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  Bumping Implants up QL's with Clusters
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    PostPosted: Thu Aug 10, 2006 10:46 pm 
Leetissimo!
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First off sry it has taken me so long to put this on our new forums. :oops:

This is invaluable guide for when building implants & you want a specific quality level.


QL1-49 : Will not bump (not even if you have 5000 NP)
QL50-99 : 1 QL bump per cluster if you have enough NP so max is 3 ql's higher
QL100-149: 2 QLs per cluster so max is 6 ql's higher
QL150-199: 3 QLs per cluster (well, obviously you can't bump a ql199 more than 1 QL..) so max is 9 ql's higher
QL201-249: 4 QLs per cluster so max is 12 ql's higher
QL250-299: 5 QLs per cluster so max is 15 ql's higher

(Basically it's the QL of the implant, divided by 50 and rounded down..)

Shiny clusters have to be 86% of the ql of implant, Bright have to be at least 84% and Faded 82%

Shiny clusters will require 300 NP above the requirement to bump the implant by 1 QL. 600 NP to bump it 2 QLs, 900 to bump it 3 QLs.. etc..
Bright clusters will require 200 NP above the requirements to bump the implant by 1 QL, 400 for 2, 600 for 3... etc..
Faded clusters will require 100 NP above the requirements to bump the implant by 1 QL, 200 for 2, 300 for 3.. etc..

Pls remember to check that the tradeskiller has enough Nano Programming to allow for the relevant elevations.
Hope you all enjoy making your implants & good luck :twisted:

_ _ _ _ _ _ _ _ _ _ _ _ ____
If its not broken, Your not trying hard enough!!

-DC-Grind42-Nightcrawler-
Damage Clan
General of Athen Paladins


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    PostPosted: Wed Nov 15, 2006 6:21 pm 
Hyde!
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Did the following since I'm working on twinkplants for Hyde atm ... might be useful to someone.

The minimum quality of cluster usable in a QL300 implant:

Shiny: QL258
Bright: QL252
Faded: QL246

However, since we assume we can bump 2 QLs with Shiny and 5 for Bright/Faded (see notes below) IF you can get the right QL empty implant you can build a QL300 with the following clusters:

Shiny: QL256 (using a QL298 empty, ie, 2 bumps)
Bright: QL248 (using a QL295 empty, 5 bumps)
Faded: QL242 (using a QL295 empty, 5 bumps)


NOTES:
* you may also not be able to AVOID making a 300 without using multiple tradeskillers
* this means you can blitz Faded clusters from 250 missions for use in QL300 implants
* the following assumes you are having the implant created by someone with enough skills to bump the max 5 QLs per cluster
* Jobe implants don't just use NP, and I don't have a valid formula for bumping 5 QLs for Jobes, get the highest skilled tradeskiller you can and hope

However, you can still build QL298-QL300 implants with QL250 clusters if you have the right QL empty implants to start with. QL298 implants will give the same -ability- (STR/STA/AGI/SEN/INT/PSY) buffs as a QL300. QL299 implants will give the same -skill- (weapons, nanos, etc) buffs as a QL300. 1 lower than that will drop the buff by 1 point. In many cases you won't -need- that 1 point, so you can go lower, but we're going to use QL298 as the threshold for this guid since I'm writing it for people twinking abilities.

Based on Grind's guide at the top of this post, you would need a tradeskiller with 2900+ NP to be able to bump an implant 5 QLs with a Shiny cluster. 2600+ for 4 QLs, 2300+ for 3, 2000+ for 2 and 1700+ for 1 QL bump with a Shiny. 5 QLs just isn't reasonable, 4 is insanely hard, so we're assuming you can get 2 QLs from the Shiny bump (ie, we're not relying on finding someone with more than 2K NP). Bright is easier, 5 QLs with slightly over 2K NP so we'll assume that you can get 5 QLs from Bright and Faded implants.

The min/max quality empty implant to obtain a QL300 implant changes depending on how many clusters you are adding. You -can't- use QL250 clusters in a QL300 implant unless it uses at least 2 clusters, and the most flexible is using 3 clusters.

REMINDER: The following is ONLY about trying to use QL250 clusters. If you can get higher than QL250 (basically get lucky at Primus Camp or get them from someone who has randomly looted them in a Fixer rolled mission) then you have a lot more flexibility.


Adding QL250 (and somewhat lower, not calculating the min QL on the cluser) clusters to reach QL298-300:

* Faded cluster only (min empty = 293, max empty = 300) = 298-300 faded implant


* Bright cluster only (min empty = 293, max empty = 298) = 298-300 bright implant


* Shiny cluster only DOES NOT WORK unless you want a QL293 max implant (using a QL291 empty)


* 2 clusters: Bright/Faded implant (min empty = 283, max empty = 298) * MOST flexible multi-cluster
... 250 Bright to empty 283-298 implant = 288-300 bright implant
... 250 Faded to bright 293-300 implant = 298-300 bright/faded implant


* 3 clusters: Full implant (min empty = 286, max empty = 291)
... 250 Shiny to empty 286-291 implant = 288-293 shiny implant
... 250 Bright to Shiny 288-293 implant = 293-298 shiny/bright implant
... 250 Faded to Shiny/Bright 293-298 implant = 298-300 filled implant


* 2 clusters: Shiny/Bright-OR-Faded implant (min empty = 291, max empty = 291) * can ONLY use 291, can ONLY make 298
... 250 Shiny to empty 291 implant = 293 shiny implant
... 250 Bright-OR-Faded to Shiny 293 implant = 298 shiny/bright-OR-faded implant


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    PostPosted: Tue Jan 23, 2007 5:36 pm 
Hyde!
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Just a confirmation ... got a tradeskiller (no names here, don't want people browsing the forums to bug them incessantly for tradeskills, but they're uber and they know it) who got 2640 Nano Programming.

With that and 3 clusters, a QL286 waist became a QL300 waist. Quite nice.

We did notice that another implant of the same QL bumped 1 QL less. We don't know why, both were NP requirement implants.

Remember to read above ... the magic of a QL286 implant is you can use blitzable QL250 clusters. Just make sure you put them in in the order of Shiny, Bright, Faded.


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    PostPosted: Tue Jan 23, 2007 7:59 pm 
Leetissimo!
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Hyde wrote:
Just a confirmation ... got a tradeskiller (no names here, don't want people browsing the forums to bug them incessantly for tradeskills, but they're uber and they know it) who got 2640 Nano Programming.

With that and 3 clusters, a QL286 waist became a QL300 waist. Quite nice.

We did notice that another implant of the same QL bumped 1 QL less. We don't know why, both were NP requirement implants.

Remember to read above ... the magic of a QL286 implant is you can use blitzable QL250 clusters. Just make sure you put them in in the order of Shiny, Bright, Faded.


Cluster NP req isn't only dependant on the Shiny/Bright/Faded thing, but also on what slot it is in. For example, a Shiny Head Cluster takes more to combine than a Shiny Right-Arm Cluster :) Use Auno.org or NanoNanny to know what the req is - and then get an uber tradeskiller to get it bumped enough :twisted:

_ _ _ _ _ _ _ _ _ _ _ _ ____
Lupusceleri L220/24 Agent.
Silversmith upcoming TL5 twink.
Wolfseye L110/12 Adventurer (towertwink).
Lysdexic L90/9 Agent (Mimic Enf towertwink).
Aesculapias L21/2 Doctor (ancient).

Aaaand various other alts.


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    PostPosted: Tue Jan 23, 2007 8:43 pm 
Hyde!
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Alphacenta wrote:

Cluster NP req isn't only dependant on the Shiny/Bright/Faded thing, but also on what slot it is in. For example, a Shiny Head Cluster takes more to combine than a Shiny Right-Arm Cluster :) Use Auno.org or NanoNanny to know what the req is - and then get an uber tradeskiller to get it bumped enough :twisted:


Wasn't the issue. Both implants were QL286, both had 3 clusters put in. Seems like some random roll might occur in the process OR a buff wore off and the skiller didn't notice. Not a big deal, but something to be aware of.


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    PostPosted: Wed Jan 24, 2007 8:53 pm 
Leetissimo!
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Hyde wrote:
Alphacenta wrote:

Cluster NP req isn't only dependant on the Shiny/Bright/Faded thing, but also on what slot it is in. For example, a Shiny Head Cluster takes more to combine than a Shiny Right-Arm Cluster :) Use Auno.org or NanoNanny to know what the req is - and then get an uber tradeskiller to get it bumped enough :twisted:


Wasn't the issue. Both implants were QL286, both had 3 clusters put in. Seems like some random roll might occur in the process OR a buff wore off and the skiller didn't notice. Not a big deal, but something to be aware of.


The reqs differ.. really: http://auno.org/ao/imp.php?saveid=28151

Click Show Results, and you will see that the head requires 900 NP to be made while R-arm reqs just 720 or so. Big difference, especially at those high QLs I think :)

EDIT: remade the implant thing, so it gives chest/waist now.. Chest really reqs 900 NP to add shiny, while waist is just 800 :wink:

_ _ _ _ _ _ _ _ _ _ _ _ ____
Lupusceleri L220/24 Agent.
Silversmith upcoming TL5 twink.
Wolfseye L110/12 Adventurer (towertwink).
Lysdexic L90/9 Agent (Mimic Enf towertwink).
Aesculapias L21/2 Doctor (ancient).

Aaaand various other alts.


Last edited by Alphacenta on Thu Jan 25, 2007 9:01 am, edited 1 time in total.

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    PostPosted: Thu Jan 25, 2007 2:57 am 
Hyde!
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Nice try! But it was a Chest and a Waist. Guess what? Both use the same NP.


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    PostPosted: Thu Nov 22, 2007 2:38 pm 
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Something i just found out myself.

Those with the Shadowlands expansion have access to a special cluster vendor located in the city of Jobe. This vendor sells clusters that raise skills not otherwise covered by standard implants like addalldef, addalloff, %XP gain, Damage Add, or nano cost reduction. For a bonus, anybody can use implants with Jobe clusters in them, not just people who have access to the Shadowlands, but people who cannot go to Jobe will require other people to buy their clusters for them.

Another way to get hold of Jobe clusters are RK missions, where these are dropped randomly by mobs [?] or as part of the chest loot.

There are several major differences to note when using Jobe clusters:

* They always require an additional tradeskill to insert them into an implant, such as Computer Literacy or Psychology (see table below).
* Implants with Jobe clusters in them have title level requirements and cannot be built lower than QL100. Except for QL100 implants, which require TL3 (level 50+), implants with Jobe clusters add a TL4 (level 100+) requirement.
* The ability and treatment requirements are higher than these of normal implants of the same QL.
* Implants made with Jobe clusters cannot have their clusters removed or be 'cleaned' in any way.


Tradeskill: Cluster

Computer Literacy: Max NCU

Nano Programing: RangeInc. NF (labled as % Add.Rad. Dam.)

PharmaTech: Heal Delta

Psychology: Skill Time Lock Modifier, Nano Formula Interrupt Modifier, % Add All Off., % Add All Def., % Add Xp

Quantum Field Theory: Shield AC, % Add. Dam., Energy Damage Add, % Add. Nano Cost

Weapon Smithing: RangeInc. Weapon (labled as % Add.Rad. Dam.)


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    PostPosted: Thu Nov 22, 2007 3:55 pm 
Leetissimo!
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Just something I have noted: Some people are having trouble adding Jobe clusters to pre-QL100 implants, for a TL3 req imp. Therefor, make sure that the implant is EXACTLY QL100 before you add in the Jobe cluster. Also don't have one of those meanies like Creac or Maminella make it, since they -will- bump it up.

Best is to ask a random non TS 220 to make it with some buffs, or maybe city HQ.

For Shiny clusters, you can have MAX 299 skill over the minimum requirement to combine, Bright 199, Faded 99.

_ _ _ _ _ _ _ _ _ _ _ _ ____
Lupusceleri L220/24 Agent.
Silversmith upcoming TL5 twink.
Wolfseye L110/12 Adventurer (towertwink).
Lysdexic L90/9 Agent (Mimic Enf towertwink).
Aesculapias L21/2 Doctor (ancient).

Aaaand various other alts.


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