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Sample Plan for Installing QL200 Implants at Early Levels

Bima, my Clan Solitus Fixer, put in several QL200 implants at level 88. This documents how it was done. This was done before ShadowLands was released, and the additional treatment and ability buffing items available from there makes implanting even easier.

I was level maxed in all six of my core abilities as well as title-capped in Treatment. Maxing Psychic is highly unusual for a fixer, but is not really vital to this plan. In my particular case, maxed Strength was also entirely irrelevant.

The astute observer will note that I mostly didn't factor in additional Agility, Intelligence and Sense bonuses (aside from the +12 boosts) to what my rolling Treatment score was as I got buffs and installed implants that raised those abilities. This was done both because I like to play it a little conservatively – I discovered I greatly prefer finding out I ended up a couple of points too high than a couple of points too low – and because, quite honestly, I haven't really figured how to calculate exactly how many points to get out of trickle-down. Whoever made the AO Skills Emulator knows, though, so if I'd kept track of buffs and int/sen/agi-changing implants using that program I would have known treatment precisely at every step. (Update: I have since figured out how trickle-down works, but still recommend using one of the AO skills emulators (Nillan wrote a very nice one called AO Skill Emulator Ex with more features than the original Rustot emulator) over calculating it all by hand.)

In the description below, "=>" represents what the resulting QL of implant I could use is, presuming I met the core ability req. When doing this you might find my Implant QLs table helpful, because it is derived from looking at real in-game implants. I find Nanonanny to be an invaluable tool, but it can be wrong, particularly about treatment requirement and bright bonus.

When I list implants of the form "Ear QL137(653/278 Int) Intelligence +16", I am only listing the core abilities and/or treatment or other skill I am trying to modify. Thus it might seem like there is a conflict between the type of implant and its core ability req, when that core ability is really because of some other unnamed cluster that is in the implant. When I need to subtract out the effect of an implant that is being swapped out for another in the same spot, the subtraction is listed right above the new implant going in, as it might affect the ability to install that implant.

There are several useful core-ability boosting items that I could have used to tweak up some implants even a little more, but since getting the 200s in what my main concern and getting implant stock of suitable QLs above 125 was an additional issue, I didn't push things too hard. In particular, I didn't use an ICC Arms 2Q2C Gun Bag or a Personalized Robotic Brain to raise Sense, or Concrete Cushions to improve Strength and Stamina. I also could have strategically used more Dillon, Nova Dillon, Kirch Kevlar and Sekutek armor than I did. All of these are items that any player can come by without too much effort, not like Shades of Lucubration or Virral Eggs or other rare items. I did, however, wear the Sergeant of Tir Ring and Captain of Tir ring, which Omni and Neutral would not be able to do.

To be sure of my starting stats I stripped all items and implants that provided any bonus to core abilities or to other skills that would be involved, and had no buffs running.


Starting scores:

282     Str w/Boost + 6 from Tir rings = 288
282     Agi w/Boost + 8 from Tir rings = 290
282     Sta w/Boost + 6 from Tir rings = 288 + 8 Quartz rifle = 296
282     Int w/Boost 
282     Sen w/Boost + 4 from Tir ring = 286
282     Psy w/Boost

296     Comp Lit w/Exp + Int Boost
 78     Rifle + 20 = 98 + 3 from boosts = 101, spend 20 IP to 103.

427     Treatment

Start treatment raising:

447     +20 Treatment Expertise
450     +1 Int Boost, +1 Agi Boost, +1 Sen Boost
528     +78 full Med Suit
538     +10 QL22 OT-Windchaser M06 Quartz (Rifle 103/Aimed Shot 54)
638     +100 Clinic (=> 133)
That's with no outside buffs. Of course you will want to hunt down a doc...
718     +80 Superior First Aid (=> 150)
That doctor also helps with Iron Circle:
        Strength 288 + 20 = 308
        Stamina  296 + 20 = 316
I also needed an agent and enforcer:
        Agility  290 + 25 Feline Grace          = 315
        Sense    286 + 15 Enhanced Senses       = 301
        Strength 308 + 27 Essence of Behemoth   = 335
        Stamina  316 + 27 Essence of Behemoth   = 343
I had a QL195 Implant Disassembly Clinic made. Only Fixers can wear this item and it provides a maximum treatment bonus of +20. It needs 463 Comp Lit and 463 Treatment to equip. (Non-fixers will want to get a Treatment Library or Treatment and Pharmacy Library, the latter for doctors only.) Since I'd not needed to bother with comp lit for a while, I had to implant it to reach the requirement.
Ear     QL137(653/278 Int) Intelligence +16
        Intelligence 282 + 16 = 298

Eye     QL135(644/274 Psy) Intelligence +23 (can be made not psychic req)
        Intelligence 298 + 23 = 321

Head    QL150(714/304 Int) Comp Lit +80
        Comp Lit 296 + 80 = 376

        Intelligence 321 - 23 = 298
Eye     QL146(696/296 Int) Comp Lit +47
        Comp Lit 376 + 47 = 423

RHand   QL138(658/280 Int) Comp Lit +30
        Comp Lit 423 + 30 = 453
I saved some IP just to raise comp lit here, so I raised it to 463. This also let me put in a new set of QL150ish NCU. Clinic in:
        Treatment 718 + 20 = 738 (=> 155)
Now here is where I might have had a slight advantage since I max psychic. I was able to blitz for a Biomech Armor Cloak and Cone Head, both QL132. They start providing a +7 bonus for each piece at QL123, but 114 or 132 was my option. They are +6 from 101 to 122 and +5 from 75 to 100. A QL75, the lowest available in the game, requires 211 Psy and 193 Sta to equip; mine needed 366 Psy, 333 Sta. I needed to implant the Psychic to get them on, as follows:
Chest   QL149(710/302 Int) Sense +42 / Psychic +25
        Sense   301 + 42 = 343
        Psychic 282 + 25 = 307

Head    QL155(738/314 Agi) Psychic +44 / Sense +17
        Psychic 307 + 44 = 351
        Sense   343 + 17 = 360

        Intelligence 298 - 16 = 282
Ear     QL134(639/272 Int) Psychic +15
        Psychic 351 + 16 = 367
I would expect anyone to be able to swing +10 from QL75s, but I managed +14:
Biomech cloak and helmet equipped
        Treatment 738 + 14 = 752 (=> QL157)
This is only one point from from QL158 req, but with the Sense and Agility implants and buffs I was confident I had that at least plus one more. In fact I lived a little on the edge and figured I had enough for a QL159 implant I ended up with. I could have swapped in a treatment eye easily enough if I needed to. Note that in the following calculations I continue to use the rolling treatment value I have been modifying rather than bumping it up as would be implied by meeting the req for the right hand. Again, this is to be conservative and not need to worry about trickle-down fluctuations.
Feet    QL105(502/214 Agi) Agility +19
        Agility 315 + 19 = 334

Leg     QL141(672/286 Sta) Agility +40 / Stamina +24
        Agility 334 + 40 = 374
        Stamina 343 + 24 = 367

RHand   QL159(757/322 Agi) Treatment +34
        Treatment 752 + 34 = 786 (=> 165)

Eye     QL162(772/328 Agi) Treatment +52
        Treatment 786 + 52 = 838 (=> 176)
Another implant QL jumped when programmed, but Agility and Sense are much higher than when I started, so I can reasonably expect I have 4 more treatment trickled down.
        Psychic 367 - 44 = 323
        Sense 360 - 17 = 343
Head    QL177(842/348 Agi) Treatment +94 / Sense +20
        Treatment 838 + 93 = 932 (=> 196)
        Sense 343 + 20 = 363

        Treatment 931 - 52 = 880 (=> 185)
Eye     QL184(875/372 Agi) Treatment +58
        Treatment 880 + 58 = 938 (=> 197)

        Treatment 938 - 34 = 904 (=> 190)
RHand   QL189(899/382 Agi) Treatment +40
        Treatment 904 + 40 = 944 (=> 198)
As I made this plan, I was fairly confident that I would have 7 points worth of trickle-down, so I went forward with that assumption. The worst that would happen is I'd need another level or two of boosting core abilities to make it. When I actually implemented the plan I looked at my treatment score either just before or just after the final right-hand implant went in, and saw that I had 960 treatment. But I still had to step up some ability scores, in particular Agility.
        Sense   363 - 42 = 321
        Psychic 323 - 25 = 298
Chest   QL154(734/312 Agi) Stamina +43
        Stamina 367 + 43 = 410

        Agility 374 - 40 = 334
        Stamina 410 - 24 = 386
Leg     QL189(899/382 Sta) Agility +52 / Stamina +31
        Agility 334 + 52 = 386
        Stamina 386 + 31 = 417

Waist   QL179(847/362 Sta) Sense +30 / Agility +20
        Sense   321 + 30 = 351
        Agility 386 + 20 = 406

        Agility 406 - 19 = 387
Feet    QL190(904/384 Agi) Agility + 31 Permanent
        Agility 375 + 31 = 418

RArm    QL200(951/404 Agi) Permanent
LArm    QL200(951/404 Agi) Permanent
LWrist  QL200(951/404 Agi) Permanent

RWrist  QL200(951/404 Sta) Permanent
LHand   QL200(951/404 Sta) Permanent

        Agility 418 - 52 = 366
        Stamina 417 - 31 = 386
Leg     QL182(866/368 Agi) Permanent

(Hmm, must have swapped in some Sekutek gloves there to make the other
two points of agility.)

        Sense   351 - 30 = 321
        Agility 366 - 20 = 346
Waist   QL166(790/336 Agi) Stamina +19
        Stamina 386 + 19 = 405
Now the chest is going out, so stamina is dropping by 43 to 362. But I have a QL184 chest I want to equip that requires 372 in stamina. Since my treatment was so high, this was easily addressed by being able to swap out parts of my Med Suit.

Solid Steel Hydraulic Legwear
        Treatment 944 - 14 = 930 (=> 195)
        Stamina 405 + 5 = 410


Dillon Boots, QL100
        Treatment 930 - 6 = 924 (=> 194)
        Stamina 410 + 5 = 415

        Stamina 415 - 43 = 372
Chest   QL184(875/372 Sta) Permanent

Med Suit pants and gloves swapped back on
        Stamina 372 - 10 = 362
        Treatment 924 + 20 = 944 (=> 198)

At this point core abilities are definitely the limiting factor, rather than treatment. As noted above, I could have done more by swapping out med suit pieces for armor pieces that gave core ability bonuses and balanced that with treatment requirements to find optimal maximum implants. I didn't feel like it.
	Stamina 362 - 19 = 343
Waist  QL155(738/313 Sen) Permanent


Tsakachumi PTO-HV Counter-Sniper Rifle
        Treatment 944 - 10 = 934 (=> 196)
        Stamina 343 - 8 = 335
        Agility 346 + 4 = 350


Nova Dillon Armor Boots
        Treatment 934 - 6 = 928 (=> 195)
        Agility 350 + 2 = 352
        Intelligence 282 + 2 = 284

        Treatment 928 - 40 = 888 (=> 186)
RHand   QL174(828/352 Agi) Permanent

        Treatment 888 - 94 = 794 (=> 166)
Head    QL145(691/294 Psy) Sense +16 Permanent
        Sense 321 - 20 + 16 = 317

        Psychic 298 - 16 = 282
Ear     QL163(776/330 Agi) Intelligence +18
        Intelligence 284 + 18 = 302


Second-Hand Old English Trading Co., dual wielded
        Agility 350 - 4 = 346
        Intelligence 302 + 10 = 312


Dillon Boots, QL100
        Intelligence 312 - 2 + 5 = 315
        Swapping with Nova Dillon Boots, no change in Treatment
At this point the calculated treatment is going to end up at 736, but the implant I wanted in needed 738. Again trickle-down from Feline Grace, Enhanced Senses and the Intelligence items would save the day, I was sure.
        Treatment 794 - 58 = 736 (=> 154)
Eye     QL155(738/314 Int) Permanent


OT-Windchaser M06 Quartz back on
        Intelligence 315 - 10 = 305
        Treatment 736 + 10 = 746 (=> 156)

Ear     QL156(743/316 Sense) Permanent

Et voila, I am done.

Back to my AO page.