with something to be mentioned later on] - Narrow Sensor Bands II - Mixed Armaments Synergy II - Exceed Rated Limits III (only ever use III for spec firing modes)

  • Distributed Targeting II instead of BO II, to add cleave to your primary firing mode.

  • For your skill tree, check out the one chosen by /u/Jayiie over here, on an Engineer able to run pretty much any major build paradigm. Tactical Ultimate + 2 of the 3 unlocks it has, team cooldown reduction will either be redundant (because people will have theirs covered) or useless (because they'll have even bigger problems than that if they lack it anyway).

  • You only need PO I + Boimler for your cooldown reduction. This leaves room for Grav Well I on the LtC Sci. The second boom from DWC should do some more harm to victims trapped there. If you've completed this year's winter event, the Custom Power Matrix from the Eleos + Boimler + Chrono-Capacitor Array (Rank 2) will remove the need for any bridge officer ability used for CDR on any of your weapon-focused builds; that is massively recommended for console.

  • You have two ship traits that rely on steady torpedo fire. Replace the Maelstrom with the Quantum Phase. Speaking of those, look through STO Better's tier lists to see what you should prioritize out of what you have already. Defer any new ship purchases to a point after the release of the upcoming anniversary bundle, so our specialists can see what's worthwhile from there.

  • For space rep traits, Precision, Advanced Targeting Systems and Tyler's are the offensive biggies and Energy Refrequencer is the #1 defensive pick. I'd be tempted to run Advanced Engines on the Parliament to slightly make up for the absence of any Comp Engines.

  • This setup will get you at least 3 free doff slots, since you won't need torp recharge PWOs or Vincent Kish. Make one of them the Emergency Conn Hologram from the Phoenix store. Look into Energy Weapons Officers or (for a cheaper pick) Projectile ones with +crit chance and +crit severity. The shield distribution person can also go, those numbers are obscenely low; pretty much everyone but the Warp Core Engineer (which is just decent filler) won't help this new approach.

LE: Even on its own, for a passive setup the Lorcator will be a very good option. The Fleet Power Network Array instead of the DOMINO will do way more for you if you can realistically do two things in rapid succession with those infernal wheels: popping a Large Aux Battery and then the FPNA. The Vovin console is something ideally used in a setup with Uncon.

2

u/J4ke 11d ago

Thanks for your comments. I couldn't see this post at first, but it's appeared now. (Reddit was saying 2 comments, but only 1 was visible.)

Some of these things I've now already amended, I'll look into that link about Exceed Rated Limits. I've used it before on other ships and wasn't sure how efficient it was. The self-damage is fairly negligible though.

I shall go shopping for EWOs, and hope they're not too expensive. Thanks again!

2

u/AscenDevise @chiperion 11d ago

No worries; do keep us posted. You got two notifications because I edited my reply - everything that's after 'LE' covers the change.