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Thread: Maximum Tradeskills Needed - revised

  1. #1

    Maximum Tradeskills Needed - revised

    This is an updated list of the Maximum Tradeskills Needed.
    I mentioned the top 2 tradeskills. The ones in parenthesis aren't really tradeskills (Nano Controller Unit is nodrop)

    ME: 2100 - 5 Gem aruls / 1800 - Rod rings 6xQL.
    EE: 2270 - 5 Gem aruls / 1800 - Rod rings 6xQL (1800 for QL300 Nano Controller Unit 6x).
    QFT: 2025 - ql300 Shiny Jobe Clusters 6.75x / 1562 - Combat Knowledge Crystal+Medical Knowledge Crystal, other steps
    WS: 2025 - ql300 Shiny Jobe Clusters 6.75x / 1800 - Alien weapon upgrade 6xQL.
    NP: 2025 - ql300 Shiny Jobe clusters 6.75x / 1875 - Crystalised Memories Mechanic+Technician, other steps
    Pharma: 2025 - ql300 Shiny Jobe Clusters 6.75x / 1800 - Alien armor 6xQL.
    Psychology: 2025 - ql300 Shiny Jobe Shiny Clusters 6.75x / 1800 - Alien armor 6xQL.
    Chem: 2100 - Alien armor from Mutated 7xQL / 1750 - Crystalised Memories Doctor+Surgeon (1800 for QL300 Nano Controller Unit 6x)
    CL: 2025 - ql300 Shiny Jobe Clusters 6.75x / 1800 - Placing ql300 towers 6xQL
    B&E: 1400 - ql200 nano rifles 7xQL / 1200 hacking leather armor 6xQL

    Juat in case you wonder what Jobe clusters I mean:
    Psychology: Skill Time Lock Modifier, Nano Formula Interrupt Modifier, % Add All Off., % Add All Def., % Add Xp
    FQT: Shield AC, % Add. Dam., Energy Damage Add, % Add. Nano Cost -
    Pharma: Heal Delta
    CL: Max NCU
    WS: RangeInc. Weapon (says % Add.Rad. Dam.)
    NP: RangeInc. NF (says % Add.Rad. Dam.)

    However, these are note the absolute maximums you can ever need. The reason is that clusters can also be used to push the ql of the imp ahead. For a shiny Jobe cluster to push the ql of the target 1 ql you need 400 more than the requirement.(tested). The maximum possible gain is +5 for ql250+ imps (not tested for obvious reasons). So the real maximums for imps are achieved with ql295 imps. I think the req for that is 1991, so the max is 3991. Of course there is no way to test this since such numbers are not achievable. But just for the sake of completeness, the absolute maximums:

    ME: 2100 5 Gem aruls
    EE: 2270 5 Gem aruls
    QFT: 3991 - ql295 Shiny Jobe clusters made into ql300 imps
    WS: 3991 - ql295 Shiny Jobe clusters made into ql300 imps
    NP: 3991 - ql295 Shiny Jobe clusters made into ql300 imps
    Pharma: 3991 - ql295 Shiny Jobe clusters made into ql300 imps
    Psychology: 3991 - ql295 Shiny Jobe clusters made into ql300 imps
    Chem: 2100 - Alien armor from Mutated
    CL: 3991 - ql295 Shiny Jobe clusters made into ql300 imps
    B&E: 1400 - ql200 nano rifles

    Most of which aren't achievable.
    Last edited by muha; Aug 9th, 2007 at 13:33:01.
    RK1:220/30 Alicia "Muhandes" Jolt General of Destiny. My setup/A quick screenshot
    --------------------------------------------------------------
    "Guides": 210 symbs before 170, 220 symbs before 180, NM Engi Twinking 205, 210, 215, 220.
    WTB ql150 weapons, Grand Armbands, Eye of the Evening Star.

  2. #2

  3. #3
    ~4k TS?? Oh my.... how??

  4. #4
    Quote Originally Posted by muha View Post

    Most of which aren't achievable.
    ...

  5. #5
    There of course also is the opposite of those maximums needed to create implants as there is the 85% rule. So to make 300 imp you can use 255 cluster and not need 2025 respective skill but just 1722.
    Filby 220/15 engineer
    1800+ ME, EE, WS, Pharma, NP, Psychology
    Enough QFT, 2000+ Chem, 1200 BE

  6. #6
    Quote Originally Posted by massu View Post
    There of course also is the opposite of those maximums needed to create implants as there is the 85% rule. So to make 300 imp you can use 255 cluster and not need 2025 respective skill but just 1722.
    I think the requirement is decided by the imp, so even a 255 cluster will require 2025.

    And there is no 85% rule. The rule is the you need a cluster of ql 246/252/258 to make a faded/bright/shiny imp of ql300. People spending creds on RK ql275 faded imps make me laugh.
    RK1:220/30 Alicia "Muhandes" Jolt General of Destiny. My setup/A quick screenshot
    --------------------------------------------------------------
    "Guides": 210 symbs before 170, 220 symbs before 180, NM Engi Twinking 205, 210, 215, 220.
    WTB ql150 weapons, Grand Armbands, Eye of the Evening Star.

  7. #7
    The skill required to insert a cluster is determined by the QL of the implant (blank or partially filled) that you are inserting it into.

    The QL rules are actually 82% for faded, 84% for bright, and 86% for shining.

    This is why I almost always insert clusters in the order Shining/Bright/Faded if the QL limits are close, as the QL bumps raise the requirements each step.

    [Usual FC rounding rules for requirments: any fraction, no matter how small, rounds UP. Cluster must be striclty greater than or equal to the minimum required QL.]
    Yes, we have no signature today!

  8. #8
    does the "400 more than reqired" rule apply to bright/faded req as well? (i.e. the req for bumping 4-5 ql's are lower for faded/bright compared to shiny)
    Kryptogeek 220/30/70 Meta Physicist
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  9. #9
    Quote Originally Posted by Beammaster View Post
    does the "400 more than reqired" rule apply to bright/faded req as well? (i.e. the req for bumping 4-5 ql's are lower for faded/bright compared to shiny)
    Read this thread for information.
    RK1:220/30 Alicia "Muhandes" Jolt General of Destiny. My setup/A quick screenshot
    --------------------------------------------------------------
    "Guides": 210 symbs before 170, 220 symbs before 180, NM Engi Twinking 205, 210, 215, 220.
    WTB ql150 weapons, Grand Armbands, Eye of the Evening Star.

  10. #10
    I crafted some QL 300 imps with different shiny job clasters. And coefficient were different from 6 to 6.75.

    I've made this imps. Coefficient for nano delta claster were 6, coefficient for Fire dmg claster were 6.75.

    Ps: For total craft config Nano programing should be maxed. I can do 2800 NP with MP buff. With NP about 2700-2800 you can increase Imps for 13 - 15 lvls by RK clasters.
    Last edited by Alceona; Apr 8th, 2007 at 20:02:36.
    Nemezyda PvP/DD/Solo PVM/tradeskill engineer.
    Nemezyda's Top Craft with low IP cost Guide.
    Nemezyda's Implants Assembling Guide
    Alceona Ordinary MP.
    Baldhead He has a shiny baldhead.
    Lucepher 220 Enfo
    Cyborgwizard 200 NT

  11. #11
    Quote Originally Posted by Alceona View Post
    I crafted some QL 300 imps with different shiny job clasters. And coefficient were different from 6 to 6.75.

    I've made this imps. Coefficient for nano delta claster were 6, coefficient for Fire dmg claster were 6.75.

    Ps: For total craft config Nano programing should be maxed. I can do 2800 NP with MP buff. With NP about 2700-2800 you can increase Imps for 13 - 15 lvls by RK clasters.
    Actually - you need ~2450 to up ql285 imp by 4 by inserting shiny cluster. Faded/bright will already give you +5 if you have 2k NP.
    Kuznechik, Board member of Disciples of Omni-Tek (and few dozens of alts)
    DoOT is recruiting
    -------
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  12. #12
    Quote Originally Posted by kuznechik View Post
    Actually - you need ~2450 to up ql285 imp by 4 by inserting shiny cluster. Faded/bright will already give you +5 if you have 2k NP.
    Not for all imps. Head, eye, chest requare more skill for lvling by shiny.
    Nemezyda PvP/DD/Solo PVM/tradeskill engineer.
    Nemezyda's Top Craft with low IP cost Guide.
    Nemezyda's Implants Assembling Guide
    Alceona Ordinary MP.
    Baldhead He has a shiny baldhead.
    Lucepher 220 Enfo
    Cyborgwizard 200 NT

  13. #13
    I added the reqs for the 17.3 items: 1875 NP and 1750 Chem for some of the items.
    I also added the reqs for Communication Relay (1800 Chem/ME) but only as a note, since the result is nodrop, and you are not very likely to do this more than once.
    RK1:220/30 Alicia "Muhandes" Jolt General of Destiny. My setup/A quick screenshot
    --------------------------------------------------------------
    "Guides": 210 symbs before 170, 220 symbs before 180, NM Engi Twinking 205, 210, 215, 220.
    WTB ql150 weapons, Grand Armbands, Eye of the Evening Star.

  14. #14
    With the full IPR I made sure I could reach all of these values... the sane ones anyways (2000 ish) and from my personal experience I can say you dont use them much... hell dont think I ever have.... AI weapons and Glyphs are pretty dead now... something to think about now since even alba tradeskills are lower...

    Make sure you know what your doing before you put IP in them... you only get so many IPRs :]


    Quote Originally Posted by muha View Post
    I also added the reqs for Communication Relay (1800 Chem/ME) but only as a note, since the result is nodrop, and you are not very likely to do this more than once.

    Tell me what the typo is in that quote and ill give you a cookie!
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    Agg/Def: 0% - 2640 Nano Init to insta cast Isotos - 1650 Ranged Init to cap Sloth

  15. #15
    Hmm, more about some practical use...
    How many NP do you need for increase of ql284-290 basic implant by 5 (by 4,3) by adding shiny cluster? Who cares about ql295 imp+shiny when we all use 284-290?
    Kuznechik, Board member of Disciples of Omni-Tek (and few dozens of alts)
    DoOT is recruiting
    -------
    Well, as a well-known fact - I know nothing (especially about engineers).

  16. #16
    Quote Originally Posted by muha View Post
    I also added the reqs for Communication Relay (1800 Chem/ME) but only as a note, since the result is nodrop, and you are not very likely to do this more than once.
    You really meant the Nano Controller Unit, didn't you? Comm relay does not take any skill to make (or you can't make them to my knowledge, at least).
    Eroz, finally 220/26/70 Adventurer & proud General of Regulators on ex-RK2 (outdated) equip
    Rokroland, 170 Engineer No more crab for j00 Northern Front on ex-RK2
    Ranged roxxorz!
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  17. #17
    yes, silly me, meant NCU not CR, fixing it.
    Oh, and it's EE, not ME.
    RK1:220/30 Alicia "Muhandes" Jolt General of Destiny. My setup/A quick screenshot
    --------------------------------------------------------------
    "Guides": 210 symbs before 170, 220 symbs before 180, NM Engi Twinking 205, 210, 215, 220.
    WTB ql150 weapons, Grand Armbands, Eye of the Evening Star.

  18. #18
    Thanks Riftsoarer, I corrected the maximum QFT line.
    RK1:220/30 Alicia "Muhandes" Jolt General of Destiny. My setup/A quick screenshot
    --------------------------------------------------------------
    "Guides": 210 symbs before 170, 220 symbs before 180, NM Engi Twinking 205, 210, 215, 220.
    WTB ql150 weapons, Grand Armbands, Eye of the Evening Star.

  19. #19
    Are these numbers still correct or have they changed since the date of the OP? Is it still safe to say reaching the amounts listed (2000ish I assume would be safe) above with IP/items/perks/etc. will allow engineers to perform all necessary tradeskills in-game?
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    *plus various less important alts*

  20. #20
    these are still correct as far as i know.
    Greetings,



    Ellarisa
    Darkellarisa 220/30/70 Engineer equipment pvp // Alien Deaths: 353
    Crazyella 220/30/70 MP equipment // Alien Deaths: 90
    Stabbingella 220/28/67 Shade equipment // Alien Deaths: 45
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